Class: | Movement Mode: |
Class | Move Mode | Speed | Aim | Assault | Save | Morale | Unit Traits | Weapon | Type | Mode | Range | Shots | Save | Weapon Traits | Points |
Speed: | Move Out | Scouts | Jump Troops | Cost | ||||||||||||||||||||
Aim: | Tank Hunters | Precise Fire | ||||||||||||||||||||||
Assault: | Charge | Melee Weapons | Guard | Infest | Terror | |||||||||||||||||||
Save: | Stealth | Active Defences | ||||||||||||||||||||||
Morale: | Inspiration | Tactical Deployment | Stubborn | Horde | ||||||||||||||||||||
Transport: | ||||||||||||||||||||||||
Weapon 1 | Cost | |||||||||||||||||||||||
Range: | Heavy | Indirect | ||||||||||||||||||||||
Save: | Frag | Burst | Flame | |||||||||||||||||||||
Shots: | Repeating Fire | Aim | ||||||||||||||||||||||
Weapon 2 | ||||||||||||||||||||||||
Range: | Heavy | Indirect | ||||||||||||||||||||||
Save: | Frag | Burst | Flame | |||||||||||||||||||||
Shots: | Repeating Fire | Aim | ||||||||||||||||||||||
Weapon 3 | ||||||||||||||||||||||||
Range: | Heavy | Indirect | ||||||||||||||||||||||
Save: | Frag | Burst | Flame | |||||||||||||||||||||
Shots: | Repeating Fire | Aim | ||||||||||||||||||||||
Weapon 4 | ||||||||||||||||||||||||
Range: | Heavy | Indirect | ||||||||||||||||||||||
Save: | Frag | Burst | Flame | |||||||||||||||||||||
Shots: | Repeating Fire | Aim |
Notes
1. Only Weapon 1 is currently enabled so Primary / Selectable is ignored
Traits
Move Out: +3" movement if the unit does not fire any weapons or enter assault
Scouts: Move 0-6" move after all forces have deployed
Jump Troops: Ignore terrain if moving in a straight line (Infantry only)
Transport:
Tank Hunters: +1 to hit and +1 to assault vs regular/super heavy vehicles
Precise Fire: +1 to hit when unit is stationary
Charge: +1 to Assault if unit initiated the combat (Infantry or Cavalry only)
Melee Weapons: Reroll 1's in the assault (Infantry or Cavalry only)
Guard: When attacked in assault or crush, may fire one weapon system unaimed at the attacker. All shots must be directed at stands in contact
Infest: +1 to Assault and immune to push back while in terrain feature. Neither ability applies outside of terrain features (Infantry only)
Terror: Inflicts n Terror dice on enemies within 8"
Stealth: When fired upon add 1D6 to the range. If this increases the range beyond the weapon system maximum the shot misses automatically (Not Super Heavy or Behemoth)
Active Defences: Receive a 5+ unmodified saving throw against weapon hits if not in cover. Does not apply if on cover or in assault
Tactical Deployment: +1 to regrouping rols when in Reserve
Inspiration: When units with 2" fail a morale test, the stand may issue a "Follow Me" order as if it was a Command stand
Stubborn: Not subject to push back
Horde: The unit is subject to Horde Morale
Heavy: Must be stationary to fire
Indirect: May fire over terrain features and units
Frag: Save modifier always -1 vs infantry, field gun, cavalry or light vehicle targets
Burst: Roll once to hit. If a hit is scored, the target unit takes 3 hits
Flame: Hit one target in range on 3+. If the initial shot hits, roll 3+ to hit each stand within 1” of the target stand as well.
Repeating Fire: Every 6 rolled to hit allows an additional shot to be fired
Aim: +1 to hit rolls
Version: 151012A
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