As long as he is not fleeing, at the start of each friendly Shooting phase, roll a D6. On a 2+, Grimm can bestow one of the following rules on a single friendly unit within 3" for the duration of that Shooting phase. He can never benefit from the effects of these rules but may still fire his own weapon. On a 1, Grimm cannot bestow any of these rules, although he may still fire his own weapon.
Artillery Adjustment: A war machine can use Grimm’s Ballistic Skill and re-roll one artillery dice. This can be the dice that determines the distance a cannonball bounces or a Flame Cannon’s burst of flame moves.
Increased Range: The unit’s Dwarf crossbows and Dwarf handguns increase their maximum range by 2D6".
Superior Volley: Models in the unit can re-roll any missed To Hit rolls.