Pathfinder

(Entry)
Type:

model

EntryId:

6555-ff65-4956-7f83

Hidden:

false

Costs: 42 pts2 Sylvan Shooting

Constraints:

min: 5
max: 10

Profiles:

Global AdvMarDisRsr
Pathfinders (Global)

5

5

8

Light Troops, Scout, Skirmisher, Strider (Forest), Vanguard

Defensive HPDefResArmAeg
Pathfinders (Defensive)

1

5

3

0

Elven Cloak, Hard Target (1)

Offensive AttOffStrAPAgiTags
Pathfinder

1

5

3

0

5

Elf

Forest’s Thorns, Stand and Shoot, Sylvan Bow, Sylvan Blades

Size HeightTypeBaseRarity
Pathfinders (Size)

1

Elf

20×20

Rare

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.

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.

Strider:

If Strider is associated with a specific type of Terrain, which would be indicated in brackets (X). In such cases, Strider only affects the unit’s interaction with this Terrain Feature.
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
  • They cannot ignore any rule affecting Line of Sight or Cover.
  • They cannot ignore any rule associated with Weakness.
  • They cannot ignore the Impassable rule of Impassable Terrain. A Health Pool with Strider never fulfils the criteria for which models must take Dangerous Terrain Tests due to the associated Terrain Feature (but still needs to take Dangerous Terrain Tests from other sources, such as Terrain Features not associated with its Strider rule, or when making a Flee Move through an enemy unit).
In addition, if the unit contains a Rank-and-File model with Strider, it ignores the Disruptive rule of any Terrain Feature associated to its Strider rule.

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.

Elven Cloak:

For Shooting Attacks allocated against a Health Pool with Elven Cloak a to-hit roll of '1', '2', or '3' is always considered a miss, instead of the usual '1'.

Hard Target:

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

Attack Attribute
Forest’s Thorns:

The attack’s AP is set to at least 3. This can only be used with a Sylvan Bow.
Note: the Standard Melee Attacks of a Pathfinder Character with Spirit of the Whirlwind and Paired Weapons have Armour Penetration 3 (Forest’s Thorns does not increase it to Armour Penetration 5).

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.

Ranged Weapon AimRangeShotsStrAP
Sylvan Bow

30"

1

4

1

Quick to Fire

NameAimRangeShotsStrAPAttack Attributes
Sylvan BowX30"141Quick to Fire.

Melee Weapon
Sylvan Blades:

Paired Weapons, +1 AP.

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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