A highly specific, cinematic takedown maneuver. When this unit declares a Charge action against a Walker unit, it suspends standard melee rules. Instead, it rolls a flat 4 dice hitting on 3+ with the Anti-Armor keyword. If 3 or more of these hits are left unsaved, the Walker is instantly destroyed regardless of remaining wounds.
If the attacker scores 1 or 2 unsaved hits, the instant-destroy effect fails, and the Walker simply takes 1 or 2 standard Wounds as usual.
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Can the Walker use Shields X to re-rolls save against a Tow-Cable attack?
- Yes, the Walker makes its saving throws and re-rolls as normal against incoming hits.
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Can Tactical Points (TP) be used to influence the roll results?
- Yes, TP can be used on any dice in this sequence by the attacker or defender.