Hoppers (Arachnids)
Member | Weapon | Ra | DM | FE | AP | Notes | Points | Hopper | None | 3" / 0" | 0 | 0 | 0 | 13 |
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Notes
Adaptive Camouflage: This unit is equipped with an outfit (or armour) that disrupts the appearance of the unit. If the unit moved this turn and is fired at then resolve the shooting as if the unit is one range band further away.
If the unit did not move, it cannot be shot at beyond long range.
Aerial: Units with this trait hover in the air while moving, and can clear any obstacles up to the height of the aerial figure. These troops land after they move and will incur any benefits or penalties the terrain may provide.
Assault Troops: +2 to all Close Assaults.
Disruptive Charge: When this unit charges into close combat it sends it's opponent into disarray. Because of this the opponent suffers a -2 penalty to fire effect on their free attack when receiving a charge from this unit. from this unit.
Fast: +2" base movement rate.
Hive mind (controller): This unit controls other members of a hive mind (see Hive Mind unit) but is also Fanatic and Relentless.
Huge: Huge units can be squads, Characters or Psionics and may be equipped with heavy weapons and fire them while moving, but suffer a -2 penalty to fire effect.
In close assault, a huge model rolls 4 kill rolls. If the opposing unit fails to destroy the huge model, it must fall back, even if it won the assault.
Furthermore, while being shot at by any weapons without an AP score, a huge model must receive at least two hits in the same volley of fire to be wounded.
Huge models do not receive any benefits of cover.
Infilration: After initial deployment, this squad may make an additional Rush move before the game starts. In addition, they check Coherency at one level higher than their Quality level.
Inflexible: The unit may not fire on a turn where it moved.
Obvious Target: Can always be chosen as a target, cannot hide.
Shaky: This unit automatically fails one of their dice when testing morale. Only roll 2d6 for their morale test and add one failure to the result.
Shock Troops: Shock Troops add +1 to all Close Assaults.
Slick: A slick model may only be engaged by 2 opponents in close combat. Thus against a unit of 5 models with this trait, you could not count more than 10 opponents for assault bonus and kill rolls.
Slow Firing: Slow Firing units roll only 1d6 to determine Fire Effect if they moved this activation.
Swift: These units add +4” to their base movement rate.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!
Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.
NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.
Total Points: 13