War for Vulcallus
Squads and Other Units
- Specialist: Choose one: unit gains Tank Hunter, or, unit gains Monster Hunter.
- Agile: Unit gains Fleet, and may act normally the turn after Going to Ground.
- Infiltrators: Unit gains Infiltrate and Outflank.
- Riflemen: Unit adds 3” to the range of all non-melee weapons.
- Steady and Reliable: Unit gains +1Ld and +1BS during the shooting phase if they did not move in the previous movement phase.
- Ruthless Pragmatism: Any model in the unit may make Look Out Sir (4+) rolls.
- Combat Tested: Choose one: unit gains Stubborn, or, unit gains Counter Attack.
- Ferocious: Unit gains +1S and Shred.
- Sneaky: Unit gains Shrouded.
- Sharpshooters: Unit gains +1BS and Precision Shot.
- Vengeful: unit gains Hatred (everything) and Rage.
- Combat Medic: If the unit was removed as a casualty, make a roll after the game. On a 4+, the unit counts as having survived for the purposes of RP and XP.
- Calm and Collected: Overwatch shots made by this unit are made at full BS.
- Gritty Determination: Choose one: unit’s weapons may be used as Poison (5+), or, unit’s weapons may reduce their range to 12" to gain the Melta rule.
- Unflinching: Unit gains +1T.
- Unstoppable: Unit gains Relentless and adds 2” to run and charge distances.
- Careful Shot: Unit’s weapons gain Ignore Cover.
- Indestructible: Unit gains +1W.