Reavers

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
LinkId: 4d4e27c4-a14d-3f5d-68ff-3bb0cbfbc99b
Hidden: false
Options (4)
reaver upgrade (up to 1 for 3 models):
Rules (5)
Power from Pain
Turn 
1	None
2 	Feel No Pain (6+)
3	Feel No Pain
4	Feel No Pain, Furious Charge
5	Feel No Pain, Furious Charge, Fearless
6+	Feel No Pain, Furious Charge, Fearless, Rage
Night Vision
Ignore effects of Night Fighting (p135).
Skilled Rider
Automatically pass Dangerous Terrain. +1 to Jink cover saves.
Combat Drugs
D6	Bonus
1	Adrenalight: + 1 Attack
2	Grave Lotus: + 1 Strength
3	Hypex: + 1 initiative
4	Painbringer: + 1 Toughness
5	Serpentin: + 1 Weapon Skill
6	Splintermind: + 1 Leadership
Hit & Run
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test. If the test is failed, nothing happens and the models remain locked in the fight.
If the test is passed, choose a direction  then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".
A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Used By (4)