| Vehicle | BS | F | S | R |
|---|---|---|---|---|
| Predator | 4 | 13 | 11 | 10 |
| Wargear |
|---|
| Smoke Launchers:
Once per game, after completing its move, a vehicle with smoke launchers can trigger them (it doesn’t matter how far it moved). Place some cotton wool or other suitable marker on or around the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used its smoke launchers, but will count as obscured in the next enemy Shooting phase, receiving a 4+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if its crew are shaken or stunned. It is worth pointing out that some armies might use different versions of smoke launchers, which have slightly different rules. As normal, the rules in the Codex take precedence. |
| Abilities |
|---|
| Scouts:
After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. This is done exactly as in their Movement phase, except that during this move, scouts must remain more than 12" away from any enemy. If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too. This rule also confers a special outflank move to units of scouts that are kept in reserve. |
| Fast:
Fast vehicles follow the normal rules for vehicles, with the additions and exceptions: Fast vehicles are capable of a third level of speed, called ‘flat out’. A fast vehicle going flat out moves more than 12" and up to 18". This represents the fast vehicle moving at top speed, without firing its guns and is treated in all respects exactly the same as moving at cruising speed for a vehicle that is not fast (except where noted otherwise). For example, a fast vehicle moving flat out on a road may move up to 24". Fast vehicles that move at combat speed may fire all of their weapons, just like other types of vehicles that have remained stationary (including ordnance barrage weapons, which cannot usually be fired on the move). Fast vehicles that move at cruising speed may fire a single weapon (plus all defensive weapons, just like other types of vehicle moving at combat speed). Fast vehicles moving flat out may fire no weapons. Fast vehicles that moved ‘flat out’ in the previous turn and are not immobilised are hit on a 6 in assaults (exactly as if moving at cruising speed). Passengers may not embark onto or disembark from a fast vehicle if it has moved (or is going to move) flat out in that Movement phase. |