Hernkyn Pioneers

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
EntryId: 9e2d-efec-1e6e-91ae
Hidden: false
Options (1)
Rules (1)
Bike
Bikes are large, solid constructions, and are often fitted with protective armour and shields to deflect and absorb incoming fire. Bike riders benefit from the protection offered by their bike, which increases their Toughness characteristic by 1. Note that this increase does not affect the model’s Toughness for the purposes of instant death.


Bikes can move up to 12" in the Movement phase. Bikes are not slowed down by difficult terrain. However, they treat all difficult terrain as dangerous terrain instead. 


Bikes also have the ‘Turbo-Boosters’ special rule.


As bikes are so fast moving, they fall back 3D6", rather than 2D6". Remember that they treat all difficult terrain as dangerous.


Bikes cannot run in the Shooting phase.
Bikes have the ‘relentless’ special rule


Each bike in a unit may fire with one weapon for each rider on the bike. Thus a Space Marine Attack Bike with a driver and passenger in sidecar can fire two weapons.


Bike assault moves are not slowed down by difficult terrain. However, each model entering or moving through difficult terrain, or assaulting an enemy who is standing in difficult terrain or behind an obstacle, must take a dangerous terrain test.

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.

Abilities
Eye of the Ancestors:

When an enemy unit destroys a Votann unit with this rule, they gain a Judgement token. Each unit may have up to 2 tokens in total.

When a Votann unit makes an attack against a unit with one or more Judgement tokens, apply the following (these abilities are cumulative):

1 - The attacker gains the Preferred Enemy special rule.

2 - The attacker gains the Rending special rule

Scouts:

After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. This is done exactly as in their Movement phase, except that during this move, scouts must remain more than 12" away from any enemy.

If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. 

If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too.

This rule also confers a special outflank move to units of scouts that are kept in reserve.