Night Raiders* (20) Regiment

(Unit)
Type: unit
Category: INF
Categories: INF, @Troop, *Irregular
EntryId: 71d3-a6b0-c50a-2ffd
Hidden: false
Costs: 2 US140 pts
Options (3)
Rules (6)
Thunderous Charge
All Melee hits from this unit have a +(n) modifier when rolling to damage, in addition to any Crushing Strength. This bonus is lost when this unit is Disordered and is reduced by 1 when it is Hindered (to a minimum of 0).
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.
Stealthy
Enemies making Ranged attacks against this unit suffer an additional -1 to hit modifier.
Piercing
All hits caused by Ranged attacks from this unit have a +(n) modifier when rolling to damage.
Steady Aim
This unit does not suffer from the -1 Moving modifier when making Ranged attacks.

Profiles:

Profile Type Key Sp Me Ra De Att Ne US Ht
A: Night Raiders* (20) Regiment Inf Barbarian, Human, Tracker 5 4+ 5+ 3+ 12 13/15 2 2
Pathfinder, Scout, Stealthy, Thunderous Charge (1), <Throwing Axes: 12", Piercing (1), Steady Aim>