|
Implant Attack*
|
|
What
It Does:
A model that does not save a Wound from
a creature with an Implant Attack suffers
2 Wounds instead of 1. Implant Attacks are
effective only in close combat and have no
effect on Wounds inflicted by Bio-Plasma. |
|
|
Leaping †
|
|
What
It Does:
Leaping creatures gain a Fast Charge of
12", though they do not become Beasts.
A creature with Leaping may make its full
Attacks when within 3" of a friendly
model in base contact rather than the usual
2". |
|
|
Mace Tail*
|
|
What
It Does:
The creature may make a special close-combat
Attack each turn if more than four enemy models
are in base contact with it at the beginning
of that Assault Phase. These Attacks are conducted
at Initiative 1 at the creature’s full
Strength. |
|
|
Scythe Tail*
|
|
What
It Does:
The creature may make a special close-combat
Attack each turn if more than four enemy models
are in base contact with it at the start of
that Assault Phase. These D3 Attacks are at
Initiative 1 at half the creature’s
Strength (round down). |
|