Ice Kin Hunters* (20) Regiment

(Unit)
Type: unit
Category: INF
Categories: INF, @Troop, *Irregular
EntryId: ba3d-4fd5-4242-8577
Hidden: false
Costs: 2 US180 pts
Options (1)
Rules (6)
Elite
Whenever this unit rolls to hit, it must re-roll all dice that score a natural, unmodified 1.
Frozen
Frozen units have -1 Speed until the end of their next Turn, and then lose Frozen. No unit may have its Speed reduced by more than -1 in a given Turn from Frozen. No effect if the Frozen unit's Speed is already 4 or below.
Pathfinder
This unit suffers no movement penalties for Difficult Terrain, treating it as Open Terrain in the Movement Phase. It is not Hindered for Charging through, or ending its Charge on, Difficult Terrain. Obstacles still Hinder.
Scout
This unit can make a single At the Double or Advance order after Set-Up is finished but before the first Turn of the first Round begins. If moving At the Double from this, it treats Obstacles and Difficult Terrain as Open Terrain. If both armies have Scout units, each player rolls a D6. Higher scorer decides who moves their first Scout, and then players alternate.
Steady Aim
This unit does not suffer from the -1 Moving modifier when making Ranged attacks.
Ice-Tipped Arrows/Bolts
Ice Kin Bolt Thrower/Hunters*/Master Hunter: If 1 or more damage is scored with this unit's Ranged (Bolt Thrower/Bows) Attack, the target Enemy unit is Frozen.

Profiles:

Profile TypeKeySpMeRaDeAttNeUSHt
A: Ice Kin Hunters* (20) Regiment

Inf

Elf, Tracker

6

4+

4+

3+

10

14/16

2

2

Elite, Ice-Tipped Arrows, Pathfinder, Scout,

Misc
Ice-Tipped Arrows/Bolts

Ice Kin Bolt Thrower/Hunters*/Master Hunter: If 1 or more damage is scored with this unit's Ranged (Bolt Thrower/Bows) Attack, the target Enemy unit is Frozen.