Multi-Unit Selection: Up to 2 separate Broken Sniper units may be taken as a single
Guerrilla When performing an Advance & Fire action, this unit may choose to shoot first and then move. If this is a mobile unit, then when performing a Dash action it may also choose to shoot first and then move. A model firing a heavy weapon before moving via this ability suffers -1 SKL during that round of shooting instead of the standard wild fire penalty.
Marksman (+1) Add +1 to the modelís SKL when shooting, except during CQ fighting.
Scout This unit may deploy in no-manís land, but must be entirely in the owning playerís table half. It may instead make a flanking maneuver when held in reserve.
Shadow Stalker This unit may arrive and/or leave the table via the Shadow Strike ability without counting against the normal limitation of how many units are allowed to arrive/leave via Shadow Strike each turn.
Camo Cloak When taking cover, add +1 to this unit's cover value.
Special: EMP (4+), Field Disrupt (4+), Heavy, Unstable
Field Disrupt (4+): When 4+ is rolled to successfully hit, the target's Field ability may not be utilized the rest of the turn, even if this hit is later blocked. This ability has no effect when fired wildly.
Special: Capture, Heavy, Slowed (4+), Unstable
*Capture: Roll to penetrate against the defending unitís MAS characteristic (instead of its AV characteristic). Capture attacks made against large models reduce their DAM to 1.
Slowed (4+): When 4+ is rolled to successfully hit, the target's MV is reduced by -2 until the end of its next activation. This ability has no effect when fired wildly.