HEIGHT ADVANTAGE
In urban warfare, every soldier in a tall building is a sniper, raking fire onto those below. Combating foes with such a height advantage is a dangerous proposition indeed.
A model gains a height advantage whilst it is occupying the upper levels of a Ruin or an Industrial Structure and it shoots at a unit that is either at street level or within a lower level of a Ruin or an Industrial Structure. To gain a height advantage, every model in the target unit must be on levels that are 3″ or more below that of the firing model.
When resolving an attack made with a ranged weapon by a model, if that model has height advantage, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1, AP -1 becomes AP -2, and so on).
A unit has Height advantage if the entire unit is making a ranged attack from a position of more 3" above their select target.
A unit with Height Advantage improves the AP of their ranged attacks by 1.
DARING LEAP
Battles are won or lost in the space of moments, with little enough time for laboriously moving soldiery up and down, floor after floor, of neighbouring hab-stacks or industrial shrines. Truly daring warriors will instead seize the moment, hurling themselves across the dizzying drop and spitting in the face of certain death.
In the Movement phase, when making a normal move with an INFANTRY , BEAST or MONSTER model that is on a terrain piece and not on the ground floor, you can measure directly to another point of equal or lower height when determining the distance moved, but when doing so you must halve that model’s Move characteristic until the end of that phase. After doing so, roll one D6 for that model; on a 1, that model is destroyed.