Unit | Move | Wounds | Bravery | Save |
---|---|---|---|---|
Skittershank's Clawpack | 7" | 2 | 5 | 5+ |
Unit Abilities |
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Eshin Toxins:
If the unmodified hit roll for an attack made by this unit is 6, the target suffers D3 mortal wounds and the attack sequence ends (do not make a wound roll or save roll). |
Kinwhisper's Ratlings:
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is infiltrating the foe as a reserve unit. If you do so, when you would set up a friendly SLYNK SKITTERSHANK during deployment, you can say that it will join this unit infiltrating the foe as a reserve unit. At the end of your first movement phase, you must set up this unit on the battlefield, wholly within 6" of a terrain feature and more than 6" from all enemy units. Then, if SLYNK SKITTERSHANK joined this unit in reserve, set up that unit within 1" of this unit and more than 6" from all enemy units. |
Running Death:
This unit can run and still shoot later in the turn. |