All flyers have the Swiftstride special rule. Movement begins and ends on the ground and moves up to 10". Only entire units that can both walk and fly can do both. A flying charge is calculated with a movement of 10". Units can perform a Flying March of up to 20". Flyers always move on the ground when they flee or pursue, but still benefit from Swiftstride. Flying Cavalry are treated as Fast Cavalry with the Fly special rule.
Cannot claim cover modifiers for obstacles. If General or Battle Standard Bearer is a Large Target (or is mounted on one), then the range of their respective Inspiring Presence and Hold Your Ground! abilities is increased from 12"to 18.
Also cause fear
D6 hits on the target unit, same as stomp
Armour save of 3+
A dragon has a Strength 4 Breath Weapon with the Flaming Attacks special rule
When charging uses 3D6 and discard the lowest result and add to their move value. When fleeing and pursuing, use 3D6 and discard the lowest result.
6
5
0
4
7
-1 to rider
Monster