Description: Characters follow rules for models of their type.
All characters have the Move Through Cover and Skilled Rider special rules. This advantage does not extend to vehicles they may be traveling in.
Characters are allowed to move freely around the battlefield and can temporarily join other units. While a character is part of a unit, he must obey the usual Coherency rules until he leaves the unit, as detailed below. The combined unit moves and assaults at the speed of the slowest model while they stay together. In order to join a unit, an independent character simply has to move within the 2" coherency distance of the unit during his Movement phase and be declared as joining that unit. Note that a lone character cannot join another character to create a character unit.
- An independent character can leave a unit during the Movement phase by moving out of coherence distance with it.
- An independent character may only join or leave a unit during the Movement phase - once assaults are launched it is too late to join in or duck out!
- A character may not join or leave a unit while it is falling back - he/she/it must wait until the unit has regrouped.
- If the unit has been pinned, the character may not leave it until it is no longer pinned.
When an independent character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (like in the Stubborn special rule), the unit's special rules are not conferred upon the character, and the character's special rules are not conferred upon the unit.
In some cases, the character or the unit may lose their special rules as a result of the character joining. For example, if a character that does not have the Infiltrate special rule joins of unit of Infiltrators, the unit loses the Infiltrate rule.
Any Leadership tests made by a unit joined by a character are made using the character's Leadership value, if it is superior to the unit's. Remember, if a character is part of a unit that falls back, he may not leave the unit until it regroups. Characters never need to take Last Man Standing tests, as they are used to fighting heroically on their own.
Some characters are able to lead a special retinue, bodyguard, or other HQ unit in battle. If a character is fielded with such a unit, he may not leave them and join another unit while they remain a live. Should the unit be destroyed, the character may once again move between units.
Characters who have joined a unit are considered part of that unit and so may not normally be picked out as targets. Characters that are not part of a unit can only be chosen as targets if they are the closest target to the firing unit. Characters that are Monstrous Creatures can always be picked out as separate targets unless they have joined a unit of monstrous creatures or a unit with special rules that offer them protection, such as the Tyranid Tyrant Guard.
All characters shoot just like ordinary troopers, although in many cases they will have better Ballistic Skills or exotic weaponry that sets them apart. Where this is the case, either roll for them separately or use different coloured dice to differentiate their shooting. Characters must still fire at the same target as any unit they are with.
If a unit including a character charges into close combat, the character must charge too. A character on his own can charge into close combat if within range of the enemy in the Assault phase.
Characters are treated as a separate unit when resolving close combats, following the normal rules for multiple combats. This means that they MUST be in base-to-base contact with an enemy model in order to fight, and may not make attacks for being within 2" of another friendly model. If the unit they have joined is locked in combat with the enemy, the character is locked with them. However, wounds suffered by a unit never carry over onto a character that joined them.
This also means that only the enemy models that are engaged with the character may allocate their attacks against it and can be hurt by its attacks.