Skyclaw Assault Pack

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
LinkId: c901-fa28-8714-cb73
Hidden: false
Options (2)
Rules (2)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.
And They Shall Know No Fear
Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.


Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.

Profiles:

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.

Abilities
Acute Senses:

When the Night Fighting mission special rule is in use, such models may choose to re-roll the test to determine how far they can see, but must abide by the new result. Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit.

Counter-Attack:

When a unit with this rule is assaulted by the enemy it must take a Leadership test. If the test is successful all models in the unit get the +1 assault bonus to their attacks, exactly as if they too had assaulted that turn.

This rule cannot be used if, when assaulted, the unit was already locked in combat from a previous turn.

Headstrong:

If a pack of Blood Claws is within 6" of an enemy model at the beginning of the Shooting phase, that pack will forgo its Shooting phase altogether as it prepares for a devastating charge. The pack must attempt to launch an assault in the ensuing Assault phase if at all possible, which will of course benefit from the Berserk Charge rule. If a Wolf Guard model or Independent Character accompanies the Blood Claws, then the Headstrong rule does not apply.

Berserk Charge:

This unit receive a bonus +2 Attacks when they charge rather than the normal +1. Note that this does not apply to other models that may have joined the pack. This bonus may not be claimed when launching a counter-attack.

Used By (1)
Space Wolves(Catalogue)