Key of Ghosts

(Entry)
Type:

upgrade

EntryId:

1927-5104-198f-4b11

Hidden:

false

Costs: 20 pts1 Enhancements

Constraints:

max(roster): 1
Rules (1)
Scouts
This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: 
- If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone. 
- If that unit is wholly within your deployment zone, it can make a **scout move**. 
- If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** can make a **scout move**.

Profiles:

Abilities
Key of Ghosts:

Harlequins model only (excluding Solitaire models). Models in the bearer’s unit have the Scouts 6" ability.

Modifiers:

set hidden true
ancestor is not Faction: Harlequins

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