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7 points
Broken Sniper
A specialty bullet for every occasion and a penchant to disappear without a trace.
Broken Sniper |
7 |
4 |
1 (2) |
2 |
1 |
2 |
5+ |
Infantry |
1 Broken Sniper |
Camo Cloak, Custom Sniper Rifle |
Guerrilla, Marksman (+1), Scout, Shadow Stalker |
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- Up to 2 separate Broken Sniper units may be taken as a single Hammer unit selection.
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Custom Sniper Rifle (Chem Round) |
48" |
1+SB |
3 |
1 |
2+ |
AoE, Heavy |
Dispersed Fire, Poison (+1), Sniper, Unstable |
Custom Sniper Rifle (EMP Spike) |
48" |
1 |
5 |
1 |
2+ |
Heavy |
Armor Piercing, Emp (+3), Field Disruption, Sniper, Unstable |
Custom Sniper Rifle (Tether Round) |
48" |
D3 |
3 |
1 |
2+ |
Heavy |
Frozen, Sniper, Unstable |
ARMOR PIERCING:
AV dice flips against this attack cost 1 more than usual.
CAMO CLOAK:
When this unit performs a Take Cover action, it gains an additional Cover token.
DISPERSED FIRE:
Each hit counts as 2 when blocked by cover.
EMP (+3):
(+3) DAM on Armored and Inorganic models.
FIELD DISRUPTION:
Critical hit - the target immediately loses the use of any Field ability it has for the remainder of the turn.
FROZEN:
Critical hit - The target is immediately frozen: It loses all of its On the Move tokens (if it has any) and may not voluntarily move until the end of its next activation. If forced to move, cancel this effect and raise the unit's suppression level by +3 instead.
GUERRILLA:
When this unit activates, if it is not in contact with the enemy, it may opt to perform the following 3 actions (and only those 3 actions, though Free actions may still be performed), in this precise order: Aim, Fire and Move. If this unit has the Mobile ability, it may perform: Aim, Fire and Dash instead.
MARKSMAN (+1):
Add (+1) to this model's SKL while firing, except during CQ Fighting.
POISON (+1):
(+1) DAM on Organic models.
SCOUT:
When deploying your force, this unit may be set up in no-man's land, provided it is still entirely on your half of the table (measured from your reserve table edge). Alternatively, scout units in reserve may make a flanking maneuver.
SHADOW STALKER:
This unit has the Shadow Strike ability, and may always utilize it without counting against the normal limitation of how many units are allowed to arrive/leave via Shadow Strike each turn. The turn this unit arrives via Shadow Strike, ignore the Heavy weapon ability on its weapons.
SNIPER:
Ignore the +1 SKL dice flip penalty to change a hit roll result from 5 to 6.
UNSTABLE:
Each hit roll result of 1 raises this unit's suppression level by +1 (after the round of shooting).
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