Description: Decide if using standard ammo or special shrieker ammo before firing.
Shrieker ammo can only affect living creatures and has no effect on vehicles. If a target is hit make any saving throw with a -3 modifier.
If the save is failed the target is affected by the ammo. Roll 2D6 during the targets movement phase, this is how far the victim moves in a random direction even if it would cause it to leave coherency. If the 2D6 roll is a 7 or any double number, the victim explodes.
Place a 1" radius area effect marker over the explodiung victim: any target within the area automatically takes a single Strength 3 hit with 1 damage.
If the victim does not explode during his first turn of random movement, roll the 2D6 again on their next movement phase until they either leave the board or explode. They may do nothing else.
Any squad which has one or more of its members within 2" of a shrieker victim at the start of their movement phase must take a Break test. This applies to troops on either side.