| 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. |
| Fleet:
A unit with this rule may assault in the same turn in which it has run. |
| Instinctive Behaviour - Lurk:
see Instinctive Behaviour A unit that Lurks may not move in the Movement phase and may not launch an assault in the Assault phase. in the Shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit's line of sight or within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead run towards the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of area terrain it will not move and will stay where it is. |
| Hit and Run:
Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain locked in the fight. If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead. |
| Move Through Cover:
Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score. |
| Stealth:
All of the unit’s cover saves are improved by +1. |