Mercenary Gunner

(Entry)
Type:

model

EntryId:

156d-05af-db9e-ebb2

Hidden:

false

Costs: 75 pts

Constraints:

min: 3
max: 6
Options (2)

Profiles:

Global AdvMarDisRsrRules
Mercenary Gunners (Global)

6

6

8

Disciplined

Defensive HPDefResArmAegRules
Mercenary Gunners (Defensive)

3

4

4

2

Offensive AttOffStrAPAgiTags
Mercenary Gunner

3

4

5

2

2

Ogre, Metal Armour

Impact Hits (1), Stomp Attack (1)

Size HeightTypeBaseRarity
Mercenary Gunners (Size)

3

Ogre, Metal Armour

40×40

Uncommon

Rule
Disciplined:

Command Tests taken by a unit containing Disciplined benefit from Minimised.

Attack Attribute
Impact Hits:

If Charging, the model part can make a Special Attack which is resolved at Agility Step 10, and inflicts X hits, using the model part’s Strength, Armour Penetration, and Attack Attributes, but not Weapons.
Remember that attacks multiplied into several hits are allocated after establishing how many hits are scored (i.e. after the attack has hit). If more than one model part of a combined model has Impact Hits, only a single model part (chosen by the model’s owner) can perform its Impact Hits in a Round of Combat.

Stomp Attack:

A model part with Stomp Attack can make a Special Attack which is resolved at Agility Step 0, can only be allocated towards a Health Pool of Height 0–1, and inflicts X hits, using the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If more than one model part of a combined model has Stomp Attack, only a single model part (chosen by the model’s owner) can perform its Stomp Attack in each Round of Combat.

Melee Weapon
Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

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