The Korvidine Pinions

(Entry)
Type: upgrade
EntryId: e894-54fb-38f5-69b0
Hidden: false

Constraints:

min: 1

Profiles:

Wargear Item
The Korvidine Pinions:

At the start of the controlling player's Movement phase, or when deployed as part of a Deep Strike Assault Corvus Corax’s Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn (referred to as ‘activating’ this special rule). This allows Corvus Corax to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge Distance). In addition, Corvus Corax may move over Impassable Terrain, vertical terrain or friendly and enemy models or units without penalty on any turn in which the Korvidine Pinions have been activated, but may not end his movement in Impassable Terrain or within 1" of any model from a unit Corvus Corax is not part of. If Corvus Corax ends or begins his movement or a Charge in Dangerous Terrain during any turn in which the Korvidine Pinions have been activated, he automatically passes any Dangerous Terrain tests he is called upon to make.

Corvus Corax may still Run on a turn when the Korvidine Pinions have been activated. When making a Run move after having activated the Korvidine Pinions, add Corvus Corax’s Initiative Characteristic to 14 to determine how far he may move – ignoring terrain and other models while making a Run move with the Korvidine Pinions activated as noted above, but may not make Shooting Attacks or declare a Charge in the same turn in which Corvus Corax has Run as per the normal rules for Running. The Korvidine Pinions may not be activated to gain any bonus to Corvus Corax's Movement Characteristic during a Reaction.