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====War Elephant==== In addition to the Battle-cats, Khajiiti have also trained and tamed local Elephants. Much like the other beasts, these creatures are used for construction, safe travel, and for war. There are two different kinds native to Elsweyr- the larger desert ones and smaller, more intelligent ones native to Terromar and the northern grazelands. The massive Elephant's size rivals the weight of other similarly-used animals, such as mammoths and silt striders, making them terrors to behold in combat. Clever, tough, and immensely strong, they are quite able to carry a handful of Khajiit upon their backs in addition to heavy armor. Thick pocked hide covered with maille sheets makes them nearly impervious to harm. More often than not War Elephants are simply thrown into enemy formations with almost reckless wanton. 160 pts for War Elephant and riders. Support. Skirmish, Monstrous Creature, Khajiit(rider). Single Model (1 Mahavat, 3 Riders). (Monstrous Cavalry) {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Rider | 2 | 3 | 3 | 3 (4) | 1 | 4 | 1 | 9 | 1 | 5+ |- | Elephant | 4 | 0 | 6 | 6 | 5 | 2 | 4 | 6 | 0 | 4+ |} '''Wargear:''' Riders have Bows and Battle Garb. The Mahavat has no weapons and wears Battle Garb. Implacable: The Elephant is naturally durable and is armored with both quilted canvas and maille. This provides it with a 4+ armor save. '''Special Rules:''' Causes Terror, Stubborn Handler: If the Mahavat is slain the Elephant must automatically take its Monster Reaction test(see the Scrollhammer Rulebook). The Mahavat may not make any attacks or fire weapons while he is alive- all of his attention is spent on keeping the beast under control. Tamed Monster: War Elephants have the Bestial Instinct special rule, but while the Mahavat is alive, they may make any Leadership tests (even those required to be made on their own value) on the Mahavat's value instead. The entire unit of Riders may upgrade their weapons to *Silver +2 pts per rider *Glass +4 pts per Rider The War Elephant may *Upgrade its armor to Banded Mail for +20 pts, increasing the armor save to 3+. *Replace one rider, and all bows with a mounted Ballistae for +20 pts. This weapon fires with the following profile- ''Move And Fire, 36β range, S6 AP6, Multiple Wounds (d3), rolls 3d6 for armour penetration against buildings. For each unsaved wound(before multiplying) caused by a shot, resolve a hit at -1S -1AP against the closest model(randomly chosen if tied) in that same unit that is directly behind the wounded model(from the perspective of the shortest distance that can be fired between the Ballistae pieces and the unit being shot at)''. The Ballistae requires one rider (ignoring the handler) in order to fire. *Add wrecking balls and chains to the tusks, for +20 pts. When charging(but not counter-attacking), the War Elephant automatically inflicts an additional d3 hits against the enemy. This occurs regardless of whether or not it is allowed a charge bonus. *Upgrade to petulant, for +10 pts. When rolling for charge distance Petulant elephants roll four dice and select the three highest. When charging through cover simply roll three dice.
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