| Wargear |
|---|
| 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. |
| Stealth Field Generator:
Enemy models attempting to fire at a unit wholly equipped with stealth field generators must roll to check their spotting distance by rolling 2D6x3 as if firing at night. If the models are not within spotting range, the firer may not choose to fire at a different target. The firing unit may, however choose to ignore models equipped with stealth field generators and fire on a more distant target, and in this case will not benefit from cover by the unit. If firing at models equipped with stealth field generators while the Night Fighting special rule is in effect, no further effect is gained. Barrage weapons roll an additional D6 for scatter when targeting a model equipped with a stealth field generator. Any drones controlled by a model with a stealth field generator will also be shielded at no further cost in points. |
| Abilities |
|---|
| Infiltrate:
Units with this special rule are deployed last, after all other units (friends and foe) have been deployed. If both sides have infiltrators, the players roll-off and the winner decides who goes first, and then alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw a line of sight to them. This includes inside a building (see page 83), as long as the building is more than 12" from any enemy unit. Alternatively, they may be set up anywhere on the table that is more than 18" from any enemy unit, even in plain sight. If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate. Infiltrate also confers a special outflank move to units of infiltrators that are kept in reserve. |
| 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. |
| 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. |