model
Character
Character, Infantry, Grenades, Smoke, Imperium, Phobos, Faction: Adeptus Astartes, Lieutenant, Lieutenant in Reiver Armour, Support
6dfd-beb0-5b01-b21e
537f-5a96-5985-700b
true
This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a **scout move**. - If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** can make a **scout move**.
Before the battle, in the Muster Armies step, for each **leader** and **support** unit in your army, you can select one friendly **bodyguard** unit that unit can lead. That unit will then lead that **bodyguard** unit for the battle and form an **attached** unit with it. Unless otherwise stated, each **bodyguard** unit can only have one **leader** unit and one **support** unit attached to it.
At the start of your Command phase, you can select one Combat Doctrine listed below. If you do, that Combat Doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command Phase Assault Doctrine When this unit is selected to make an Advance move, that Advance move does not prevent this unit from being eligible to declare a charge. Devastator Doctrine This unit's ranged attacks have [ASSAULT] Tactical Doctrine When this unit is selected to make a Fall-back move, that Fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge. Unless otherwise stated. - You can only select each Combat Doctrine once per battle - Only one Combat Doctrine can be active for each unit. If a rule make a Combat Doctrine active for a unit, any Combat Doctrine previously active for that unit is no longer active for that unit.
If your Army Faction is **^^Adeptus Astartes^^**, at the start of the first battle round, select one of the following Vows to be active for **^^Adeptus Astartes^^** units from your army. While a Vow is active for your army, that unit has the associated ability below. **Abhor the Witch, Destroy the Witch** ■ Each time this unit declares a charge, if one or more targets of that charge have the **^^Psyker^^** keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the **[PRECISION]** ability while targeting **^^Psyker^^** units. **Accept Any Challenge, No Matter the Odds** ■ Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the wound roll **Suffer Not the Unclean to Live** ■ This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the nearest enemy unit. **Uphold the Honour of the Emperor** If this unit has the **^^Infantry^^** keyword: ■ At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's level of control over that objective marker is greater than yours at the end of the phase. ■ If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.
6"
4
3+
6+
1
40mm
While this model is leading a unit, increase the range of that unit’s Terror Troops ability by 3".
This model can be attached to the following unit:
■ REIVER SQUAD
This unit's attacks have [LETHAL HITS: non-MONSTER/VEHICLE].
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