IM - Reconnaissance Squad

(Entry)
Type: unit
Categories: Infantry:, Militia Unit Sub-type, Light Sub-type:
EntryId: 6a90-6dc5-1e0b-9eaf
Hidden: false
Costs: 30 Pts
Options (10)
3) All models in the unit may exchange their shotguns for one of the following:
4) Up to 5 models per unit may exchange their shotguns, lascarbines or stubcarbines for::
5) The Scout Sergeant may be given::
Rules (11)
Support Squad
A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.
Scout
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves (see page 309).

Infiltrate and Scout
If a unit has both the Infiltrate and Scout special rules, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
Infiltrate
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first, then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building (see page 224), as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.
If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.
A unit that deploys using these rules cannot Charge in their first turn.
Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves (see page 309).

Infiltrate and Scout
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.

Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.
Move Through Cover
A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
Feel No Pain (X)
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).
Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.
Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted - treat it as having been saved. On any other result the Wound is taken as normal.
For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.
This is a Damage Mitigation roll - any model may make only a single Damage Mitigation roll of any type for any given Wound (see page 174).
Slow and Purposeful
A unit that contains at least one model with this special rule cannot Run, perform Sweeping Advances or make Reactions. However, models with this special rule can make Shooting Attacks with Heavy and Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance or Rapid Fire weapons.
Bulky (X)
Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.
Crusader
A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result.
Hatred (X)
This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit. For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.

The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
Fear (X)
All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks. Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2
Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time.This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Furious Charge (X)
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase.The bonus added to the model's Strength is equal to the value in brackets after the special rule, for example a model with FuriousCharge (2) adds a bonus of +2 to its Strength.
A model that has made a Disordered Charge that turn receives no benefit from Furious Charge (sec page 182).
Used By (1)
Imperialis Militia(Catalogue)