Carnosaur

(Entry)
Type: mount
EntryId: e9bc-4643-f1d6-bb48
Hidden: false
Costs: 175 pts

Constraints:

max: 1
Options (1)
Rules (6)
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Stomp
The model can make a Stomp in addition to its other close combat attacks. A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's S, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model.
Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after armour and ward saves, but before Regeneration) is multiplied into more than one wound. The exact number of wounds caused will vary from model to model and weapon to weapon, but will normally be shown in brackets as part of the rule.

Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted.

Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Blood Frenzy
Once the Carnosaur has inflicted an unsaved Wound, it immediately becomes subject to Frenzy. Furthermore, the Carnosaur never loses its Frenzy.

Profiles:

Model MWSBSSTWIALDType
Carnosaur

7

3

6

5

5

2

4

5

Monster