Ignifier Grenadier

(Entry)
Type:

model

EntryId:

99b2-2889-b61c-9b0d

Hidden:

false

Costs: 9 pts1 Small Arms Fire

Constraints:

min: 5
max: 10

Profiles:

Global AdvMarDisRsr
Ignifier Grenadiers (Global)

5

5

6

Callous, Skirmisher, Light Troops, Life is Cheap

Defensive HPDefResArmAeg
Ignifier Grenadiers (Defensive)

1

3

2

2

Weakness (Flaming Attacks), Hard Target (1)

Offensive AttOffStrAPAgiRulesTags
Ignifier Grenadier

1

4

3

0

5

Deepfire Grenades

Vermin, Metal Armour

Size HeightTypeBaseRarity
Ignifier Grenadiers (Size)

1

Vermin, Metal Armour

20×20

Uncommon

Rule
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.

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.

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.

Weakness:

Attacks allocated against the model’s Health Pool must reroll failed to-wound rolls.
If Weakness is associated with an Attack Attribute, Property or Rule, which would be indicated in brackets (X), it only applies against attacks with the indicated Attack Attribute or made by a model with the indicated Property or Rule.

Hard Target:

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

Ranged Weapon AimRangeShotsStrAP
Deepfire Grenades

5+

8"

2

6

2

Accurate, Flaming Attacks, Quick to Fire
When shooting at an enemy unit Engaged in Combat (using the Callous rule), hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

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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