|
8 points
Scarecrow Sniper
The ultimate security bot - a Scarecrow is always watching and its Railrifle rarely misses.
Scarecrow |
5 |
3 |
2 (4) |
3 |
1 |
2 |
4+ |
Infantry |
1 Scarecrow |
Clingfire Sprayer, Maglock Railrifle |
Bot Protocol - Rapid Fire, Marksman (+2), Point Defense |
|
- May replace all weapons with:
- Twin Clingfire Sprayers: -2 points.
- 1 Clingfire Sprayer and 1 Chemtek Sprayer: -2 points.
- May replace Bot Protocol - Rapid Fire with Bot Protocol - Overdrive: -2 points.
- May replace Clingfire Sprayer with Chemtek Sprayer: 0 points.
- Up to 2 separate Scarecrow Sniper units may be taken as a single Hammer unit selection.
|
Clingfire Sprayer |
8" |
1+D6 |
3 |
2 |
2+ |
Short Ranged |
Burn (1), Dispersed Fire |
Maglock Railrifle |
60" |
1 |
6 |
3 |
2+ |
|
Armor Piercing, Sniper |
Twin Clingfire Sprayers |
8" |
2+D6 |
3 |
2 |
2+ |
Short Ranged |
Dispersed Fire |
ARMOR PIERCING:
AV dice flips against this attack cost 1 more than usual.
BOT PROTOCOL - OVERDRIVE:
During this unit's activation, if within command range of a Bot Handler, expend 1 or 2 CPs to increase this unit's MV characteristic by +2 or +4, respectively, for the duration of its activation.
BOT PROTOCOL - RAPID FIRE:
During this unit's activation, if within command range of a Bot Handler, expend 1 CP to give one weapon +1 SHO for the duration of its activation.
BURN (1):
Critical hit - Immediately place (1) Burn token on the target. When the target next activates, raise its suppression level by +1 for each Burn token it has. Burn tokens can be removed via the Extinguish action.
CHEMTEK SPRAYER:
Enemy Organic units treat the area within 8" of a model with a Chemtek Sprayer as dangerous ground (+1).
DISPERSED FIRE:
Each hit counts as 2 when blocked by cover.
MARKSMAN (+2):
Add (+2) to this model's SKL while firing, except during CQ Fighting.
POINT DEFENSE:
Once per turn, when a visible friendly unit within 6" makes a Defensive Fire action, this unit may also take a Defensive Fire action against that same target.
SNIPER:
Ignore the +1 SKL dice flip penalty to change a hit roll result from 5 to 6.
|
|
|