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Imperial glory 40k
Imperial glory 40k










imperial glory 40k

MECHANICAL PACK RAT- Transhuman on a tank METICULOUS CALIBRATOR – Ignores Enemy Light Cover In your Command phase, it can issue one Order, and the unit you select for that Order can be an ASTRA MILITARUM TITANIC unit. This model gains the OFFICER keyword and knows Mechanised Orders. Remain Vigilant - units cannot be set up within 12*, and the unit can Hold Steady if charged (and its overwatch hits on a 5+) Show Them Steel, Show Them Contempt - Add 1 to the unit's Leadership, and its models can ignore mortal wounds on a 5+ Get Back in the Fight! - The unit can shoot or charge (but not both) in the same turn it Fell BackĪt All Costs! - Unit pains Objective Secured (its models each count as 1 extra model if it already has this ability), Other Orders (possibly prefectus/commissar orders) Forwards, for the Emperor! - When shooting,the unit counts as having Remained Stationary if it made a Normal Move or Advancedĭuty and Honour! - The unit can perform actions even if it Fell Back or Advanced, and shooting does not cause actions to fail. If 5 or more hits are made unit subtracts 2 from movement Pinning fire - target infantry unit only. If a charge is made roll a dice a 4+ inflicts D3 mortal wounds. Gunners kill on sight - reroll 1’s To hit.īlitz them!! - add +1 to charge rolls. Pound them to dust - when using blast weapons double the amount of models on the enemy unit.įull Throttle - add 2inch movement. If 5 or more hits are scored enemy unit subtracts 1 from hit rolls until your next shooting phase. Suppression fire - target infantry unit only. Move Move Move! +2 movement if you chose to advance auto 6 (no roll ) Take cover - Get light cover if already in light gain dense. If an officer disembarks from a transport it can issue an order as it was in the command phase. In your command phase officers can issue orders 6 inch for regiment and perfectos orders. HOWEVER you must give up “hammer of the emperor” which is massive! Recon operators - Cavalry and sentinel units get a pre game move must end further than 9 inches away from the enemy. Also add +1 to charge rolls Trophy hunter - attacks against monsters and vehicles get +1 str Swift as the wind - infantry gain +1 inch movement. Than 18 inches away give infantry and sentinels soft coverĮlite shock troops - reroll one hit roll per unit Grim Demonour - do negative rolls for combat attrition First turn in combat and +1 str for infantry Can deploy on turn 2 with the “turn 3” rules for setupīombadiers - if a Vox or sentinel can see a enemy unit and is within 12 from an artillery piece add +1 to hitīrutal Strength - moving and shooting heavy weapons no -1 hit. Super heavies count as 10īlitz Division- costs halve PL when working what goes in reserve. Parade Drill - already given on warhammer community articleĪrmoured superiority- Sentinels count as 3 models for objective’s. Mech infantry - may disembark after moving.












Imperial glory 40k