Scrapling Trapper

(Entry)
Type:

model

EntryId:

eddb-7636-f23c-f82f

Hidden:

false

Costs: 5 pts1 Hired Guns

Constraints:

min: 8
max: 15

Profiles:

Global AdvMarDisRsr
Scrapling Trappers (Global)

4

4

6

Insignificant, Scout, Skirmisher, Light Troops, Vanguard, Solitary, Unruly, It’s a Trap!

Defensive HPDefResArmAegRules
Scrapling Trappers (Defensive)

1

2

3

0

Hard Target (1)

Offensive AttOffStrAPAgiTags
Scrapling Trapper

1

2

2

0

3

Scrapling

Throwing Weapons, Lethal Strike (Shooting)

Size HeightTypeBaseRarity
Scrapling Trappers (Size)

1

Scrapling

20×20

Uncommon

Rule
Insignificant:

Units entirely with Insignificant do not cause Panic Tests on units not containing Insignificant when making Flee Moves through them.

Scout:

Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least 12" away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.

Skirmisher:

Units containing Skirmisher adopt a unique formation, called a Skirmish Formation. Instead of being in contact with each other, these models are placed 12.5mm apart from each other (roughly half an inch, see the figure below).
These gaps between the models are considered part of the unit for Cover and Line of Sight purposes, and have the same Height as the unit.
Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, and a Rear Facing, can perform Supporting Attacks, and so on.
Units in Skirmish Formation can only be joined by Attachable Models that have the same Height as the unit.
Unless an Attachable Model has the exact same base size as all Rank-and-File models in the unit, it is considered Mismatched for the purpose of placement within the unit.
The unit ceases to be in Skirmish Formation when all models with Skirmisher have been removed. When this happens, contract their Skirmish Formation into a normal formation when returning the unit into a valid formation, without moving the centre of the first rank. If Engaged in Combat, nudge any unit as normal to maintain contact.
See figure figure/skirmisher for an illustration of this rule. Skirmish formation.An example of a unit in Skirmish Formation with a joined Mismatching Character. All models are 12.5 mm away from each other.
The same unit Engaged in Combat. Only darkened models may attack. Models with a dashed frame can attack a Character (either C1 or C2). Models with a lighter shade cannot attack at all.

Light Troops:

A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility).
If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility.
Note: this rule has no effect on other Move Manoeuvres, including March Moves.
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.

Vanguard:

After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
  • If a value X is given, the units Mobility is always X during the Vanguard Move otherwise use the units Mobility.
  • No model can move further than 12" during the Vanguard Move, regardless of its Mobility.
  • The unit cannot end the Vanguard Move within 6" of an enemy unit.
  • Attachable Models cannot leave a unit as part of the Vanguard Move. If both players have units entirely with Vanguard, they alternate moving their units one by one, starting with the unit the Defender has given Vanguard (3" Mob) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.

Solitary:

Units containing Solitary can never join other units, and can never be joined by other models.
Note: if a model has both Solitary and Attached, it cannot be Deployed and is therefore considered a casualty.

Unruly:

Command Tests taken by a unit containing this rule gain Maximised.

It’s a Trap!:

When an enemy unit performs any of the following actions, it suffers 2D6 hits with Strength 4, Armour Penetration 1, and Unmodifiable:
  • The enemy unit successfully Charges a unit containing It’s a Trap! in contact with a Terrain Feature.
  • The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing It’s a Trap!. Resolve the hits at the end of the action that triggered them. No unit can be affected by It’s a Trap! more than once in each Player Turn (including from different units containing It’s a Trap!).

Hard Target:

Shooting Attacks allocated against a Health Pool with Hard Target suffer −X to hit.

Ranged Weapon AimRangeShotsStrAP
Throwing Weapons

8"

2

User

User

Accurate, Quick to Fire, Stand and Shoot

Attack Attribute
Lethal Strike:

If an attack with Lethal Strike wounds with a to-wound roll of ‘6’, its Armour Penetration is always 10, and Regeneration Saves cannot be taken against it.

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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