Mortis Engine

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: 9ef8-c9a8-cc1a-c721
Hidden: false
Costs: 220 pts
Options (4)
Rules (7)
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. 

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Undead
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are within 12" of the army's General.
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.
The Reliquary
At the start of each of your turns, roll 2D6 and add the current turn number. This is range of the reliquary's dark aura this turn in inches. All enemy units within range of the dark aura immediately take D6 hits, with a S equal to the current turn number, distributed as from shooting. Also, place a marker next to all friendly Undead units that were within range of the dark aura at the start of the turn. These units improve their Regeneration saves by one point until the start of their next turn, to a maximum of 4+. If they have no Regeneration save, they are treated as having Regeneration (6+) instead. Finally, if the 2D6 result was a double, then the fell energies prove too powerful; in addition to the usual effects, the Mortis Engine takes 1 Wound with no saves of any kind allowed. When the Mortis Engine suffers its last unsaved Wound, every unit within 12 plus the turn number in inches, friend or foe, must take 2D6 hits with a S equal to the current turn number. These hits are distributed as shooting.
Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Large Target (5)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Profiles:

Model MWSBSSTWIALDType
Mortis Engine

7

5

5

5

Chariot (Armour save 5+)