Unit | Troop Type | Unit Size |
---|---|---|
Mounted Yeomen | Light Cavalry | 5+ |
Special Rule |
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Fast Cavalry:
If all of the models (including characters) within a unit arrayed in an Open Order formation have this special rule, the unit may perform its Quick Turn (see page 183) even if it marched. |
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. |
Open Order:
A unit consisting of models with this special rule may adopt an Open Order formation. |
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. |
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. |
Skirmishers:
A unit consisting of models with this special rule may adopt a Skirmish formation. |
Levies:
Models with this special rule cannot use the Inspiring Presence rule of the army’s General nor the Hold your Ground rule of a Battle Standard. However, little is expected from Levies in battle. Therefore, units that do not have this special rule are not required to make a Panic test when a friendly unit of Levies Breaks and flees from combat. |
Peasantry:
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule. |
Crusader's Zeal:
A unit with this special rule increases its maximum possible charge range by 1" and, when it makes a Charge roll, may apply a +1 modifier to the result. In addition, a unit with this special rule gains the Impetuous special rule. |