Ogla Khan's Wolfboyz

(Entry)
Type: unit
EntryId: 65cc-5371-7643-44ef
Hidden: false
Costs: 85 pts

Constraints:

max(roster): 1
Options (2)
Rules (4)
Ded Shooty
Oglah Khan and his Wolfboyz do not suffer the usual -1 to hit penalty for moving and shooting.
Treacherous Gits
Oglah Khan’s Hobgoblins must test for Treachery at the beginning of each of your turns. Roll a D6. If you roll 2 or more, the unit has passed the test and may fight normally. If the dice roll is 1 then the unit has been affected by Treachery. 

To determine what the unit does roll a D6 and consult the Treachery table. Note that you do not need to test if the unit is already engaged in close combat, less than 5 models strong, or fleeing.
Mercenaries
Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.
Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.

Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; 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 Movement value.

Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire and Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot. After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so, and the normal -1 To Hit penalty for moving and shooting still applies.

Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and automatically rally in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). 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 Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.

Armour Saves
Units containing one or more models with a close combat armour save better than 5+ and/or barding cannot use Fast Cavalry.

Profiles:

Treacherous Gits Table
1

Traitor!: The Hobgoblins halt and shoot at the nearest regiment in their own army! Turn the Hobgoblins towards the unit and resolve the shooting immediately. Note that shooting due to Treachery is worked out before normal shooting. The Hobgoblins do nothing else this turn. If there isn't an eligible victim, the Wolf Boyz will Stay 'Ere instead.

02-05

We Stayz 'Ere!: The Hobgoblins refuse to shoot or charge the enemy, though otherwise they may act normally.

6

Hiiyaaarrghh!: No further Treachery tests are made for the duration of the battle, and the unit may act normally this turn.

Used By (24)