| Vehicle | BS | F | S | R |
|---|---|---|---|---|
| Land Speeder Storm | 3 | 10 | 10 | 10 |
| Transport | Capacity | Access Points | Fire Points |
|---|---|---|---|
| Land Speeder Storm | 5 models (Scouts only) |
| Wargear |
|---|
| Cerberus Launcher:
If a Scout unit charges into combat on the same tuen as it disembarks from the Land Speeder, any enemy units that the Scouts assault have their Leadership reduced by 2 for the duration of that assault phase. |
| Jamming Beacon:
Teleport homers, Chaos Icons and similar wargear items that prevent deep strike scatter do not function within 6" of a Land Speeder Storm. In addition, enemies wishing to deep strike onto the board within 6" of a Land Speeder Storm scatter 4D6" rather than 2D6" |
| Abilities |
|---|
| Deep Strike:
If you wish to use this ‘deep strike’ option, then the units in question must begin the game in reserve (even if you are playing a special mission where the ‘reserves’ special rule is not being used). Roll for arrival of these units as specified in the rules for reserves and then deploy them as follows. First place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the scatter dice. If you roll a hit the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position. Once this is done, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touching the circle inside it. Each circle should include as many models as will fit. Models arriving via deep strike treat all difficult terrain as dangerous terrain. In the Movement phase when they arrive, these units may not move any further, other than to disembark from a deep striking transport vehicle. Units deep striking into ruined buildings are placed on the ground floor. They may not deep strike directly inside a transport vehicle or a building, which will count as impassable terrain as normal. In that turn’s Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed. In that turn’s Assault phase, however, these units may not launch an assault (even if they have the ‘fleet’ special rule), unless clearly stated in their special rules – they are too disrupted by their deep strike move. Note that some units always have the option to deep strike, while others may only arrive in this way in missions where the deep strike special rule is used. If any of the models in a deep striking unit cannot be deployed because they would land off the table, in impassable terrain, on top of a friendly model, or on top or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the deep strike Mishap table and apply the results. |
| 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. |