Hero or Valour
Infantry, Hero, Man, Khandish
Mv | Fv | S | D | A | W | C |
---|---|---|---|---|---|---|
10 | 0 | 3 | 7 | 0 | 3 | 3 |
Char de Khand.description
Mv | Fv | S | D | A | W | C |
---|---|---|---|---|---|---|
10 | 3 | 3 | 4 | 0 | 1 | 2 |
Friendly Khandish models within 6" of a Khandish King count as being in range of a banner.
If a model with this special rule charges into combat, it will gain the Knock to the Ground and Extra Attack bonuses (see page 62) as if it were Cavalry, with a couple of exceptions:
This model will Knock to the Ground any model that it Charges, including Cavalry or Monster models, with a lower Strength value than it, even if the charged model has a Strength of 6 or higher. The rider of a Cavalry model will automatically suffer the Knocked Flying result for its Thrown Rider test.
Additionally, this model will still get the Extra Attack bonus if it Charges, or is subsequently charged by, Cavalry or another model with this special rule.
If a model with this special rule is a Cavalry model, the mount will count as being In The Way of its rider, except that the rider will only be hit on a 5-6; a roll of 1-4 will hit the mount.
A Khandish Chariot has the Monstrous Charge special rule. Additionally, a Khandish Chariot is an unusual model and moves in the following way:
When an enemy model makes an In The Way roll to see if they hit either the rider or the mount, they will hit the Chariot on a 1-4 and the rider on a 5+. Additionally, when in combat, any model that wishes to Strike the rider must roll a D6. On a 1-4, the model must Strike the Chariot. On a 5+, they may Strike the rider.
Models with Magical Powers can use them on the Chariot, selecting either the Chariot itself or one of the crew members as the target. Magical Powers that affect multiple targets will automatically affect both the Chariot and its crew if in range of the model. Only by affecting the Driver will a Magical Power such as Transfix or Compel impede the Chariot’s movement (thereby causing it to remain stationary or take a move as described by the Magical Power). Finally, Magical Powers such as Sorcerous Blast, Nature’s Wrath and Call Winds will not move the Chariot or Knock it Prone, although they will still inflict any damage as detailed in the Magical Power’s description.
A model riding a Chariot can still fire a bow after moving its full distance.