Dark Elf Shades

(Entry)
Type:

unit

Categories:

Faction: Dark Elves - Renegades v2.0

EntryId:

70fa-7bf9-2fde-3796

Hidden:

false

Options (2)
Command:

Profiles:

Unit Troop TypeUnit Size
Dark Elf Shades

Regular infantry

5+

Special Rule
Elven Reflexes:
  • Restriction: the bearer of this rule (not its mount)
  • Condition: first round of combat
  • Result: Initiative characteristic +1, capped at 10
Evasive:
  • Restriction: unit whose majority of models has Evasive
  • Limits: 1× per turn
  • Timing: the enemy Shooting phase, when the unit becomes a shooting target
  • Result: it may Fall Back in Good Order, fleeing straight away from the shooter (optional)
  • After its move, the shooter may resume the shooting as declared (optional)
Hatred:
  • Timing: first round of combat
  • Select: failed rolls To Hit versus a hatred enemy
  • Result: re-roll them (optional)
  • hated foes appear in brackets next to the name; 'all enemies' covers every enemy model
Move Through Cover:
  • Timing: terrain crossing that is difficult or dangerous, and Dangerous Terrain tests
  • Result:
  • bearers take no Movement characteristic modifier from that terrain
  • Dangerous Terrain tests: a bearer may re-roll each 1 (optional)
Scouts:
  • Timing: deployment, once the rest of both armies is down (optional)
  • Select: any spot over 12" from every enemy model
  • Result: if placed this way, no charge declarations by these Scouts in their first turn
  • both sides with Scouts: roll-off winner places first; then alternate, a unit at a time
Skirmishers:

Such a unit is allowed to take up a Skirmish formation.

Fire & Flee:
  • Restriction: unit with missile weapons whose majority of models have Fire & Flee
  • Timing: reaction to a charge
  • Condition: line of sight towards the charging unit exists
  • Select: 'Fire & Flee' as its charge reaction (optional)
  • Result:
  • Charger starting closer than its own Movement characteristic: this unit has to pick Hold or Flee
  • Sequence: Stand & Shoot first, then it flees
  • Flee roll: 2D6, keep the higher die (a tie: discard either)
Press of Battle:
  • Restriction: Unit with this rule, arrayed in combat order
  • Condition: It did not charge this turn
  • Result: Its fighting rank counts as 2 ranks deep
  • Models directly behind, in base contact with a model of the actual fighting rank, also count as in the fighting rank
Massed Infantry:
  • Restriction: Side fielding at least one unit with this rule
  • Condition: When combat results are tallied, that side's Unit Strength is the greater
  • Result: It may claim +1 combat result point
Parry:
  • Restriction: Model with this rule, carrying a hand weapon plus shield
  • Condition: In close combat, and opting to use that weapon and shield combination
  • Result: armour value +1, capped at 3+

Modifiers:

add category 0-1 unit of Dark Elf Shade may have the Ambusher special rule
1+ selections of Ambushers in root-entry (recursive)
add category 0-1 unit of Dark Elf Shade may have the Chariot Runners special rule
1+ selections of Chariot Runners in root-entry (recursive)
add category 0-1 unit of Dark Elf Shade may have the Feigned Flight special rule
1+ selections of Feigned Flight in root-entry (recursive)
add category 0-1 unit of Dark Elf Shade may have the Veteran special rule
1+ selections of Veteran in root-entry (recursive)
set max Unit Strength(self) 20
ancestor is 5. Battle March
Used By (1)

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