unit
Core
Faction: Tomb Kings of Khemri, Core, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines')
f30d-9caf-3e13-d449
false
| Unit | Troop Type | Unit Size |
|---|---|---|
| Skeleton Horse Archers | Light cavalry | 5+ |
| Special Rule |
|---|
| Arrows of Asaph: Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier. |
| Open Order: A unit consisting of models with this special rule may adopt an Open Order formation. |
| Nehekharan Undead: Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa. |
| Regeneration: Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a "Regeneration save" roll by rolling a D6 and comparing the result to its "Regeneration value", shown in brackets after the name of this special rule (shown here as "X+"). If the Regeneration save roll equals or exceeds the model’s Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise. |
| Swiftstride: A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result. |
| Skirmishers: A unit consisting of models with this special rule may adopt a Skirmish formation. |
| Scouts: Units with this special rule may be deployed after all other units from both armies. They can be deployed anywhere on the battlefield that is more than 12" away from an enemy model. If deployed in this way, Scouts cannot declare a charge during their first turn. If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off. |
| 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. |
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