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====Trappers==== Falmer, Skirmish, Infantry 5-12 models per unit, 25mm x 25mm base 12 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Trapper | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | 2 | 6+ |} '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath Trap Riggings: When it is your turn to deploy, for each unit of Trappers in your army, you may declare a Trap to be set. Write down secretly which type of Trap is to be used, and the reveal it to your opponent when it first comes into effect. Volley Trap: A tripwire releases a flurry of poisoned darts against the enemy. When you deploy this trap in secret, write down which piece of area terrain the trap is in. The first time a unit moves into, out of or through that piece of terrain, reveal the trap to be in it: the unit must take an initiative test on its lowest value. If it fails, it takes 3d6 S2AP2 Poisoned(4+) hits. If it passes, the trap has no effect. Pitfall Chasm: Pits are dug, leading into rock crevices, spikes, or perhaps even the abyss. When you deploy this trap in secret, write down which piece of area terrain the trap is in. The marked terrain is to be treated as Dangerous Terrain for the duration of the game(reveal it to be so once necessary). Expanded Tunnels: The Trappers have made use of a precise network of tunnels under the entire battlefield. Both the Trapper unit and another unit marked in secret in your army, if arriving via The Hordes Beneath, may re-roll reserve rolls and only roll a single die to scatter. Cripplefoot Snares: Enemy units attempting to charge this unit of Trappers must do so as if through difficult terrain if they contain one or more non-Monstrous Creature, non-Flyer model. Non-Monstrous Creature models and non-Flyer models must take a Dangerous Terrain test when making this charge. Cavalry models must re-roll successful Dangerous Terrain tests on this charge. If a model is wounded by this dangerous terrain test, it loses all charge bonuses. Any number of enemy models in the unit may choose to take an initiative test to avoid taking the dangerous terrain test. If this occurs, the entire unit loses its charge bonuses. Poisoned Stream: The water supply of the enemy has been clandestinely poisoned before the battle. After both armies are deployed, but before Scout moves are made, roll a d6 for each enemy unit. On the roll of a 6, that unit takes d6 S1 Poisoned(4+) hits that ignore armour. Each model may take the following: *Poisoned(4+) Blowgun for +3 pts per model Each model may replace his Chitin Armour with the following: *Hardened Chitin Armour +2 pts per model For every 3 models, one model may put a unique poison on a weapon: *Fleshwilt Poison, Nervegrasp, Wearyblood Draught +8 pts per weapon *Steelbane Acid, Lingering Death +6 pts per weapon *Mindbreak Poison +4 pts per weapon
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