Assault Squad

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack, Jump Pack Troops, Imperial Fists
LinkId: fb34-f612-8201-e944
Hidden: false
Options (7)
Special Weapons:
Rules (3)
And They Shall Know No Fear
Automatically regroup when falling back even when at less than 50%. Enemy advances are treated as a new Assault (enemy striking +1A the following turn). If the enemy does not advance, the Space Marines can move, shoot, and assault as normal in their following turn.
Jump Packs
Allows Infantry to move up to 12" and ignore difficult terrain, but must take a dangerous terrain test when ending a movement in it.
Deep Strike
May deploy anywhere on the table. Place the center of an Ordnance blast marker at the unit's destination and roll a Scatter Die and 2D6. On a "hit", the unit lands on-target. On an arrow, they land off-target 2D6 inches of the direction shown. Units may not move or assault in the same turn they arrive in.

Modifiers:

remove category Jump Pack Troops
1 selections of Remove Jump Packs in Assault Squad (recursive)
Used By (9)
Dark Angels (1999)(Catalogue)
Iron Hands (2001)(Catalogue)
White Scars (2002)(Catalogue)