Death Rider Squad

(Entry)
Type: unit
EntryId: 5637-8e1c-b25a-5bd7
Hidden: false
Options (1)
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:

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Abilities
Death Korp Leadership:

Any Death Korps unit within 12" of the Officer may use his Leadership when taking Morale and Leadership tests, as long as the Officer isn't in close combat, falling back or pinned.

Iron Dicipline:

Any Death Korp unit using the Leadership characteristic of a Death Korp Officer or Senior Officer for a Morale or Pinning test ignores any modifiers and may regroup even if under half strength. Additionally, Death Korps units do not suffer negative Morale modifiers in close combat.