Tanksgiving
Tanksgiving
Tanksgiving
Twin Heavy
30" A6 1 -
Machinegun
Rending,
Shred-Mod 18" A2 -
Limited
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Limited: May only be used once per game.
Blast: Ignores cover, and after resolving other special rules, each hit is multiplied Putrid: When taking a wound, roll one die. On a 6+ it is ignored.
by X, where X is up to as many hits as models in the target unit. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly Reliable: Attacks at Quality 2+.
must be resolved first, and these wounds don’t carry over to other models if the
original target is killed. Rending: Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).
Tough: This model must take X wounds before being killed. If a model with tough
Defense: Gets +X to Defense rolls.
joins a unit without it, then it is removed last when the unit takes wounds. Note
Fast: Moves +2" when using Advance, and +4” when using Rush/Charge.
that you must continue to put wounds on the tough model with most wounds in
Fear: This model counts as having dealt +X wounds when checking who won the unit until it is killed, before starting to put them on the next tough model
melee. (heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit Transport: May transport up to X models or Heroes with up to Tough(6), and non-
without another Hero. The hero may take morale tests on behalf of the unit, but Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy
must use the unit’s Defense until all other models have been killed. with units inside, and units may enter/exit by using any move action, but must
stay fully within 6" of it when exiting. When a transport is destroyed, units inside
Ignores Regeneration: This weapon ignores Regeneration.
must take a dangerous terrain test, are Shaken, and must be placed fully within 6”
Impact: Roll X dice when attacking after charging, unless fatigued. For each 2+ the
of the transport before removing it.
target takes one hit.