Gunner eddie (Eddie boys)



Notes

Bug Hunter: Units with this trait are specially trained to fight alien species. When fighting an alien race, this squad receives a bonus of +1 to Close Assault and Fire Effect rolls.
Combat Drugs: A unit equipped with this item may use it upon activation (once per game). They temporarily gain the Berserk, Fearless and Swift traits. They must charge into hand-to-hand combat with the nearest enemy unit.

At the end of their activation roll 1d6 for each survivor. A result of 6 indicates the trooper is wounded by the powerful drugs.
Night Vision: May fire normally to specified range
No Grenades: The unit does not carry grenades and is subject to a -2 penalty in assault combat.
Supreme Armour: An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the armour of the unit which gains +1 to the Armour Rating of the unit.
Supreme Weapon: An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the unit's weapons which gain a +1 damage bonus.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Back to Top