Thief

(Entry)
Type: model
EntryId: b63a-9cab-1a74-8ce0
Hidden: false
Costs: 8 pts

Constraints:

min: 5
Options (2)
Rules (6)
Oh, Shiny!
Whenever a Thief is in base contact with an enemy character not mounted on a Monster he may attempt to steal a Talisman, Arcane Item or Enchanted Item (excluding mounts) at the start of each Close Combat round. Roll a D6 and consult the Shiny Chart. Each stolen Magic Item is removed from play. Each stolen item is worth 25 Victory Points added to the Halflings' side at the end of the game.
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
Insatiable Appetite
At the start of the game, after all models in both armies have been deployed, the Halfling player must roll a D6 for each of his units and consult the Before Battle Meal table. The effects of the meal last for the duration of the game. Chariots, war machines and characters outside units never roll for Insatiable Appetite. Likewise, mounts are never affected either.
Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight. As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.

When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.

Vanguard
Skirmishers (except models with Fly) automatically have Vanguard.

Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.

The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.

If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.

Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.

Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and automatically rallies in its next Compulsory Movement Phase. In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).

Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Take it and Run!
Before Break Tests are taken, Thieves may choose to leave combat willingly. They will flee 2D6" away from the enemy as normal, but will rally automatically and may not be pursued. Thieves fleeing in this way does not cause Panic.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.

Note that a character may only join a unit deploying with Scouts if they also have the same rule.

If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.

Profiles:

Model MWSBSSTWIALDType
Thief

5

3

4

2

2

1

6

1

8

Infantry

Shiny Chart (Thieves)
1

The Thief is caught and killed outright.

2

The Thief is chased back and may not attack this round.

03-04

The Thief is not noticed but fails to steal anything.

5

The Thief succeeds in stealing a random magic item from the character.

6

The Thief succeeds in stealing a magic item of his choice.