Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Wary Add 1d6 when taking In Sight tests. Bad Shot.

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Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Wary Add 1d6 when taking In Sight tests. Bad Shot Play when one of your models is about to be fired upon. The shot automatically misses. Roll for Received Fire as per normal. Dazed & Confused Play before your opponent activates any models. One of his models of your choice may not activate this turn (can react as normal). Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Dazed & Confused Play before your opponent activates any models. One of his models of your choice may not activate this turn (can react as normal). Wary Add 1d6 when taking In Sight tests. Bad Shot Play when one of your models is about to be fired upon. The shot automatically misses. Roll for Received Fire as per normal. Red Mist! Must fast move (towards an appropriate enemy) and fire every turn if he can, moving the full distance until he makes contact. Red Mist! Must fast move (towards an appropriate enemy) and fire every turn if he can, moving the full distance until he makes contact.

Nerves of steel Not subject to Duck Back. Tough Treats Runaway as Duck Back. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 2). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 3). Roll for each model. Something in my eye -1 to Rep penalty on In Sight checks. Nerves of steel Not subject to Duck Back. Tough Treats Runaway as Duck Back. Something in my eye -1 to Rep penalty on In Sight checks. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 2). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 3). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 1). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 1). Roll for each model.

Invulnerable One model on your side cannot be harmed by ranged weapons this turn (Can only be Knocked Down). Invulnerable One model on your side cannot be harmed by ranged weapons this turn (Can only be Knocked Down). Second Chance Choose one enemy model. You may reroll any rolls made to hit or wound this model. Brawler Adds 1d6 when in melee but can still only count the best two. Second Chance Choose one enemy model. You may reroll any rolls made to hit or wound this model. Brawler Adds 1d6 when in melee but can still only count the best two. Fog of War Choose an opposition figure or group. On their next turn they will move in a direction of your choice. Retreat One of your models can take an immediate Duck Back action if an enemy model is within 6”. No In Sight allowed. Clumsy When testing to Fast Move and fails with doubles will move 1d6” then fall in place counting as stunned. Fog of War Choose an opposition figure or group. On their next turn they will move in a direction of your choice. Retreat One of your models can take an immediate Duck Back action if an enemy model is within 6”. No In Sight allowed. Clumsy When testing to Fast Move and fails with doubles will move 1d6” then fall in place counting as stunned.