Maneaters

(Entry)
Type:

unit

Categories:

Faction: Ogre Kingdoms - Renegades v2.0

EntryId:

b6fe-6916-0de1-b491

Hidden:

false

Options (2)

Profiles:

Unit Troop TypeUnit Size
Maneaters

Monstrous infantry

2+

Special Rule
Close Order:

Such a unit is able to form up in Close Order.

Fear:
  • Restriction: models with Fear
  • Result: the model causes Fear
  • Any unit declaring a charge on an enemy unit that causes Fear and has higher Unit Strength: Leadership test first; failed: it does not move, no charge, counts as a failed charge; passed: charges normally
  • Any unit in close combat against an enemy unit causing Fear with higher Unit Strength, at the moment its combat is picked in a Choose & Fight Combat sub-phase: Leadership test; failed: models aiming attacks at the Fear-causing enemy get -1 To Hit
  • A unit takes at most 1 Fear test per turn
  • Models causing Fear are immune to it
  • A unit not causing Fear gains no immunity from a Fear-causing character that joins it
Impact Hits:
  • Restriction: charging model that moved 3"+, touching the enemy base
  • Result: causes the number of Impact Hits given in brackets (often dice-determined)
  • Resolving Impact Hits: applied to the charged unit when its combat is picked, at Step 1.1 of the Choose Combat & Fight sub-phase, ahead of challenges
  • Automatic hits at the attacker's unmodified Strength
Motley Crew:
  • Restriction: Motley Crew units
  • Result: may field one model type with varied gear, and/or several model types fighting as one unit; the army list entry may explain the make-up
  • Different Weapons: a fighting rank may hold varied weapons; roll a separate batch of dice for each differing model, tell the opponent which model it represents and the target; attacks follow each model's own Initiative
  • Different Armour: in combat, the armour value shared by most of the fighting rank counts; versus shooting, the armour value shared by most of the unit
  • Casualty Removal: versus shooting, spread casualties as evenly as possible across the differing models of the unit (by type or by gear); in combat, take them from the models forming the majority of the fighting rank; owner fills gaps with models from rear ranks
Stubborn:
  • Limits: only at this unit's first Break test of the battle; if not used then, it is lost
  • Timing: this unit would make a Break test
  • Result: skips it for an automatic Fall Back in Good Order (optional), even versus a winner with over double Unit Strength
  • Stubborn does not spread to non-Stubborn units from a joining character
  • Stubborn characters lose it inside non-Stubborn units
Immune To Psychology:
  • Restriction: unit with a majority of Immune to Psychology models
  • Result:
  • Passes Fear, Panic and Terror tests automatically
  • Cannot choose Flee as a charge reaction
  • Leadership tests not named here are unaffected
Poisoned Attacks:
  • Restriction: model with Poisoned Attacks
  • Condition: natural 6 on a roll To Hit; does not work if a hit roll of 7+ is needed or the attack hits automatically
  • Result: +2 on the roll To Wound for that hit (optional)
  • Valid in shooting and combat unless stated otherwise
  • Excluded: the model's own spells, attacks from magic weapons
Vanguard:
  • Timing: once deployment is finished
  • Result: each unit with Vanguard makes a Vanguard move (optional)
  • Moves per Basic Movement rules; may manoeuvre, may not march
  • Both armies have Vanguard units: roll-off, winner moves first, then sides alternate 1 unit at a time
  • A unit that made a Vanguard move may not declare a charge in its first turn
Ogre Kingdoms Charge:
  • Restriction: Ogre Kingdoms Charge
  • Result: two effects
  • Impact hits of an Infantry model with the rule: Strength and Armour Piercing characteristics improved by current rank bonus of its unit (for characters: whichever unit they have joined)
  • Unit with the rule making a Charge move of 6" or more after a Charge or Pursuit roll containing ≥1 natural 6s: every model has Impact Hits (1), and low linear obstacles count as open ground that turn
    • Models split by only a low linear obstacle count as in base contact for combat; the enemy gains no defending bonus from it versus this unit
Veteran:
  • Condition: bearers form a majority of the unit
  • Result: unit may re-roll failed Leadership tests (optional)
  • Break tests are excluded
Ogre Club:
  • Restriction: Ogre Club
  • Result: the model's hand weapon has an Armour Piercing characteristic of -1
  • Concerns one non-magical hand weapon only, never a mount
  • Cancelled when the model fights with an Ogre Kingdoms Ironfist or any weapon other than that hand weapon
Scouts:
  • Timing: deployment, once the rest of both armies is down (optional)
  • Select: any spot over 12" from every enemy model
  • Result: if placed this way, no charge declarations by these Scouts in their first turn
  • both sides with Scouts: roll-off winner places first; then alternate, a unit at a time
Swiftstride:
  • Restriction: every model of the unit has Swiftstride
  • Result:
  • Charge range ceiling: 3" higher.
  • Prior to a Charge, Flee or Pursuit roll, the unit may add +D6 to that roll (optional).
Move Through Cover:
  • Timing: terrain crossing that is difficult or dangerous, and Dangerous Terrain tests
  • Result:
  • bearers take no Movement characteristic modifier from that terrain
  • Dangerous Terrain tests: a bearer may re-roll each 1 (optional)
Clumsy:
  • Restriction: unit with this rule
  • Result: joining it requires Clumsy on the joining character as well; small characters fear getting trampled

Related: Monstrous Infantry

Modifiers:

set max Unit Strength(self) 20
ancestor is 5. Battle March
Used By (1)

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