Mutalith Vortex Beast

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: 2b37-5268-5129-63ab
Hidden: false
Costs: 240 pts
Rules (6)
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.
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
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.
Random Attacks (D6+2)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Regeneration (5+)
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.

Profiles:

Model MWSBSSTWIALDType
Mutalith Vortex Beast

6

3

5

5

6

3

8

Monster

Aura of Mutation Table
1

Hideous Disfigurements: The target must take D6 T tests, and gains Fear for the rest of the game.

2

Trollbrains: The target must take D6 T tests, and gains Stupidity for the rest of the game.

3

Gift of Mutations: The target must take D6 T tests. After resolving these tests, one of the unit’s characteristics (roll a D6 to randomly select between WS, BS, S, T, I or A) is increased by 1 (to a maximum of 10) and one of their characteristics (roll another D6 to randomly select between W S, BS, S, T, I or A) is decreased by 1 (to a minimum of 1) for the rest of the game.

4

Tide of Transformation: The target must take D6 T tests. Once the tests have been resolved, roll a D6: on a 3 or more, choose another enemy unit within 6" of the initial target – it must take D6 T tests. Keep rolling for further victims (each within 6" of the last target struck), until the roll is less than 3 or there are no more viable targets. A unit can only be the target of Tide of Transformation once per casting.

5

Maelstrom of Change: Place the small round template over the target and scatter it D6". If a Hit! is rolled, the template does not scatter. Every model underneath the template must take a T test.

6

Spawnchange: Every model in the target unit must take a T test. If the target suffers one or more unsaved Wounds, you can immediately place a new Chaos Spawn anywhere within 6" of the target unit that is at least 1" from any unit and impassable terrain. If the target suffered no unsaved Wounds, if you do not have a spare Chaos Spawn model, or if it cannot be placed, then no Chaos Spawn is created.

Spell Spell LevelTypeCasting ValueRange
Aura of Mutation

Innate Bound Spell

Direct Damage

5+

18"

Roll a D6, and consult the Aura of Mutation table to discover how many T tests the target must take, and if any long-lasting mutations have occurred. For each T test failed, the target suffers a single Wound which Ignores Armour saves.