Flayer

(Entry)
Type:

model

EntryId:

329e-2760-5de4-fae7

Hidden:

false

Costs: 12 pts

Constraints:

min: 5
max: 10
Options (3)
Options:

Profiles:

Global AdvMarDisRsr
Flayers (Global)

10

10

8

Courageous, Feigned Flight, Light Troops, Strider, Swiftstride, Vanguard (3)

Defensive HPDefResArmAegRules
Flayers (Defensive)

1

4

3

2

Shield

Offensive AttOffStrAPAgiRulesTags
Flayer

1

4

4

1

3

Human, Light Armour

Rule
Courageous:

A unit containing Courageous must reroll failed Courage Tests.

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!'.

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.

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.

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.

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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