Regimental Marksmen

"How many heretics does it take to empty a Long-Las, you think, sire?"

"Hmmm.... ten perhaps?"

"Let us find out."

- A conversation between a Marksman and his Spotter on the fourth day of fighting in Klendatthu Primus.

Marksman: M7" WS3+ BS2+ S3 T3 W5 A2 LD7 SV4+

Spotter: M7" WS2+ BS3+ S3 T3 W5 A2 LD7 SV4+

A Marksman is equipped with an Ash-pattern Long-Las and a Chainsword, as well as Frag and Krak Grenades. A Spotter has an Ash-pattern Lasgun, Frag and Krak Grenades, and a Chainsword, as well as spotting equipment. This unit includes one Spotter and one Marksman. One of these units costs 5 power and 80 points.

When attacking with an Ash-pattern Long-Las, choose one of the profiles below.

- Single powerful shot: 48" Heavy 1 S7 AP-3 Dd3. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers D3 mortal wounds in addition to normal damage.

- Three laser burst: 30" Assault 3 S6 AP-2 D2. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers D3 mortal wounds in addition to normal damage.

Ash-pattern Lasgun: 24" Assault 3 S3 AP-1 D1

Frag Grenades: 6" Grenade D6 S3 AP0 D1. Blast.

Krak Grenades: 6" Grenade 1 S6 AP-1 Dd3

Chainsword: Melee SUser+1 AP0 D1. When the bearer fights, it makes 1 additional attack with this weapon.

Abilities: Fighting Retreat: If this unit is targeted for a charge, all models in the unit may instantly fire their ranged weapons, hitting on a 2+ and re-rolling results of 1. Following this, the unit may make a free move of up to 7 inches away from the charging unit, and must end their movement out of engagement range of another enemy unit. The unit that targeted this unit for a charge then "succeeds" the charge, moving into the space that this unit took up.

Spotting Equipment: If this unit's Spotter has line of sight with an enemy unit, friendly units that target that enemy unit may ignore all hit roll modifiers and add one to their hit rolls.

Cameoline Cloaks and Armor Weavings: Due to the additional cameloine weavings embedded within this unit's carapace armor, this unit is not eligible for targeting unless an enemy unit is within 18 inches of it. If the unit is in cover or within range of a terrain feature, it is 9 inches. Enemy units must always fire at this unit with a -1 to hit, and cannot re-roll hits made against this unit. Additionally, each time a ranged attack is allocated to this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.

Forward Reconassaince: During deployment, you can set up this unit next to a terrain feature, or inside that terrain feature if it can fit models, instead of abiding by normal deployment rules. However, they must be at least nine inches away from enemy models. After all armies are completely deployed, this unit then may choose to make a free 7" move towards the nearest terrain feature or objective as long as it does not bring this unit within 9 inches of enemy models.

Deathly Accuracy: This unit re-rolls 1s to hit with its Ash-pattern Long-Las. If this unit fails its attack with an Ash-pattern Long-Las, you may instantly fire again. This part of the rule is only able to trigger twice per turn.

Faction Keywords: IMPERIUM, ASTRA MILITARUM, EMPEROR'S SHROUD

Keywords: INFANTRY, REGIMENTAL MARKSMEN