Jindarii tox-cycler

(Entry)
Type: upgrade
EntryId: d697-15e2-40f6-e2f9
Hidden: false

Constraints:

min: 1
max: 1
Rules (3)
Anti
This ability always takes the form **[ANTI-X Y+]**. Each time an attack is made with an **[ANTI]** weapon, if the target unit has the keyword denoted by **X**, an unmodified **wound roll** of **Y+** is a **critical wound**.
***Example:** An attack made with an **[ANTI-VEHICLE 4+]** weapon against a ^^**Vehicle**^^ unit will result in a **critical wound** on an unmodified **wound roll** of 4+, while an attack made with an **[ANTI-PSYKER 2+]** weapon against a ^^**Psyker**^^ unit will result in a **critical wound** on an unmodified **wound roll** of 2+.*
Heavy
In your Shooting phase, each time an attack is made with a **[HEAVY]** weapon, add 1 to the **hit roll** if all of the following apply to the attacking unit: 
- That unit is **unengaged**. 
- That unit was not set up on the battlefield this turn. 
- No model in that unit has moved more than 3" this turn.
Precision
While resolving attacks made with one or more **[PRECISION]** weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more **CHARACTER** models **visible** to one or more of the attacking models, the active player can select one allocation group that contains one of those **visible CHARACTER** models. If they do, until those attacks are resolved, or until that **CHARACTER** group is **destroyed** (whichever happens first), that **CHARACTER** group is the current allocation group.

Profiles:

Ranged Weapons RangeABSSAPD
Jindarii tox-cycler

36"

1

2+

6

-2

2

Anti-Monster 2+, Heavy, Precision