Carpet Rider

(Entry)
Type: model
EntryId: ac2a-2e66-7188-259d
Hidden: false
Costs: 13 pts

Constraints:

min: 5
max: 10
Options (2)
Rules (3)
Carpet Bombing
Once per turn, during the Remaining Moves segment of the Movement phase, a unit of Carpet Riders may carpet bomb an enemy unit at least one of its models has moved over during that phase. Each Carpet Bomb inflicts D3 S 2 Hits with Poisoned Attacks.
Zealotry
Models with this rule add their combat resolution score to their Unit Strength value when determining if they are Steadfast. In addition, in the first round of combat, they always take their Break tests using 3D6, discarding the highest result.
Fly (10)
Flying units consisting of more than one model have Skirmishers.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Profiles:

Model MWSBSSTWIALDType
Carpet Rider

4

3

3

3

3

1

3

1

7

Infantry