Enlisted Outlaw

(Entry)
Type:

model

EntryId:

c227-1373-d525-2035

Hidden:

false

Costs: 5 pts

Constraints:

min: 10
max: 15
Options (1)

Profiles:

Global AdvMarDisRsr
Enlisted Outlaws (Global)

4

4

7

Scout, Light Troops, Insignificant, Unruly

Defensive HPDefResArmAegRules
Enlisted Outlaws (Defensive)

1

3

3

0

Commonfolk

Offensive AttOffStrAPAgiTags
Enlisted Outlaw

1

3

3

0

3

Human, Siege

Quick to Fire, Stand and Shoot, Paired Weapons

Size HeightTypeBaseRarity
Enlisted Outlaws (Size)

1

Human, Siege

20×20

Rare

Rule
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.

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.

Insignificant:

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

Unruly:

Command Tests taken by a unit containing this rule gain Maximised.

Commonfolk:

The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.

Attack Attribute
Quick to Fire:

An attack with Quick to Fire does not suffer the −1 to-hit modifier for Moving and Shooting.

Stand and Shoot:

A model part with Stand and Shoot may perform an out of sequence Shooting Attack, when an enemy unit successfully performs a Charge Move that brings it in contact with the model part’s unit, if the following conditions are met:
  • The model part’s unit is not Engaged in Combat with any other units.
Note: this means that during a Combined Charge, only the first Charging Unit moved can be targeted, except if the Charging Unit is removed at the end of its move. As long as the Charging Unit is removed at the end of its move, there is no limit on the amount of times a unit can Stand and Shoot.
  • The enemy unit Charges the model part’s unit in its Front Facing.
  • The enemy unit started the Charge further away than its Charge Speed (using the lowest Charge Speed in the unit.)
  • The Charge was not done as part of a Pursue Move. This is a Shooting Attack that does not require Line of Sight, can be done even if the enemy unit is not in the shooter’s Front Arc, and is always resolved against the target unit’s (i.e., the Charging unit’s) Front Facing.

Melee Weapon
Paired Weapons:

+1 Att, +1 Off. Two-Handed.
Attacks made with Paired Weapons ignore Parry.

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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