Imperial Ranger

(Entry)
Type:

model

EntryId:

59ee-1e32-cfbe-8ddb

Hidden:

false

Costs: 8 pts1 Imperial Auxiliaries

Constraints:

min: 8
max: 15

Profiles:

Global AdvMarDisRsr
Imperial Rangers (Global)

4

4

7

Light Troops, Scout, Solitary, Support Unit, Wilderness Guides, Skirmisher, Disciplined, Insignificant

Defensive HPDefResArmAegRules
Imperial Rangers (Defensive)

1

3

3

0

Hard Target (1)

Offensive AttOffStrAPAgiRulesTags
Imperial Ranger

1

3

3

0

3

Bow

Human

Size HeightTypeBaseRarity
Imperial Rangers (Size)

1

Human

20×20

Common

Rule
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.

Scout:

Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least 12" away from the opponent’s Deployment Zone.
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.

Solitary:

Units containing Solitary can never join other units, and can never be joined by other models.
Note: if a model has both Solitary and Attached, it cannot be Deployed and is therefore considered a casualty.

Support Unit:

A unit containing a model with this rule is referred to as a Support Unit.
Support Units within 8" of a Parent Unit gain Resolute.
During the opponent’s Charge Phase, Support Units may perform one of the following actions:
  • Supporting Fire: the Support Unit may perform an out of sequence Shooting Attack towards an enemy unit that has successfully performed a Charge Move against a friendly Parent Unit within 8".
Apply the normal rules for Shooting Attacks, ignoring the Parent Unit for Cover and Line of Sight purposes.
  • Counter Charge: after enemy units finish their Charge Moves, Support Units within 8" of a successfully charged friendly Parent Unit may choose one enemy unit that has Charged the Parent Unit and declare a Charge, applying the normal rules for Charging (Line of Sight, Front Arc, rolls for Charge Range, etc.).
A Support Unit that performs a Counter Charge is considered to have at most one Proper Rank for the purpose of inflicting Surrounded, with Duration: Round of Combat.

Wilderness Guides:

At the beginning of step 3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or Support Unit within 8" of a unit containing Wilderness Guides: the chosen unit gains Vanguard (3" Mob).

Skirmisher:

Units containing Skirmisher adopt a unique formation, called a Skirmish Formation. Instead of being in contact with each other, these models are placed 12.5mm apart from each other (roughly half an inch, see the figure below).
These gaps between the models are considered part of the unit for Cover and Line of Sight purposes, and have the same Height as the unit.
Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, and a Rear Facing, can perform Supporting Attacks, and so on.
Units in Skirmish Formation can only be joined by Attachable Models that have the same Height as the unit.
Unless an Attachable Model has the exact same base size as all Rank-and-File models in the unit, it is considered Mismatched for the purpose of placement within the unit.
The unit ceases to be in Skirmish Formation when all models with Skirmisher have been removed. When this happens, contract their Skirmish Formation into a normal formation when returning the unit into a valid formation, without moving the centre of the first rank. If Engaged in Combat, nudge any unit as normal to maintain contact.
See figure figure/skirmisher for an illustration of this rule. Skirmish formation.An example of a unit in Skirmish Formation with a joined Mismatching Character. All models are 12.5 mm away from each other.
The same unit Engaged in Combat. Only darkened models may attack. Models with a dashed frame can attack a Character (either C1 or C2). Models with a lighter shade cannot attack at all.

Disciplined:

Command Tests taken by a unit containing Disciplined benefit from Minimised.

Insignificant:

Units entirely with Insignificant do not cause Panic Tests on units not containing Insignificant when making Flee Moves through them.

Hard Target:

Shooting Attacks allocated against a Health Pool with Hard Target suffer −X to hit.

Ranged Weapon AimRangeShotsStrAPAttack Attributes
Bow

24"

1

3

0

Shoot in Extra Rank

Melee Weapon
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.

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