4 Rabbit Special Infantry
4 Exotic Rabbit Light Infantry in two poses, half buried in the ground. Plastic bases supplied.
The Burrovians, and their Light Troops in particular, have a unique ability of the soldiers of Valon; they can dig! Using their strong muscles and natural talent they can tunnel unseen and often defeat superior enemies with a surprise attack!
Optional Rules for use of 58003 Burrovian Burrowers (in conjunction with the miniatures in 58506-U):
Flintloque Rules
Digging Rabbits in Flintloque are dealt with in this fashion.
Only Smaller Rabbits may use these rules, their larger relatives being too big for this skill. When a Rabbit decides to burrow it must declare it at the declaration stage of the Turn. This done, when it is that character activation to ‘move’ replace the miniature with one of 58003 ‘Feet Down’ burrowers to represent the character going head first into a hole. This miniature remains on the table until the character emerges to show his entry position.
The character may move up to 10cm in any direction with no penalties. They may not however dig under terrain features that have solid undersides like mountains or large rocks. The character mat remain underground for up to three Turns, after this they suffer one wound per each extra Turn until they emerge. The controlling player must note down the direction and distance of movement on paper. When the burrowing character decides to emerge this is done again only in their movement phase. Place one of 58003 ‘Feet Up’ miniatures in the spot (now remove the other burrowing miniature) they emerge (this may be at any point of the 10cm movement range but no movement after emerging is allowed for that Turn). The character may now act as normal and until he moves he gains the partial cover modifier.
Wounded characters may not burrow and (yes, this came up in play testing!) if any burrowing character emerges under water in a river or lake they are automatically killed.
Slaughterloo Rules
Burrovian Light Infantry are superb hiders, if a unit of these troops contains burrowing models they spend a Turn stationary (they may Fire but not Melee) they receive a +2 modifier to their Def Value. This represents them ‘digging in’. This lasts until the Unit moves but does not apply to Cavalry Melee attacks and Artillery fire directed against the Unit, only normal musket and rifle ranged fire.
Typically each of these metal miniatures stands 15mm tall.
Head First Burrower: Single piece miniature in light infantry uniform on integral base depicting a hole into which it has leapt. Only the bare feet and legs of the soldier are visible.
Feet First Burrower: Single piece miniature in light infantry uniform on integral base depicting a hole into which it has leapt. The upper body of the solider in shako with musket / rifle, head leaning back is visible.
Uniform Details
The uniform of a typical Rabbit Light Troop consists of a green tunic, brown breeches and a black shako. Facing colours are yellow as is the plume on their shakos. Braiding is gold. Equipment is black and equipment straps are brown leather.
If you would prefer to field your unit of Rabbit Light Infantry in the uniform of the famous 1st Company of the Leporidae Carabiniers then you can use their uniform scheme which is;
The uniform of the 1st Company Leporidae Carabiniers consists of a dark blue tunic and breeches and a black shako. Facing colours are red as is the plume on their shakos. Braiding is gold. Equipment is black and equipment straps are white leather.