Sister of the Thorn

(Entry)
Type: model
EntryId: 99f2-8103-cdcd-68aa
Hidden: false
Costs: 24 pts

Constraints:

min: 5
Options (4)
Rules (6)
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.

Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks. Any spells cast by the model are unaffected, as are any special attacks or attacks made with magic weapons they might be wielding, whether they be shooting or close combat attacks.
Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Blessings of the Ancients
A Wizard that has this rule, and is within 6" of a forest, adds +1 to all attempts to cast and dispel spells.
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.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source; single Ward saves with a better value than 4+ are always specified as such.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Asrai Archery
Models with this rule do not suffer the normal -1 To Hit penalty for moving and shooting.

Profiles:

Model MWSBSSTWIALDType
Sister of the Thorn

5

5

5

3

3

1

5

1

9

Cavalry