Shadow Rider

(Entry)
Type:

model

EntryId:

e5a7-43d7-28b1-4fff

Hidden:

false

Costs: 17 pts

Constraints:

min: 5
max: 10
Options (2)

Profiles:

Global AdvMarDisRsr
Shadow Riders (Global)

9

9

8

Daeb Warfare, Light Troops, Feigned Flight, Swiftstride, Vanguard

Defensive HPDefResArmAegRules
Shadow Riders (Defensive)

1

5

3

2

Offensive AttOffStrAPAgiTags
Shadow Rider

1

5

3

0

5

Academy, Elf, Light Armour

First Strike (Artistry of Death), Light Lance

Rule
Daeb Warfare:

When a unit containing Daeb Warfare is part of a Combined Charge, its Charge Range rolls gain Maximised.
When multiple units containing Daeb Warfare are Engaged in the same Combined Combat, each of these units gains First Strike (Resolute).

Light Troops:

A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility).
If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility.
Note: this rule has no effect on other Move Manoeuvres, including March Moves.
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.

Feigned Flight:

A unit entirely with Feigned Flight automatically passes any Rally Test it takes after voluntarily becoming Shaken.
In addition, models with Fearless and Feigned Flight ignore Fearless for the purposes of choosing 'Flee!' as a Charge reaction. I.e. if every model with Fearless in a (combined) unit has Feigned Flight, the unit can 'Flee!'.

Swiftstride:

Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.

Vanguard:

After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
  • If a value X is given, the units Mobility is always X during the Vanguard Move otherwise use the units Mobility.
  • No model can move further than 12" during the Vanguard Move, regardless of its Mobility.
  • The unit cannot end the Vanguard Move within 6" of an enemy unit.
  • Attachable Models cannot leave a unit as part of the Vanguard Move. If both players have units entirely with Vanguard, they alternate moving their units one by one, starting with the unit the Defender has given Vanguard (3" Mob) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.

Attack Attribute
First Strike:

During its First Round of Combat, any model part with First Strike, or using a weapon with First Strike, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with First Strike (+1 Str) gains +1 Str in its First Round of Combat.

Melee Weapon
Light Lance:

Devastating Charge (+1 Str, +1 AP)
Only models with Centauroid or Mount can use a Light Lance.

Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Modifiers:

set max 6
1+ selections of Banner of Urlain in root-entry-self (recursive)

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