Knights of Rymâ

(Entry)
Type:

model

EntryId:

39a1-7496-7c43-e281

Hidden:

false

Costs: 45 pts

Constraints:

min: 5
max: 10
Options (1)

Profiles:

Global AdvMarDisRsrRules
Knights of Rymâ (Global)

9

9

9

Disciplined, Swiftstride

Defensive HPDefResArmAeg
Knights of Rymâ (Defensive)

1

6

3

4

Shield, Dragonforged Armour

Offensive AttOffStrAPAgiTags
Knight of Rymâ

1

6

4

1

6

Elf, Metal Armour

First Strike (1 At, 1 Of), Lance

Rule
Disciplined:

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

Swiftstride:

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

Shield:

A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1 Arm.
In addition, any Height 1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
Remember that since Shield (and parry) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour.

Dragonforged Armour:

The wearer gains Aegis (6+) and Resistance (Flaming Attacks).

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
Lance:

Devastating Charge (+2 Str, +2 AP, +1 Agi)
Only models with Centauroid or Mount can use a 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.

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