May be equipped with (Chem Cannon): +2 pts or (Gatling Cannon): +3 pts.
Command (2) This model generates +2 command points each turn into your command point pool. Command points can be allocated to this model, not exceeding its WP. This model can issue an order to a unit within 18” when that unit is activated, removing STs from the unit equal to the command points expended. This model can issue up to 2 orders per turn.
Fire Magnet A unit with the Fire Magnet ability shields friendly units within 3”. Shielded units cannot be selected as a primary target for a round of shooting, provided the fire magnet unit is both closer to the shooting unit and a valid target. Shooting that dictates a specific target (CQ fighting, defensive fire, hit & run, etc.) ignores this ability. A unit inside a building cannot shield other units, nor can large models be shielded by standard sized models.
Regeneration This unit shakes-off an extra D3 STs when completing its main action not on the move. In addition, if the unit contains any multi-fortitude models, it can forgo removing some of its STs to instead heal an injury. To heal an injury, the unit must forgo removing a number of STs equal to the injured multi-wound model’s MAS characteristic. So to heal an injury on a MAS 3 model, a unit would have to forgo removing 3 STs. A model cannot heal more than one injury per turn this way.
Stoic If this unit fails an activation discipline check, it performs a Dig-in action instead of a Shaken action unless the number of STs on the unit is at least double their discipline. When shell-shocked, this unit can pass a discipline check on a roll of 6, instead of failing automatically.