The great turtle has survived for countless millenia, first in it's living form, now in it's translucent ghost like presence. Many of the greatest Nautican minds have spent a lifetime pondering the creature's existence and it's purpose. The fact remains that no one can answer any of the many questions.
At times, the Turtle has appeared in the Nauticans darkest hours and in their direst of needs. Whether this be a time or war, famine or disease, the appearance of the turtle seems to preceed a change for the better in Nautican fortunes.
Points/model: 240 pts
M | Ws | Bs | S | T | W | I | A | Ld | |
Fortunis | 12 | 1 | 0 | 5 | 5 | 6 | 1 | 0 | 10 |
Special Rules: Invulnerable, Unwavering, Righteous Destiny
Base Size: chariot base
Invulnerable
It is impossible to kill or otherwise deflect the Turtle from it's course. The best that an enemy can hope for is to banish the Turtle from the surface world back to it's Ocean realm.
The Turtle has the ethereal rule meaning that it can only be harmed by magic attacks, magic missiles and spells. In addition, the Turtle is not affected by any magic effects whatsoever other than those which cause wounds.
As soon as Fortunis is reduced to zero wounds it instantly disappears from the battlefield. At the end of every phase (eg. magic, shooting, combat) in which Fortunis suffers unsaved wounds it must test against it's leadership, a failed roll results in Fortunis instantly vanishing from the battlefield.*
Unwavering
Fortunis moves across the battlefield at a steady pace in a dead straight line. The ethereal turtle never veers to either the left or the right and never slows, passing through any objects in it's path whether they be animate or inanimate or even if they are attacking it with magical weapons.
While Fortunis exists on the surface world he cannot be stopped by any means other than being 'slain' and thus dispatched back to his magical underwater world. The Giant Turtle can be engaged in close combat by those in base contact but is not subject to the normal combat resolution and does not provide any benefit for the Nautican army in multiple unit combats . The turtle will continue on it's path irrespective of the attacks against it.
Fortunis begins the battle at the table edge within the Nauticans deployment zone. The Nautican player places a marker anywhere along the table edge within the enemy's deployment area. Fortunis moves 12" at the very beginning of each Nautican movement phase directly towards it's destination marker.
Righteous Destiny
The Turtle is ever the bearer of good fortune for the Nauticans and it's presence seems to greatly enhance the "luck" of nearby Nautican forces while their enemies see the Turtle as a portent of their coming doom.
Any Nautican unit including associated characters that are partly or wholly within 12" of Fortunis benefit from the following :-
All leadership tests
dice rolls of 6 may be re-rolled
Close combat
Nautican "to hit", "to wound" - dice rolls of 1 can be re-rolled
Missile fire
Nautican "to hit" - dice rolls of 1 can be re-rolled
Magic
Spell casting - dice rolls of 1 can be re-rolled
Fortunis moves across the battlefield at a steady pace in a dead straight line. The ethereal turtle never veers to either the left or the right and never slows, passing through any objects in it's path whether they be animate or inanimate or even if they are attacking it with magical weapons.
While Fortunis exists on the surface world he cannot be stopped by any means other than being 'slain' and thus dispatched back to his magical underwater world. The Giant Turtle can be engaged in close combat by those in base contact but is not subject to the normal combat resolution and does not provide any benefit for the Nautican army in multiple unit combats . The turtle will continue on it's path irrespective of the attacks against it.
Fortunis begins the battle at the table edge within the Nauticans deployment zone. The Nautican player places a marker anywhere along the table edge within the enemy's deployment area. Fortunis moves 12" at the very beginning of each Nautican movement phase directly towards it's destination marker.
Righteous Destiny
The Turtle is ever the bearer of good fortune for the Nauticans and it's presence seems to greatly enhance the "luck" of nearby Nautican forces while their enemies see the Turtle as a portent of their coming doom.
Any Nautican unit including associated characters that are partly or wholly within 12" of Fortunis benefit from the following :-
All leadership tests
dice rolls of 6 may be re-rolled
Close combat
Nautican "to hit", "to wound" - dice rolls of 1 can be re-rolled
Missile fire
Nautican "to hit" - dice rolls of 1 can be re-rolled
All Armour Saves (but not regen or ward saves)
dice rolls of 1 can be re-rolled
Magic
Spell casting - dice rolls of 1 can be re-rolled
The presence of Fortunis benefits the army as a whole as it draws in the waves of magic to protect the Nautican forces. The very first unsaved wound caused during the battle against the Nautican army is always ignored as though it had been prevented by a ward save.
*note: Fortunis himself cannot re-roll 1's only other Nautican Units !
** don't forget, you can never roll a re-roll ! The above re-rolls are only applicable if a re-roll has not already been taken.