(H) Solitaire

(Entry)
Type: model
LinkId: 0a82-3b94-5bb7-7a89
Hidden: false
Costs: 145 pts

Constraints:

max: 1
min: 1
Options (4)
Melee Weapon:
Relic Weapons - Replaces 1 Weapon of the Same Type (Melee/Ranged):
Rules (13)
Blitz
Once per game, at the start of any of the controlling player's Movement phases, the Solitaire can move in the following manner instead of moving normally.  Roll a number of D6 equal to the current turn number; the result is the number of inches that the Solitaire can move.  When moving in this manner, the Solitaire can move over all other models and terrain as if they were open ground, but it cannot end its move on top of other models or impassable terrain.  In the Assault phase of the turn in which the Solitaire moves in this manner, its Attacks characteristic is increased to 10.
Impossible Form
A Solitaire has a 3+ invulnerable save.
Prismatic Blur
A Solitaire may move up to 12" in the Movement phase.
The Path of Damnation
A Solitaire can never be joined by another character.  If a Solitaire is your army's Warlord, he never has a Warlord Trait.
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.
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.
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.
Precision Strikes
If a model with this special rule rolls a 6 To Hit with a Melee weapon, that hit is a 'Precision Strike'.

Wounds from Precision Strikes are allocated against an engaged model (or models) of your choice in the unit you are attacking, rather than following the normal rules for Wound allocation. If a Precision Strike Wound is allocated to a character, they can still make their Look Out, Sir roll.
Fear
At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear - all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.
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).
Hit and Run
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the test is failed, nothing happens and the models remain locked in the fight.

If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".

A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Furious Charge
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
Deep Strike
Deep Strike Mishap Table: D6 Roll

1: Terrible Accident! - The entire unit is destroyed!

2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.

4-6: Delayed - The unit is placed in Ongoing Reserves.

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Solitaire

Infantry (Character)

9

9

3

3

3

10

6

10

-/3++

Used By (3)