(E) Asurmen, The Hand of Asuryan

(Entry)
Type: model
EntryId: 7a91-e019-146b-ee3b
Hidden: false
Costs: 220 pts

Constraints:

max(roster): 1
Options (3)
Rules (9)
Shield of Grace
Asurmen has a 4+ invulnerable save.  This is increased to a 3+ invulnerable save whilst he is fighting in a challenge.
Hand of Asuryan
When determining Warlord Traits for Asurmen, he always has D3 traits from the Warlord Traits table in Codex: Craftworlds - re-roll any duplicates.
Strength from Death
Whenever a unit is completely destroyed within 7" of one or more non-vehicle units that consist only of models with this special rule, pick one of those units to make a Soulburst action.  You cannot pick a unit that is locked in combat, Falling Back, or that has Gone to Ground.  A unit making a Soulburst action can do one of the following, even if it has already done so in this turn:

* The unit can immediately move as if it were your Movement phase.
* The unit can immediately shoot (or Run or Turbo-boost) as if it were your Shooting Phase.
* The unit can immediately make a charge move as if it were your Charge sub-phase (if they do so, enemy units can fire Overwatch as if it were your Charge sub-phase). A unit that makes a charge in the Fight sub-phase does so at the end of the current Initiative step, and once they have charged, the Initiative steps continue to resolve as before (including for models in the charging unit).

A unit can only make a Soulburst action once per turn.
Counter-attack
If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-attack special rule in the unit gets +1 Attack until the end of the phase.

If, when charged, the unit was already locked in combat, the Counter-attack special rule has no effect.
Eternal Warrior
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Fleet
A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
Independent Character
Independent characters can join other units.  They cannot, however, join units that contain vehicles or Monstrous Creatures.  They can join other Independent Characters, though, to form a powerful multi-character unit!  Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim.
Defence Tactics
When chosen as the target of a charge, a unit that sonsists entirely of models with this special rule can either choose to fire Overwatch at Ballistic Skill 2, or gain the Counter-attack and Stubborn special rules until the end of the phase (in which case it cannot fire Overwatch)

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Asurmen

Infantry (Character)

7

7

4

4

3

7

4

10

2+/4++

Used By (1)