(DE) Reavers

(Entry)
Type: unit
LinkId: 7a78-9cc7-0064-a978
Hidden: false

Constraints:

min: 1
max: 1
Options (4)
Reaver Upgrades:
Rules (5)
Strength from Death
Whenever a unit is completely destroyed within 7" of one or more non-vehicle units that consist only of models with this special rule, pick one of those units to make a Soulburst action.  You cannot pick a unit that is locked in combat, Falling Back, or that has Gone to Ground.  A unit making a Soulburst action can do one of the following, even if it has already done so in this turn:

* The unit can immediately move as if it were your Movement phase.
* The unit can immediately shoot (or Run or Turbo-boost) as if it were your Shooting Phase.
* The unit can immediately make a charge move as if it were your Charge sub-phase (if they do so, enemy units can fire Overwatch as if it were your Charge sub-phase). A unit that makes a charge in the Fight sub-phase does so at the end of the current Initiative step, and once they have charged, the Initiative steps continue to resolve as before (including for models in the charging unit).

A unit can only make a Soulburst action once per turn.
Hit and 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.
Night Vision
A unit that contains at least one model with this special rule ignores the effects of Night Fighting.
Skilled Rider
A unit that contains at least one model with this special rule automatically passes Dangerous Terrain tests, and receives +1 to its Jink cover saves (other cover saves are unaffected).
Combat Drugs
After determining Warlord Traits, but before deployment, roll a D6 and look up the result on the Combat Drugs table.  All friendly models that have the Combat Drugs special rule receive the characteristic bonus listed on the table for the duration of the battle.

1: +1 Attack
2: +1 Strength
3: +1 Initative
4: +1 Toughness
5: +1 Weapon Skill
6: +1 Leadership
Used By (2)