Sky Lantern

(Entry)
Type:

model

Categories:

Heavy Chariot, MOUNT

LinkId:

46bb-6627-b819-eaf2

Hidden:

false

Costs: 135 pts

Constraints:

max: 1
Options (5)

Profiles:

Base
Base (100x100):

100x100

Model MWSBSSTWIALd
Sky Lantern

1

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5

4

7

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Special Rule
Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Disengage:

Should this model lose a round of combat and Give Ground, it may choose to Fall Back in Good Order instead. Enemy units can follow up as if this model had given ground, moving 2" directly towards it, but cannot pursue it. In addition, should it win a round of combat and choose to restrain and reform, this model may choose to Fall Back in Good Order rather than remaining where it is.

Eye of the Dragon:

Friendly models whose weapons shoot using the 'Bombardment' special rule can shoot using this model's line of sight rather than their own.

Feigned Flight:

If this unit chooses to Flee (or Fire & Flee) as a charge reaction, it automatically rallies at the end of its move.

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:

  • May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models, units and terrain features without any penalty, and they can march whilst within 8" of an enemy unit without first having to make a Leadership test.

  • May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or within 1" of an enemy unit.

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.

Heavenly Beacon:

Unless this model is fleeing, friendly units within 12" of it may re-roll any failed Panic of Rally tests. In addition, whilst this model is on the battlefield, unless it is fleeing, you may apply a +1 or -1 modifier to the result when rolling to determine if a friendly unit with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed. Finally, a Lord Magistrate or Strategist mounted on a Sky Lantern has a Command range of 12".

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.

Large Target:

Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.

Reserve Move:

Unless it charged, marched or fled during the Movement phase, a unit in which the majority of the models have this special rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has been resolved. A unit making a Reserve move moves as described in the Basic Movement rules. It may manoeuvre normally, but cannot march.

Scouts:

Units with this special rule may be deployed after all other units from both armies. They can be deployed anywhere on the battlefield that is more than 12" away from an enemy model. If deployed in this way, Scouts cannot declare a charge during their first turn.

If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.

Armour
Armour Value:

Base Armour value

Modifiers:

Used By (2)

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