Tomb Scorpion

(Unit)
Type: unit
Category: Special
Categories: Special
EntryId: 2126-1869-d66a-5c9c
Hidden: false
Costs: 85 pts
Rules (5)
Magical Restiance (1)
Undead Constructs
They always lose one less wound than usual from combat resolution. 
5+ Armour Save
It Came From Below
Place a coin on the table anywhere after deployment for each unit buried in the sands. 

Roll a dice from turn two only to see if they emerge. 

Turn 2=4+
Turn 3=3+
Turn 4=2+
Turn 5=Automatically Emerge

Roll a scatter and artillery dice and move the marker. If it's under a unit, they count as charging. They can move normally, including charge. 

If a misfire is rolled, consult this table. 

1-2 Magic Dissipated: Do not emerge. Enemy gets victory points
3-4 Too Deep: Do not emerge. No victory points
5-6 Misaligned: Emerge, but opponent can place place the marker anywhere on the battlefield and cannot move the turn it emerges
Poisoned Attacks
Poisoned Attacks. Hits of 6 auto wound. Sve as normal.
Killing Blow
Wound roll of 6 slays man sized opponent, no saving throw, no matter how many wounds. Ward save still applies

Profiles:

Profile MvWSBSSTWIALd
Tomb Scorpion

7

4

0

5

5

4

3

4

8