Golden Keshig Squadron

(Entry)
Type: unit
Categories: Legiones Astartes, Cavalry Unit-type:, Heavy Sub-type:
EntryId: 1d55-faa7-caa5-a132
Hidden: false
Options (8)
Any Golden Keshig Rider may Exchange their Chainsword for::
Rules (4)
Legiones Astartes (White Scars)
Swift of Action: All models with this special rule add +1 to their Movement Characteristic and whenever called upon to make a roll to determine which player will take the First Turn or to Seize the Initiative, the controlling player of an army whose Primary Detachment has this special rule may roll an additional dice and discard the lowest rolled dice before determining the result.
Hit & Run
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.
If the Test is failed, nothing happens and the models remain locked in the fight.
If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.
A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Relentless
Relentless models can shoot with Heavy or 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.
Hammer of Wrath (X)
If a model with this special rule ends its Charge Move in base or hull contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule.These attacks hit automatically and are resolved at the models unmodified Strength with AP-. These attacks do not benefit from any of the model's special rules (such as Furious Charge, Rending, etc.).These attacks are resolved during the Fight sub-phase at Initiative step 10 but do not grant the model an additional Pile-in Move.

If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
Used By (2)