Kapricus Carrier

(Unit)
Type: model
Category: Dedicated Transport
Categories: Dedicated Transport, Transport, Vehicle, Fly, Hernkyn, Kapricus, Carrier, Faction: Leagues of Votann
EntryId: cfbc-9eeb-badb-b28c
Hidden: false
Costs: 75 pts

Constraints:

max(self): 0
max(self): 3
max(force): 6
Options (2)
Crusade:
Battle Honours:
Battle Traits:
Pariah Nexus Blackstone Upgrades:
Weapon Modifications:
Rules (4)
Deadly Demise
Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Firing Deck
Some **^^Transport^^** models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the **[ONE SHOT]** ability). Until that **^^Transport^^** model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.
Scouts
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". 

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT  model has (provided only models with this ability are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character, etc.). 

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Prioritised Efficiency
If your Army Faction is ^^**Leagues of Votann^^**, ^^**Leagues of Votann^^** units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those ^^**Leagues of Votann^^** units have will change depending on how many Yield points (YP) you currently have:
- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.

- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.

- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

**Hostile Acquisition**
- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll.

- You can re‑roll Advance and Charge rolls made for this unit.

**Fortify Takeover**
- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll.

- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a Vehicle, subtract 1 from the Wound roll.


**Yield Points**
At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:
You control one or more objective markers not within your deployment zone.
You control two or more objective markers not within your deployment zone.
You control more objective markers than your opponent.


In your turn, YP gained in this way are always gained before checking which ability ^^**Leagues of Votann**^^ units from your army have.


Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule.

Profiles:

Unit MTSVWLDOC
Kapricus Carrier

12"

7

4+

7

7+

2

Abilities
Scanner Uplinks:

In your shooting phase, after this model has shot, select one enemy unit (excluding Monsters and Vehicles) hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Guerrilla Adepts:

In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding Monsters and Vehicles). Until the end of the phase, attacks made by models in this unit can only attack that enemy unit (and only if it is an eligible target) and, after resolving those attacks, if one or more of those attacks hit that enemy unit, until the start of your next Shooting phase, that enemy unit is assailed (this simply labels that unit for the purposes of this ability and some Enhancements or Stratagems). If that unit is already assailed, until the start of your next Shooting phase, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.

Firebase Control (Aura):

While a friendly Leagues of Votann Infantry unit is wholly within 6" of this Transport, ranged weapons equipped by models in that Infantry unit have the [sustained hits 1] ability.

Transport
Kapricus Carrier:

This model has a transport capacity of 5 Hernkyn Yaegir models.

At the start of the Declare Battle Formations step, you can select one Hernkyn Yaegir unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this Transport; the other can start the battle embarked within another Transport, or it can be deployed as a separate unit.

Modifiers:

append name (Battle-hardened)
and
16+ selections of Experience Points in self (recursive)
30- selections of Experience Points in self (recursive)
append name (Battle-ready)
and
5- selections of Experience Points in self (recursive)
1+ forces of Crusade Force in roster (recursive)
append name (Blooded)
and
6+ selections of Experience Points in self (recursive)
15- selections of Experience Points in self (recursive)
append name (Heroic)
and
31+ selections of Experience Points in self (recursive)
50- selections of Experience Points in self (recursive)
append name (Legendary)
51+ selections of Experience Points in self (recursive)
increment max Crusade: Weapon Modifications(self) 2
repeat for every 1 selections of Weapon Modifications in self (recursive)
increment min Crusade: Weapon Modifications(self) 2
repeat for every 1 selections of Weapon Modifications in self (recursive)
1+ selections of Legendary Veterans in self (recursive)
Used By (1)