Inner Circle Knights

(Unit)
Type: unit
Category: Mercenaries
Categories: Faction: The Empire of Man, Mercenaries, Units, Faction: The Empire of Man - Knightly Order, Order of the White Wolf Mercenary
EntryId: d596-ef69-d366-2212
Hidden: true
Options (4)

Profiles:

Unit Troop TypeUnit Size
Inner Circle Knights

Heavy cavalry

4+

Special Rule
Close Order:

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

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.

Inner Circle:

When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.

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.

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.

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.

Veteran:

If the majority of the models in a unit have this special rule, the unit may re-roll any failed Leadership test.

Note that a Break test is not a Leadership test.

Modifiers:

set hidden false
or
1+ selections of General in force (recursive)
and
1+ selections of General in force (recursive)
or
1+ selections of Order of the Knights Panther in force (recursive)
1+ selections of Harald Gemunsen, Grand Master of the Knights Panther in force (recursive)
and
1+ selections of General in force (recursive)
or
1+ selections of Order of the Knights Panther in force (recursive)
1+ selections of Harald Gemunsen, Grand Master of the Knights Panther in force (recursive)