This unit and all Friendly Core units while within 6" have the (x) special rule, according to name or keyword qualifiers. Non-cumulative.
Whenever this unit rolls to hit, it must re-roll all dice that score a natural, unmodified 1.
All Melee hits landed by this unit have a +(n) modifier when rolling to damage.
While attacking Enemy Individuals in Melee, this unit doubles its number of Attacks.
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.
All hits caused by Ranged attacks from this unit have a +(n) modifier when rolling to damage.