unit
Special
Cavalry, Faction: Dwarfen Mountain Holds, Special, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines')
eb73-c22c-2299-9a01
false
| Unit | Troop Type | Unit Size |
|---|---|---|
| Scout Gyrocopters | Monstrous Cavalry | 1-2 |
| Special Rule |
|---|
| Fire & Flee: If the majority of the models in a unit armed armed with missile weapons have this special rule, the unit may declare that it will ‘Fire & Flee’ as a charge reaction: Fire & Flee: The unit launches a volley of weapons fire before turning to flee from the enemy. If a unit with this special rule is armed with missile weapons and can draw a line of sight to the charging unit, it may declare that it will Fire & Flee. The unit will Stand & Shoot before turning tail and fleeing from the charge. However, due to the time spent shooting at the charging foe, when making its Flee roll the unit rolls two D6 and discards the lowest result. If both dice roll the same result, discard either. Note that, if the distance between this unit and the charging unit is less than the Movement characteristic of the charging unit, this unit must either Hold or Flee. |
| Fly: Except when following up or pursuing, a model with this special rule can choose to move by flying through the air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:
Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and vice versa. |
| Hatred: A model with this special rule may re-roll any failed rolls To Hit made against a hatred enemy during the first round of combat. Which enemies are hated varies from model to model and will be shown in brackets after the name of this special rule. Some models hate 'all enemies' meaning they hate all enemy models equally. |
| Hit & Run: Should it win a round of combat, a unit with this special rule may choose to Fall Back in Good Order rather than making a follow up or pursuit move. |
| Impact Hits: The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice. Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them. |
| Magic Resistance: The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier. |
| Skirmishers: A unit consisting of models with this special rule may adopt a Skirmish formation. |
| Swiftstride: A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result. |
| Vanguard: After deployment, units with this special rule may make a Vanguard move. A unit making a Vanguard move moves as described in the Basic Movement rules. It may manoeuvre normally but cannot march. If both armies contain Vanguard units, a roll-off determines who moves first. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. Units that make a Vanguard move cannot declare a charge during their first turn. |
| Dispersed Formation: Units that fly high above the battlefield adopt dispersed formations to prevent calamity. To maintain Skirmish formation, every model in this unit must be within 3" of another model belonging to the same unit, rather than the usual 1". However, unlike most Skirmishers, models with this special rule do not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc. |
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