Unit | Troop Type | Unit Size |
---|---|---|
Sea Guard Garrison Commanders | Regular infantry (character) | 1 |
Special Rule |
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Accomplished Archers:
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the Evasive and Fire & Flee special rules. In addition, any unit of Lothern Sea Guard joined by this character gains the Evasive and Fire & Flee special rules for as long as the character remains in the unit. |
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. |
Naval Discipline:
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit. Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule. |
Strike First:
During the Combat phase, a model with this special rule that is engaged in combat improves its Initiative characteristic to 10 (before any other modifiers are applied). If a model has both this rule and Strike Last, the two rules cancel one another out. |
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. |