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===The ''Truehawk''=== The ''Truehawk'' killzone forces the rules for ultra-close confines to be used and disables the Scouting Phase. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- All Systems Running Normally:''' No additional rule. *'''2- Crawlways:''' If a model from your kill team begins your turn in the Movement phase within 1" of a crawlway entrance and more than 1" from any enemy models, and they are not shaken, they can enter the crawlways. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1" of any crawlway entrance that is within 24" of the manhole they used to enter the crawlways, and more than 1" from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action. *'''3- Engine Coolant Leak:''' All players subtract 1 to hit in the shooting phase if a firing model or its target is within 6" of either Engine Coolant Station terrain feature. All open ground within 1" of the Engine Coolant Stations is dangerous terrain. *'''4- Logis Lockdown:''' The Remote Access Tactic requires 2 CP instead of 1. *'''5- Grav Plate Malfunction:''' The player with the greatest strategic advantage rolls a d6 at the start of each round. On a 1, the entire battlefield becomes difficult terrain for the rest of the round; if a model advances or charges, it treats the battlefield as dangerous terrain instead. *'''6- Compromised Hull Integrity:''' When a player rolls a 1 to hit, they must roll a second d6. If the second result is a 1, everyone rolls a d6 for each model in their kill-team. On a 1, the model takes a mortal wound. This effect can only happen once per game.
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