Common rules
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Skirmishers
The unit has a Unit Coherency of 4”.
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Sure foot
The unit ignores the penalty for Uneven Ground and may re-roll Quick based checks.
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Moving target
Provided this unit has made a Move Action of at least 7” this turn, successful Aim Checks against this unit must be re-rolled.
List of weapons in profile
Melee
Juiced Axe
Overcharged
Decapitate
RNG
-
PRC
-3
ROF
1
Ranged
Juiced Gatling Guns
Special, Brutal, Linked
Overcharged
RNG
15
PRC
-2
ROF
4
Special rules
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After the first game turn, when the unit Activates it must pass a Mind check to Activate as normal. If it fails the unit must try to Engage the closest enemy unit within 18" and Line of Sight or if there are no enemy units in range, the closest friendly one in Line of Sight. When making a Walk, Ram or Charge Action, the unit must always travel by the shortest route possible to that nominated unit.
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This unit may not perform Ger in Move Actions or Portal Move Actions. It can never be Hunkered, In Cover or make Climb checks.
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This unit suffers Yeller Checks even though it is not a Hands unit.