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0-1 EXODITE DRAGOONS
The Dragoons are formed from the finest soldiers in a Baron’s household. They are typically employed as line-breakers, charging the enemy with their potent shock lances, but even at range they are fearsome, firing armour-piercing plasma carbines.
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Points / Model
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Sv
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Exodite Dragoon
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35
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5
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3
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3
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4
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1
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6
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2
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9
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3+
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Dragoon Leader
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+15
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5
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3
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3
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4
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1
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7
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3
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10
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3+
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Squad: The squad consists of between 2 and 10 Dragoons.
Weapons: Plasma carbine, shock lance.
Options: Up to one in five models may replace their plasma carbines with thermal lances for +2pts.
Character: One model may be upgraded to an Dragoon Leader for +15pts. The Dragoon Leader may be armed with plasma grenades for +2pts and haywire grenades for +3pts. The Leader may exchange his weapons for an Exodite blast pistol, close combat weapon and powerblades at no additional cost. He may be accompanied by a Salamander for +6pts.
Special Rules
Dragon Knights: Dragoons ride Dragons with wraithbone helmet, and so count as cavalry. The characteristic increase the Dragon provides have been included in the Dragoons’ profile.
LETHOSAUR KNIGHTS
Lethosaurs are lightly-built dragons which typically travel quadrupedally. They are herbivores, and so frequent prey for more aggressive dragons. This has made them extremely fast and alert. As such, they are ridden by scouts who need to get close to the enemy but avoid direct contact. In battle, knights will often ride the animals into combat deliberately, and then surrender control to the animal and let it run in panic, tricking the enemy into pursuing before the knights regroup. Needless to say, only the best riders can be employed as Lethosaur knights.
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Points / Model
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Sv
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Lethosaur Knight
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20
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3
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3
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3
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3
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1
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4
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1
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8
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5+
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Lethosaur Leader
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+10
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3
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3
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3
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3
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1
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5
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2
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9
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5+
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Squad: The squad consists of between 4 and 10 Lethosaur Knights.
Weapons: Blast Carbine.
Options: The entire squad may be armed with plasma grenades for +2pts per model and haywire grenades for +3pts per model. The squad may exchange its blast carbines for plasma carbines for +3pts per model. Up to two models may be armed with a web carbine for +3pts per model.
Character: One model may be upgraded to an Lethosaur Leader for +10pts. The Leader may be armed with plasma grenades for +2pts and Haywire grenades for +3pts. The Leader may exchange his weapon for an Exodite blast pistol, close combat weapon and powerblades for +15pts; or may exchange his weapon for a neuro disruptor for +20pts. He may be accompanied by a Salamander for +6pts.
Special Rules
Scouts: Up to one unit of Lethosaur Knights may be deployed ahead of the main army as a scouting force. This unit is placed after other models in both armies have deployed and must be placed anywhere outside the enemy deployment zone and 18” or more away from an enemy unit. If the enemy army contains infiltrators or troops with this ability which are able to use their deployment rules in the scenario being fought, roll a dice to see which player deploys his units first. Note that scouts benefit from their rule even in scenarios which do not allow infiltrators. Lethosaurs: Lethosaurs are cavalry. In addition, Lethosaur Knights may make a single move after both sides have deployed but before battle begins. This is treated as a normal cavalry move. Lethosaur Knights deployed as scouts take time to get into position without being detected, and so cannot use this rule. Withdraw: Lethosaurs are not built for fighting, but are adept at evading predators. Lethosaur-riding scouts use the animals precisely because of the high odds of surviving a surprise attack, while in battle dedicated Knights rely on it to disengage and fire their weapons once again before rejoining the fight. A squad on Lethosaurs may disengage from combat at the end of any assault phase. The squad flees 3D6” treated as a normal fall back move (and susceptible to crossfire) and automatically rallies at the end of the move. Enemies may only consolidate 3”.
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