Vassal Cavalry

(Entry)
Type:

model

EntryId:

127f-0d31-4fc9-5a30

Hidden:

false

Costs: 12 pts0.5 Black Powder

Constraints:

min: 5
max: 15
Options (1)

Profiles:

Global AdvMarDisRsr
Vassal Cavalry (Global)

8

8

8

Feigned Flight, Hit and Run, Insignificant, Light Troops, Swiftstride, Vanguard

Defensive HPDefResArmAeg
Vassal Cavalry (Defensive)

1

4

3

2

Shield, Weakness (Flaming Attacks)

Offensive AttOffStrAPAgiTags
Vassal Rider

1

4

4

1

3

Vassal, Light Armour

Oil Flasks, Bow, Light Lance

Rule
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!'.

Hit and Run:

A unit entirely with Hit and Run in contact with an enemy unit may choose to voluntarily become “Broken” at the start of Take Break Tests (Round of Combat, 3.C). In that case, the unit is considered to have failed a Break Test and is ignored for the rest of step 3.C.
If the unit was on the winning side of the Round of Combat, the enemy cannot Pursue.
Note: this means units with Supernal or Unstable suffer no Health Point loss if they voluntarily become “Broken”.

Insignificant:

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

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.

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.

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.

Weakness:

Attacks allocated against the model’s Health Pool must reroll failed to-wound rolls.
If Weakness is associated with an Attack Attribute, Property or Rule, which would be indicated in brackets (X), it only applies against attacks with the indicated Attack Attribute or made by a model with the indicated Property or Rule.

Attack Attribute
Oil Flasks:

After resolving all simultaneous attacks, any unit hit by at least one attack with Oil Flasks gains an Incendiary Marker.

Ranged Weapon AimRangeShotsStrAPAttack Attributes
Bow

24"

1

3

0

Shoot in Extra Rank

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.

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