Alaitoc Path-finders

(Unit)
Type: unit
Category: Elites
Categories: Elites, Alaitoc, Ranger Units
LinkId: 4462-d425-8fae-0e80
Hidden: false
Options (1)
Path-finders:
Rules (6)
Superb Infiltrators
Path-finders may set up using the Infiltrators rule if the mission allows infiltrators to be used. If there is no special infiltrators rule, the Path-finders may make one free move after both sides have deployed but before the first turn starts. They cannot use Fleet of Foot during this special move. You may also always deploy your Path-finders at the start of the battle, even if they would normally have to be kept in reserve.
Difficult and Impassable Terrain
A Path-finders under may move through difficult terrain without penalty. A Path-finders unit may negotiate impassable terrain as if it were difficult terrain, although they may only roll a single D6 for the distance moved and cannot use fleet of foot whilst in impassable terrain.
Expert Marksmen
When Path-finders fire their long rifles, the shot counts as having AP 1 on a to hit roll of 4, 5, or 6.
Cameleoline Cloaks
A path-finder adds +2 to any cover saves it is allowed. When not in cover they receive a 5+ cover save.
World Weary
Path-finders never take Morale checks for suffering casualties from shooting. They do not have to take "All On Your Own" tests and cannot be pinned. They may always attempt to regroup.
Ranger Disruption
For each Rangers or Path-finders unit in the army, roll a D6 on the Ranger Disruption table. Ranger Disruption only affects units on the tabletop, it does not affect units in reserve. Units which are vehicles or are inside a vehicle cannot be affected by Ranger Disruption.

A unit cannot be affected more than once, and if an inappropriate unit is randomly selected then simple randomly select another unit instead.

Roll a D6:
1 - No effect
2 - A random enemy unit on the table is taken off and must start in research instead.
3 - A random enemy unit on the table starts the battle pinned. If this unit is immune to pinning then this result has no effect.
4 - An enemy unit on the table, chosen by the Eldar player, is taken off and must start in reserve instead.
5 - A unit on the table, chosen by the Eldar player, starts the battle pinned. A unit immune to pinning cannot be chosen.
6 - The Rangers or Path-finders may shoot once at one enemy unit chosen by the Eldar player, regardless of range or line of sight. Resolve this before the battle starts and if the unit is pinned by this shooting, it will start the battle pinned.
Used By (1)