Unit | Move | Wounds | Bravery | Save |
---|---|---|---|---|
Carrion | 12" | 3 | 10 | 6+ |
Unit Abilities |
---|
Circling High Above:
When first set up, units of Carrion are assumed to be flying high above the battle eld. As long as they remain high in the sky, they cannot be charged, attacked, targeted by spells or a ected by abilities used by either side, and they also cannot make any attacks themselves as they soar far above their foes. Other units ignore the Carrion as they move (they move underneath them). |
Scavenger's Dive:
The first time this unit declares a charge, you can roll 3 dice rather than 2 to see how far it charges (when doing so, you can declare a charge if it is within 18" of the enemy, rather than 12"). As they charge, the Carrion are assumed to drop down to low level, and the Circling High Above ability no longer applies to the unit for the rest of the battle. |
Fly:
This unit can fly. |