Baharroth

(Entry)
Type: unit
EntryId: 21de-b843-ff6b-1cdb
Hidden: false
Costs: 200 Points

Profiles:

Abilities
Disciplines (Swooping Hawks):

If the Phoenix Lord is leading a squad of their Aspect, the whole squad becomes Fearless. Phoenix Lords cannot join Aspect Warrior squads not of their Aspect. Note that if a squad has two of the same Exarch power, they are not cumulative.

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability 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, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, 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.

Eternal Warrior:

The model is immune to the effects of the Instant Death rule.

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Wargear
Swooping Hawk Wings:

A model with Swooping Hawk wings moves as if equipped with a jump pack and may use the Deep Strike rules to deploy in missions that allow it.

Plasma Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Haywire Grenades:

A model attacking with these grenades may only make a single attack. If it hits, roll a D6 to determine the effect: 

1 - No effect

2-5 - Glancing Hit

6 - Penetrating Hit

Weapons RangeStr.APType
Swooping Hawk Grenade Pack

n/a

4

5

Large Blast

Any time a Swooping Hawk unit uses its Deep Strike ability, it may place a Large Blast Marker centred on an enemy model anywhere on the table and roll a scatter dice. If an arrow is rolled, the marker scatters D6" in the indicated direction. Work out hits and damage as normal.

Hawk's Talon

24"

5

5

Assault 3

Melee Weapons
Power Weapon:

Models wounded in close combat by the attacks of a model armed with a power weapon are not allowed armour saves.

Exarch Power
Skyleap:

The player may elect to remove a unit with Skyleap from the table in its movement phase, placing it in reserve. If the squad was engaged in combat, the enemy may then Deep Strike back into play from their following turn, exactly as if they had been held in reserve from the beginning of the game (even in missions that do not allow Deep Strike or reserves). For example, if they are removed from the table on turn 2, they will re-enter play on turn 3 on the roll of a 3+.

Intercept:

In assaults, they never require worse than 4+ to hit vehicles that do not have a WS.

Unit WSBSSTWIALdSv
Phoenix Lord

7

7

4

4

3

7

4

10

2+

Used By (1)
Eldar(Catalogue)