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==Unit Types== In most cases, it will be fairly obvious which unit type category a model falls into, but as unit type is essentially an extension of the characteristic profile, you'll be able to find that information in the relevant codex. If your army book doesn't contain unit type information (as will be the case with some of the older volumes, or volumes not yet complete), then simply consult Appendix II of this book - you will find a complete at-a-glance bestiary that (amongst other things) lists each model's unit type. '''Characters''' In addition to their unit type, some models might also be noted as being characters. We're not going to worry about characters here, however. They are such a powerful and important part of Scrollhammer that they have a section all to themselves later in the book (see page XX). '''Infantry''' In rare cases, an Infantry unit may comprise only a single model. Infantry are fairly slow moving, but can cross almost any terrain (given enough time) and make the best use of cover to avoid enemy fire. As the bulk of the rules are concerned with them, there are no additional rules to present here. '''Artillery''' The Unit: Artillery units consist of a number of crew models and the artillery piece models themselves. These units are quite complex as they can include several different types of models. The artillery piece models have a separate profile from the crew models. If all the crew models are killed, the artillery pieces are immediately removed as well. Sometimes, the player has the choice of adding leaders or additional models to the crew of an Artillery unit. These models are part of the crew in all respects and can operate the artillery pieces as normal, even if they are otherwise slightly different from the rest of the crew. Independent Characters that join the unit, however, do not count as crew and cannot operate the artillery pieces, unless specifically stated in their rules. Moving with Artillery: Artillery guns need at least one crewman per artillery piece in order for the unit to move. If an Artillery unit does not have at least one crewman per gun, then it may not move: the remaining crewmen will not voluntarily leave a gun behind. Shooting with Artillery: Gun models cannot be fired if they moved at all in that turn's Movement phase. Otherwise, one crewman that is in base contact with the artillery piece in the Shooting phase can fire it. The crewmen firing it cannot fire any weapons they are carrying, while the other crew members (and any Independent Characters in the unit) are free to fire their side arms, provided the whole unit shoots at the same target. When firing the artillery pieces, there must be a line of sight to the target from both the model being fired and the crewman firing it (unless they are Barrage weapons, of course). Ranges are measured from the barrel on the artillery piece model. Shooting at Artillery: If shooting at an Artillery unit, roll a d6 for each hit. On a 1-3, the hit goes to the artillery piece and is resolved against its profile. On a 4-6, the hit goes to the crew and to any Independent Characters attached, and is resolved against their profiles. If an Artillery unit chooses to Go to Ground, this does not increase the cover save of the artillery pieces - only the crew benefit. Close Combat: Artillery units cannot charge as long as they include any artillery pieces. Artillery pieces can never Stand and Shoot, but the crew can if they Fight in Ranks. If an Artillery unit is charged, move the charging models into base contact with all the models as normal. No wounds can be allocated to the artillery pieces. All engaged enemies roll To Hit and To wound against the crew (even if they are only engaged with the artillery pieces). Engaged crew models can, of course, fight back, but the artillery pieces do not. Morale and Fall Back Moves: For the purposes of Morale checks and other leadership tests, and for combat resolution, always ignore the actual artillery piece models, as if they were not there. Because they need at least one crewman per piece in order for the unit to move, if an Artillery unit does not have one crewman per piece when it is forced to Fall Back, any piece models without crewmen are abandoned and immediately removed as casualties. The rest of the unit then Falls Back as normal. If an Artillery unit is forced to Fall Back from close combat and the enemy is free to make a Sweeping Advance, then the Artillery unit automatically loses the Initiative test and is caught and destroyed by the victor. '''Flyer Units''' Unlike most other unit type categories, 'Flyer' is not a classification in and of itself. Instead, you'll find it occurs before another category - commonly Infantry, sometimes Monstrous Creatures and perhaps, rarely, other things. Flying units therefore share two sets of rules, the Flyer unit rules, and those of their base type. Flyer Infantry would, for example, follow the rules for Flyer units and Infantry. Flyer units may choose to Fly once per turn, either instead of making their normal movement, or instead of making their normal charge. Note that the entire unit must always use the same form of movement. Units that are described as 'moving like' Flyer units follow all of the rules for Flyer units, and use the same special rules. Skyborne: When Flying (whether moving, charging or falling back, as we'll discuss in a moment) a model can move over all other models and all terrain freely. Flying models cannot end their move on top of other models or impassable terrain. Movement Phase: If a Flyer model Flies in the Movement phase, it can move up to 12". Close Combat Phase: If a Flyer uses its Fly move instead to charge into melee combat, it can re-roll its charge distance, and never counts as charging through difficult terrain. Fall Back Moves: Flyers always count as Flying when falling back, even if they already used their Fly move that turn. Their Fall Back moves are 3D6". Special Rules Flyers have the Deep Strike special rule. '''Monstrous Creatures''' While Monstrous Creatures use many of the Infantry rules, their size and destructive capability make them a lot more dangerous. Shooting: Monstrous Creatures can fire up to two of their weapons each Shooting phase - they must, of course, fire both of them at the same target. Shooting at Monstrous Creatures: Monstrous Creatures cannot gain cover saves simply for being in area terrain. They must be obscured to gain the save. Monstrous Creatures cannot Go to Ground. Close Combat: So mighty are a Monstrous Creature's attacks that their melee attacks are AP5: most armor simply doesn't stand a chance. When determining which side outnumbers another in a melee combat, a Monstrous Creature counts not as one model, but as multiple models towards its side, equal to its starting Wounds characteristic. A Monstrous Creature in the Horde Formation counts as 2 models towards the number of models in the Formation, when calculating combat resolution. Special Rules: Monstrous Creatures have the Move Through Cover and Relentless special rules. '''Beasts''' Movement: Beasts can move up to 6" in the Movement phase. *Fast Beasts may move an additional 3" in the Movement phase Shooting: Beasts can march up to 6", and do not require a Leadership test to march if they are within 9" of the enemy(although other models in the unit still might!). Beasts roll multiple d6's and pick the highest when marching through cover, rather than d3's. Close Combat: Beasts roll 3d6" when charging. When charging through difficult terrain, they roll 4d6" and choose the three lowest dice. Fall Back Moves: Beasts make Fall Back moves just like Infantry, except that they move 3D6". Special Rules: Beasts have the Fleet of Foot and Move through Cover rules '''Cavalry''' Movement: Cavalry can move up to 6" in the Movement phase. *Fast Cavalry may move an additional 3" in the movement phase Shooting: Cavalry can march up to 6". Beasts roll multiple d6's and pick the highest when marching through cover, rather than d3's. Close Combat: Cavalry roll 3d6" when charging. When charging through difficult terrain, they roll 4d6" and choose the three lowest dice. When calculating which side outnumbers the other in close combat, each Cavalry model(rider and steed) count as 2 models. Fall Back Moves: Cavalry make Fall Back moves just like Infantry, except that they move 3D6". Special Rules: Cavalry have the Fleet of Hoof special rule. To represent the upper hand in battle granted by being mounted on a steed, Cavalry models have bonuses granted to their characteristics. Most Cavalry models are mounted on warhorses, granting them +1 Toughness and +1 Attack. Rules for the other types of steeds your Cavalry may be mounted on are found in their respective army books. '''Monstrous Cavalry''' A Monstrous Cavalry unit consists of a Monstrous Creature and one or more riders. Each have separate profiles. The Monstrous Creature uses the Monstrous Creature rules, and the rider(s) use the Infantry rules. The Riders begin the game mounted on the Monstrous Creature, and are unable to disembark unless a rule specifically states that they can. The Monstrous Creature's movement, Initiative and Formation are always used, and any wounds from Dangerous Terrain checks are always assigned to it. Initiative Tests are always taken once for the entire model, rather than for individuals. Any special effect modifying Initiative always must target the Monstrous Creature to effect the Initiative of the model. Otherwise, the Riders are treated as separate models for all purposes (other than for rules that specifically require a model's base and/or movement) as the creature they are mounted on. Shooting: Monstrous Creatures can fire up to two of their weapons each Shooting phase - they must, of course, fire both of them at the same target. Shooting at Monstrous Creatures: Monstrous Creatures cannot gain cover saves simply for being in area terrain. They must be obscured to gain the save. Monstrous Creatures nor their Riders can Go to Ground. Close Combat: So mighty are a Monstrous Creature's attacks that their melee attacks are AP5: most armor simply doesn't stand a chance. When determining which side outnumbers another in a melee combat, a Monstrous Creature counts not as one model, but as multiple models towards its side, equal to its starting Wounds characteristic. Furthermore, add 1 more to the number of models for each remaining Rider. Monstrous Cavalry in the Horde Formation counts as 3 models towards the number of models in the Formation, when calculating combat resolution. For each hit against against Monstrous Cavalry, roll a d6. On a 1-4, Monstrous Creature is hit. On a 5-6, the riders are hit. Resolve the wounds against those profiles. Assign wounds to different Riders as if they were separate models, and keep track of how many Riders have been slain/what effects are placed on the Riders. If the Monstrous Creature is removed as a casualty, but the Riders still live, each Rider takes a hit at the monster's Strength, no saves allowed. The Riders continue to use the Monstrous Creature's base, so give the model a marker to note that the Monstrous Creature itself is no more. They must immediately make a Pinning test. Additional hits against the model continue to be assigned to the Riders as separate models. In a unit containing multiple Monstrous Cavalry, if a Monstrous Creature is removed as a casualty, remove the Riders as a casualty too: even they survived, they're disoriented enough that they'll never keep up with the rest of the unit! If all the Riders are removed as casualties, but the Monstrous Creature still lives, it must immediately take a Leadership Test on its own value. *If it fails, it loses Fearless(or any other ability preventing it from fleeing or automatically rallying it) for the rest of the game(if it has it), and must Fall Back. *If it succeeds, it becomes Fearless and Frenzied, and gains the Furious Charge special rule for the rest of the game! It continues to fight on. Monstrous Creatures have the Move Through Cover and Relentless special rules. Riders have the Relentless special rule.
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