Vermin Slinger

(Entry)
Type:

model

EntryId:

86f1-8f66-12e1-1c04

Hidden:

false

Costs: 4 pts0.5 Small Arms Fire

Constraints:

min: 20
max: 30

Profiles:

Global AdvMarDisRsrRules
Vermin Slingers (Global)

5

5

5

Life is Cheap, Callous

Defensive HPDefResArmAegRules
Vermin Slingers (Defensive)

1

2

2

1

Offensive AttOffStrAPAgi
Vermin Slinger

1

3

3

0

4

Rules:

Cohort Coordination, Paired Weapons, Sling

Tags:

Vermin, Light Armour, Legionary

Size HeightTypeBaseRarity
Vermin Slingers (Size)

1

Vermin, Light Armour, Legionary

20×20

Regular

Rule
Life is Cheap:

When calculating Combat Score, ignore the first two Health Point losses of Health Pools with Life is Cheap in each Round of Combat.
Note: the number of ignored Health Point losses is not affected by the amount of Health Pools.
Units containing Life is Cheap that are both Steady and Solid get +2 Discipline when taking Break Tests.

Callous:

The model may use Shooting Attacks towards enemy units Engaged in Combat, with the following rules and restrictions:
  • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight).
  • Roll to-hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.

Attack Attribute
Cohort Coordination:

While the unit has a Standard Bearer and the General is on the Battlefield, it:
  • Gains Fight in Extra Rank.
  • May reroll a failed Command Test. If it chooses to do this, and still fails the test, the unit loses Standard Bearer, and you must remove one Rank-and-File model from the unit as a casualty (no saves allowed).

Melee Weapon
Paired Weapons:

+1 Att, +1 Off. Two-Handed.
Attacks made with Paired Weapons ignore Parry.

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.

Ranged Weapon AimRangeShotsStrAP
Sling

4+

18"

1

4

0

Quick to Fire, Attacks made at Long Range have their Str set to 3

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