All Melee hits landed by this unit have a +(n) modifier when rolling to damage.
If this unit begins its Turn Wavering, roll a D6 before declaring its Movement order. On a 3+ it shrugs off the effects of Wavering and is Disordered instead.
Never block LoS and does not provide Cover. Free 360 degree pivots before Movement orders and picking Ranged targets. Nimble, and may protect this unit's facings in Friendly base contact. Yielding (KoW3 p34), unless also Mighty. Enemies making Ranged attacks against this unit suffer an additional -1 to hit modifier. Steady Aim. Aligns to the first Charger to contact (except during Overrun), but the Chargers shuffle. Enemies, and this unit, do not double/triple attacks against each other for flank/rear Charges, except this unit against War Engines. Overrun (KoW3 p34).
If this unit, or any Friendly Core unit within 6" is Routed, the opponent must re-roll that Nerve test, according to name or keyword qualifiers. The second result stands.
Individuals with this rule are no longer Yielding.
When this unit receives a Movement order, before doing anything else, roll a number of dice equal to the damage on the unit. For every result of (n) or higher, it immediately removes 1 damage previously suffered.