Unit | Troop Type | Unit Size |
---|---|---|
Dragon Princes | Heavy cavalry | 5+ |
Special Rule |
---|
Counter Charge:
This special rule can only be used by units that consist entirely of models with this special rule. When a unit with this special rule is charged in its front arc by an enemy unit whose troop type is ‘cavalry,’ ‘chariot’ or ‘monster’, it may declare a ‘Counter Charge’ charge reaction: Counter Charge: The unit surges forward to meet the enemy charge. Measure the distance between the two units. If the distance is less than the Movement characteristic of the charging unit, the charged unit has not enough time to meet the enemy charge and must either Hold or Flee instead. Otherwise, pivot the unit about its centre so that it is facing directly towards the centre of the charging enemy unit. After pivoting, the unit moves D3+1" directly towards the enemy unit. Both units are considered to have charged during this turn. Fleeing units and units already engaged in combat when charged cannot Counter Charge. A unit can only Counter Charge in response to one charge per turn, even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Counter Charge. The unit will then Hold against the other charging units. |
Elven Reflexes:
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat. |
First Charge:
If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of the Combat phase of that turn. |
Sons of Caledor:
A unit with this special rule may only be joined by your army’s General, or by a character with the Blood of Caledor Elven Honour. |
Valour of Ages:
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit. |
Ithilmar Barding:
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition a Wizard with this special rule may wear armour without penalty. |
Close Order:
A unit consisting of models with this special rule may adopt a Close Order formation. |
Dragon Armour:
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty. |
Drilled:
Unless it is fleeing, a Drilled unit may perform a free redress the ranks manoeuvre immediately before moving. Once this manoeuvre is complete, the unit moves as normal. In addition, a Drilled unit can march whilst within 8" of an enemy unit without first having to make a Leadership test. Note that any character that joins a Drilled unit is considered to be Drilled as well. |
Impetuous:
If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, roll a D6. On a roll of 1-3, the unit must declare a charge. On a roll of 4+, the unit may act as normal. |
Ithilmar Weapons:
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. |
Swiftstride:
A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result. |