Fire Bulls

(Unit)
Type: unit
Category: Rare
Categories: Rare
EntryId: 1961-b592-a33a-59ae
Hidden: false
Options (2)
Rules (2)
Bull Run
The Herders may light the Bulls at the start of the Movement phase. When the Bulls are released, you may choose the direction in which they travel, and the point on the concealing unit from which they start. Fire Bulls move 3D6" using the rules for Random Movement.

After release, the Fire Bulls have Immunity (Psychology) and are treated as individual units from their Herders. In your subsequent turns they move in the Compulsory Moves sub-phase using Random Movement, but they always move in a random direction.

If the Fire Bulls' move would bring them into contact with another unit, then they move through rather than stopping. If the Fire Bulls' move would end within a unit, then they automatically move through it — place the Fire Bulls 1" beyond the unit, in the direction they were moving. When a unit of Fire Bulls moves through a unit (friend or foe), each Bull inflicts a S 5 hit with Flaming Attacks.

Any unit that moves into contact with the front arc of a unit of Fire Bulls suffers a S 5 hit for each Fire Bull in base contact. These are resolved like Impact Hits in the close combat phase if the Fire Bulls are charged, or immediately in case a unit flees through them.

When suffering casualties from shooting or magic, the Herders follow the rules for allocating hits on unit Champions. If the Herders are killed before they have released the bulls, the bulls are removed as casualties. Herders never count for the purposes of Victory Points.
Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) may be deployed in the rear rank of the unit. Mixed Units cannot be joined by characters, unless specified.

If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any rules that the unit might have do not apply to the Handlers unless specified – ignore the handlers completely in those cases.

As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.