| Abilities |
|---|
| Heroic Intervention:
If a Jump Pack equipped Vanguard Veteran squad arrives from deep strike, the player can elect for the squad to perform a Heroic Intervention - before the deep strike scatter dice are rolled. If he declares a Heroic Intervention, the Vanguard Veteran squad cannot shoot (or run) that turn, but can Assault (provided they are close enough). This ability cannot be used if an indipendent character has joined the Vanguard Veteran squad. |
| The Red Thirst:
After forces have deployed, but before scout moves are taken and the first turn begins, roll a D6 for each unit in your army with this special rule (including units you have left in reserve). On a score of 1, the entire unit is treated as having the Furious Charge and Fearless special rules instead of the And they Shall Know No Fear special rule for the duration of the game. |
| Wargear |
|---|
| Frag Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Krak Grenades:
When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6. |
| Jump Pack:
Models equipped with jump packs are jump infantry. In addition, models wearing jump packs can be kept in reserve and arrive using the deep strike rules. |