At the start of each Supremacy Phase, each enemy Regiment in contact with Stands with this special rule suers one Hit for each Stand in contact with it that has this special rule (it may take Injury Rolls as normal).
Whenever this Stand suers a Wound, all enemy Regiments in contact suffer a Hit for each Wound inicted.
Enemy Regiments in contact with one or more Stands with this special rule suffer a -1 penalty to their Resolve Characteristic (this applies to all Stands in the enemy Regiment). In addition, Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.
A Stand with this special rule contributes shots if its Regiment takes a Volley Action. e Range, special rules and number of shots of that Barrage are given in parentheses aer the Barrage special rule, e.g. Barrage 2 (24", Armor Piercing 1) indicates that that Stand has a Barrage special rule with 2 shots, a 24" range and the Armor Piercing 1 special rule. us, the Barrage Value would be multiplied by the number of models in the Stand to determine how many Ranged Attacks that Stand contributes to the Regiment. If your Stand has several Barrage proles, you may choose which one it uses.
When Models with more than one Wound fail a Defence Roll against Ranged Attacks from a unit with this special rule, they must add two Wounds to the Wound Pool per failed roll, rather than one.
Unless ring at Long Range, each successful hit this Regiment inflicts, generates an additional ranged Attack. These additional Attacks cannot generate further rolls.
Enemy Regiments suer a penalty to their Defence against Ranged Attacks with this special rule equal to the rule’s attribute. E.g. A unit with Armor Piercing 2 would penalize its targets Defence by 2 points when defending against its Ranged Attacks.
Monster
Heavy
7
2
1
4
10
3
0