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  • Champion

    First Among equals
    All Champions have +1 Weapon Skill, +1 Ballistic Skill and +1 Attack their to Characteristics Profile. If this is a model with more than one profile, the Characteristics increase only affects a single rider or crew member.

    Overriding the Charge
    When a unit with a Champion rolls for their Charge Range, they always count as rolling at least a ‘4’. If the Charge is still failed, ignore this rule and use the rolled dice to determine the Failed Charge Move.

    Wound Pool
    The Champion has a different wound pool, than the rest of his R&F unit in terms of allocating and distributing Attacks.
  • Standard Bearer

    Combat Bonus
    A side with one or more Standard Bearers adds +1 to its Combat Score.

    Captured Standard
    When a Standard Bearer is removed as a casualty while Engaged in Combat, the Standard is considered to be captured by the opponent. When a Standard Bearer Breaks from combat, replace the [lexicon]model[/lexicon] with a normal non­ Command Group R&F [lexicon]model[/lexicon] Standard is captured by the. The opponent and is lost for gaming purposes (along with the Combat Bonus rule and any Magical Standard).
  • Command Group

    Certain units feature the option of upgrading regular models to Champion, Musician or Standard Bearer. These models are known as the Command Group and have the rule Rank a Musician or Standard Bearer is to be removed as a Front. If casualty, replace another R&F [lexicon]model[/lexicon] with the Musician or Standard Bearer ­ it is assumed that another soldier picked up their tool and responsibility. Champions however are not easily replaced and can be specifically targeted, wounded and slain the same way as Characters. If enough Wounds are suffered by R&F models in order to wipe out the entire unit any remaining Wounds suffered are allocated at the Champion even if it is fighting in a Challenge.
  • Musician

    [lexicon]Swift Reform[/lexicon]

    A unit with a Musician can make a Swift Reform by taking a Leadership Test. If the test is failed,the unit makes a normal Reform. If the test is passed, the unit makes a Reform with the following exceptions:

    ­The unit is not prohibited from shooting in the coming Shooting Phase.
    The unit can perform an Advance Move after the Reform.

    March to the Beat

    March Tests taken by units within 8" of an enemy unit with a Musician are taken at -1 Leadership, unless the unit that wishes to March also has a Musician.
  • 21.E Armour Equipment
    There are 2 different types of Armour Equipment. A model can only ever be equipped with one piece of armour of each type, i.e. an optional Suit of Armour replaces a model’s default Suit of Armour if applicable. The types of armour below are also referred to as mundane armour:

    21.E.a Suits of Armour
    • Light Armour: +1 Armour.
    • Heavy Armour: +2 Armour.
    • Plate Armour: +3 Armour.

    21.E.b Shields
    • Shield: +1 Armour.
    Two-Handed weapons prevent the simultaneous use of a Shield against Melee Attacks (see “Weapons ”, page 106 ).
  • 21.E Armour Equipment
    There are 2 different types of Armour Equipment. A model can only ever be equipped with one piece of armour of each type, i.e. an optional Suit of Armour replaces a model’s default Suit of Armour if applicable. The types of armour below are also referred to as mundane armour:

    21.E.a Suits of Armour
    • Light Armour: +1 Armour.
    • Heavy Armour: +2 Armour.
    • Plate Armour: +3 Armour.

    21.E.b Shields
    • Shield: +1 Armour.
    Two-Handed weapons prevent the simultaneous use of a Shield against Melee Attacks (see “Weapons ”, page 106 ).
  • 21.E Armour Equipment
    There are 2 different types of Armour Equipment. A model can only ever be equipped with one piece of armour of each type, i.e. an optional Suit of Armour replaces a model’s default Suit of Armour if applicable. The types of armour below are also referred to as mundane armour:

    21.E.a Suits of Armour
    • Light Armour: +1 Armour.
    • Heavy Armour: +2 Armour.
    • Plate Armour: +3 Armour.

    21.E.b Shields
    • Shield: +1 Armour.
    Two-Handed weapons prevent the simultaneous use of a Shield against Melee Attacks (see “Weapons ”, page 106 ).