Commander (Shas'o)

(Entry)
Type: unit
EntryId: 8541-ee65-0a50-dcfc
Hidden: false
Costs: 75 Points
Options (2)
Rules (1)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.

Profiles:

Wargear
Jet Pack:

In the Movement phase, they only move 6" when using their packs, but are always allowed to move 6" in the Assault phase, even if they don’t assault. When jet packers move in the Assault phase and do not assault, they treat difficult terrain just as other jump infantry do in the Movement phase.

Models with jet packs have the Relentless special rule

Abilities
Acute Senses:

When the Night Fighting mission special rule is in use, such models may choose to re-roll the test to determine how far they can see, but must abide by the new result. Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit.

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!

Deep Strike:

If you wish to use this ‘deep strike’ option, then the units in question must begin the game in reserve (even if you are playing a special mission where the ‘reserves’ special rule is not being used). Roll for arrival of these units as specified in the rules for reserves and then deploy them as follows.

First place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the scatter dice. If you roll a hit the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position. 

Once this is done, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touching the circle inside it. Each circle should include as many models as will fit. 

Models arriving via deep strike treat all difficult terrain as dangerous terrain.

In the Movement phase when they arrive, these units may not move any further, other than to disembark from a deep striking transport vehicle. Units deep striking into ruined buildings are placed on the ground floor. They may not deep strike directly inside a transport vehicle or a building, which will count as impassable terrain as normal.

In that turn’s Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed. 

In that turn’s Assault phase, however, these units may not launch an assault (even if they have the ‘fleet’ special rule), unless clearly stated in their special rules – they are too disrupted by their deep strike move. 

Note that some units always have the option to deep strike, while others may only arrive in this way in missions where the deep strike special rule is used.

If any of the models in a deep striking unit cannot be deployed because they would land off the table, in impassable terrain, on top of a friendly model, or on top or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the deep strike Mishap table and apply the results.

Unit WSBSSTWIALdSv
Crisis Shas'o

4

5

5

4

4

3

4

10

3+

Used By (1)
Tau Empire(Catalogue)