Company Commander on Horse

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 5131-6dc7-572e-c9ed
Hidden: false
Costs: 55 Points
Options (3)
Rules (1)
Cavalry
Beasts and cavalry move like infantry.


Beasts and cavalry fall back just like infantry, except that they move 3D6" due to their speed.


Beasts and cavalry have the ‘fleet’ special rule.  When assaulting they move up to 12". 


If assaulting through cover, beasts and cavalry are slowed by difficult terrain – roll for the distance they can move just as you would for infantry, but double the result of the highest scoring dice.

Profiles:

Unit WSBSSTWIALdSv
Company Commander on Horse

4

4

3

3

3

3

3

9

4+

Wargear
Refractor Field:

A refractor field grants the bearer a 5+ invulnerable save

Abilities
Senior Officer:

The Company commander can issue up to two orders each turn. He has a command radius of 12". Company Commanders can use the "Bring it Down!", "Fire on my Target!", "Get Back in the Fight!", "First Rank, FIRE! Second Rank, FIRE!", "Incoming!", and "Move! Move! Move!" orders.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Used By (1)
Imperial Guard(Catalogue)