| Abilities |
|---|
| Battlesmith:
If an Iron Priest is in base contact with a damaged vehicle during the Shooting phase, he can attempt to repair it instead of firing. Roll a D6 and add +1 for each Thrall-Servitor with a servo-arm in the unit. If the result is 5 or more, then either a weapon destroyed result or immobilised result (owning player's choice) will be repaired. If a weapon destroyed result is repaired, that weapon can be fired in the following Shooting phase. The iron Priest cannot repair if he has gone to ground or is falling back. |
| Acute Senses:
When the Night Fighting mission special rule is in use, such models may choose to re-roll the test to determine how far they can see, but must abide by the new result. Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit. |
| Counter-Attack:
When a unit with this rule is assaulted by the enemy it must take a Leadership test. If the test is successful all models in the unit get the +1 assault bonus to their attacks, exactly as if they too had assaulted that turn. This rule cannot be used if, when assaulted, the unit was already locked in combat from a previous turn. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Iron Priest | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 2+ |
| Wargear |
|---|
| Runic Armour:
A model in runic armour has a 2+ armour save. Furthermore the wearer of runic armour has a 5+ invulnerable save against all wounds caused by psychic attacks. |
| Frag Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Krak Grenades:
When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6. |
| Melee Weapons |
|---|
| Servo-arm:
Each servo-arm grants the model a single extra close combat attack, made separately at Initiative 1 and Strength 8, ignoring Armour Saves. |
| Thunder Hammer:
A Thunder Hammer uses the same rules as a power fist. In addition, all models that suffer an unsaved wound from a thunder hammer and are not killed will be knocked reeling, reducing their Initiative to a value of 1 until the end of the next player’s turn. Against vehicles with no Initiative value, whenever a thunder hammer inflicts any damage result, it also inflicts a crew shaken result |