- Mv
- N/A
- A
- 5
- DP
- 4
- Load
- 6
- Capacity
- 18
Special Rules (5)
This Transport cannot Disembark or Embark Units in the same Round that it Disembarks.
Rule reference →If your Army contains Gates, any of your Squads may start the game in Holding. Gates are always Transports but are not taken with any Units aboard. Gates do not count against your number of allowed Groups. For Direct…
Rule reference →All friendly Vehicle and Infantry Units within X" of this Unit are Obscured to enemies.
Rule reference →This Unit may attempt to block any damage it would receive by rolling 1 D6 for each point of damage—each result of at least X blocks the damage. Against damage from E9 sources, after modifiers are applied, Passive Cou…
Rule reference →This Unit may always begin the game Ready. Units Disembarking directly from this Unit gain Assault on their Weapons.
Rule reference →