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Close Combat M/S LI EI HI EHI REM HB TAG E TAG Heavy Flamer (12" A8 AP1 Flaming) 11 17 22 25 34 17 34 45
Monofilament weapon (A2 AP2 Deadly 3) 8 13 Smoke Grenades (12", A1, Smoke 5) 1 2 2 2 3
Big powered weapon (A1, AP3, Deadly 2) 3 5 6 7 9 0 0 Electro magnetic blaster (18" A2 E/M) 5 8 10 11 15
AP Rifle (24", A1, AP1) 1 1 1 1 1 2 Heavy Machine Gun (30", A3, AP1) 5 8 11 12 16 8 16 21
Viral Rifle (24", A1, Poison) 1 0 0 0 1 2 Sniper Rifle (36", A1, Rend, Snipe) 4 6 8 8 11
Combi Rifle (18" A2) 2 1 1 1 2 2 Viral Sniper Rifle (36", A1, Poison, Snipe) 4 6 8 8 11
Stun Rifle (24" A1 AP4 Stun) 1 0 0 0 0 0 Adhesive Launcher (30" A2 AP2 Stun) 7 8 11
ABILITIES
Special Rules M/S LI EI HI EHI REM HB TAG E TAG
Model may be kept in reserve during deployment and deployed at least 9" away from nearest enemy model at the
Airborne Deployment start of any game round after the first. 2 3 4 5 6 3 6 8
Before the game starts, deploy the unit according to usual deployment rules, and use scout if applicable, when your
opponent is not looking. Take a photo / draw a diagram of where model is deployed. Remove model. When it is your
Ambush turn to activate, you may do so, with the model commencing where it was deployed. 2 3 4 5 6 3
Armour Piercing (AP X) Apply an -X modifier on enemy defence roll when hit by a weapon with AP
Blast (X) Ignores cover. All models within X" of hit target take 1 hit.
E/M (electromagnetic) Inflicts wounds when a defence roll is passed rather than failed
Engineer INstead of shooting, may attempt to pass Q test to restore lost wound to hackable target in base contact 1 2 2 2 3 2 3 4
Explode Instead of shooting attack, remove unit and inflict 1 hit to all models within 3" 0
Hacker (1) 20 20 20 20 20 20 20 20 20
Hacker (X) Can use hacking abilities instead of shooting, and is hackable. To use ability roll a D6 add X. If it is equal
Hacker (2) to or above the hacking roll required, the effect takes place. Refer hacking abilities table above. 35 35 35 35 35 35
Medic Instead of shooting, may pass Q test to restore a wound to non-hackable model in base contact 1 2 2 2 3 2 3 4
Instead of shooting may place 2 mines within 3". If successful place a token. Token is immobile. If an enemy model
Mines moves within 3" of mine token, remove token and inflict one automatic hit on enemy, 2 3 4 5 6 3 6 8
Can not climb. Add 3" to move, 6" to rush (not charge). Any terrain counts as dangerous terrain. Can dismount and
Motorcycle lose motorcycle ability 3 5 6
No wound Incapacitation Rather than becoming stunned, place a fatigue token on model. This fatigue token doesn't trigger a morale test 5 3 10 11 15 8 8
Poison Deadly 2 against units that are not remotes, TAGS or helper bots
When unit takes a wound, roll a d6. on a 5+, the wound is ignored. Can not be used if attack is AP3 or better, or
Regeneration poison. 5 8 10 11 15 8 15 4
Strider Ignores effects of difficult terrain. Needs 2+ rather than 3+ for successful drop, leap or jump 2 3 4 5 6 3 6 8
Stun Rather than inflicting a wound, place a fatigue token on target model.
Tactical Awareness Ignores the negative to-hit modifiers for the first fatigue token. 5 6 7 9 5