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==Walkers== ===Shooting with Walkers=== Walkers can choose to Run like Infantry, and this prevents them from firing and charging that turn, as normal. Obviously, they cannot Run if they are stunned or Immobilised. A Walker that moved can still fire all of its weapons in the subsequent Shooting phase. When firing a Walker’s weapons assume that weapons mounted on a Walker can swivel horizontally and vertically up to 45°. Range is measured from the weapon itself and line of sight is measured from the mounting point of the weapon and along its barrel, as normal for vehicles. To represent the vastly superior agility of Walkers in comparison with other vehicles, Walkers can <code>React to Shooting and React to Charges.</code>Furthermore, Walkers can fire their weapons even if the charging unit is not within their current weapon arc, unless they are Immobilised (in which case they can only fire Overwatch or <code>Return Fire</code> if the charging unit’s models lie within their current weapon arc). ===Walkers and Assaults=== Walkers assault, and are assaulted, like Infantry models, meaning that they make charge moves and can be locked in combat. Walkers that are locked in combat cannot be shot at. In close combat, Walkers fight like infantry models. However, any hits scored against them must roll for armour penetration and damage as for a vehicle. Models hitting a Walker in close combat almost always roll for armour penetration against its front armour unless it has been Immobilised. <code>However, any rolls of 6 to-hit are resolved against the enemy rear armor instead.</code> Against an Immobilised Walker, models always roll for armour penetration against its rear armour. This is because, unlike other vehicles, the Walker turns to face its enemies and rampages through the melee. Walkers may make Sweeping Advances, Pile In moves and consolidations unless thev are stunned or Immobilised. <code>Walkers inflict D3 automatic hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.</code>
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