Unit | Troop Type | Unit Size |
---|---|---|
Glade Riders | Light cavalry | 5+ |
Special Rule |
---|
Open Order: A unit consisting of models with this special rule may adopt an Open Order formation, as described on page 182. |
Elven Reflexes: A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat. |
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. |
Swiftstride: A unit 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. |
Skirmishers: A unit consisting of models with this special rule may adopt a Skirmish formation, as described on page 184. |
Fire & Flee: A unit with this special rule that is also armed with missile weapons 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 (as described on page 120) 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. |