Hero of Fortitude
Hero, Warrior, Dwarf, Iron Hills
The Iron Hills Chariot is an unusual model and moves in the following way:
The Chariot counts as one model in a fight. Any surviving crew member that is not driving the Chariot adds their Attacks to the Duel roll. Additionally, the Chariot will also use the highest Fight value of any Dwarf that is on the Chariot (including the driver).
No model that is riding on an Iron Hills Chariot can declare a Heroic Combat. If beaten, any model wishing to Strike the crew must roll to see if they hit the crew or the Chariot. To do this, roll a D6 for each Strike. On a 4+, the Strike hits the crew member of the attacker’s choice – anything else hits the Chariot.
If the Chariot loses the Fight, it does not Back Away. It also never counts as Trapped. If the Chariot is slain, then the crew inside are lost – remove the model as a casualty
On a turn in which the Iron Hills Chariot Charges, it gains the Extra Attack and Knock to the Ground bonuses as if it was a Cavalry model. The Iron Hills Chariot still gets these bonuses even if it charges a Cavalry model. When the Chariot is hit by a shooting attack, the shooter must take an In The Way test to determine if the Chariot orthe crew are hit. On a 1-4, the Chariot has been hit and on a 5-6, ithits the Dwarf closest to the shooter. The Chariot may not makeJump, Climb, Leap or Swim tests, and may not lie downor defend barriers. It may not enter difficult terrain other than shallow water features (including swamps, rivers, etc.), which it is completely unimpeded by. The Chariot cannot be Barged, Hurledor knocked Prone for any reason.
Models with Magical Powerscan use them on the Chariot, selecting either the Chariot itself orone of the crew members as the target. Magical Powers that affectmultiple targets will automatically affect both the Chariot anditscrew, if in range of the model. Only by affecting the Driver will aMagical Power such as Transfix or Compel impede the Chariot’smovement (thereby causing it to remain stationary or takeamoveas described by the Magical Power). Finally, Magical Powers suchas Sorcerous Blast, Nature’s Wrath and Call Winds will not movethe Chariot or knock it Prone, although they will still inflict anydamage as detailed in the Magical Power’s description.
3x Chariot Crew - Iron Hills Dwarf
Warrior, Dwarf, Iron Hills
Mv | Fv | S | D | A | W | C |
---|---|---|---|---|---|---|
5 | 4/+4 | 4 | 6 | 1 | 1 | 4 |
1x Chariot Driver - Iron Hills Captain
Hero of Fortitude
Infantry, Hero, Dwarf, Iron Hills
Mv | Fv | S | D | A | W | C | M | W | F |
---|---|---|---|---|---|---|---|---|---|
5 | 5/+4 | 4 | 8 | 2 | 2 | 5 | 2 | 1 | 1 |
Mountain Dwellers may re-roll any Jump, Leap and Climb tests. In addition, they may move through rocky areas that are classified as difficult terrain as if they were open ground.
If this model is armed with a shield, whilst in base contact with two or more non-Prone models with this special rule that are armed with a shield, this model gains a bonus +1 to its Defence. This bonus is only available whilst on foot.
Whenever an enemy Hero attempts a Heroic Action within 6" of a model with this special rule, this model may call the same Heroic Action without spending Might, even if they would not usually have access to it.
Sometimes a model with this special rule will have a number after the rule in brackets, e.g., Master of Battle (5+). In this situation, whenever an enemy Hero attempts a Heroic Action within 6" of a model with this special rule, roll a D6. If the dice score equals or beats the number after the special rule, this model may call the same Heroic Action without spending Might - even if they would not normally be able to call the same Heroic Action.