Hell Jumper (EFDF)
|Member||Weapon||Ra||DM||FE||AP||Notes||Points||High Tech Rifle||5" / 30"||2||0||0||Regular Leader||58||Fusion Gun||5" / 10"||2||0||3||68||SAW||5" / 30"||2||2||0||68||High Tech Rifle||5" / 30"||2||0||0||58||High Tech Rifle||5" / 30"||2||0||0||58||High Tech Rifle||5" / 30"||2||0||0||58||High Tech Rifle||5" / 30"||2||0||0||58||High Tech Rifle||5" / 30"||2||0||0||58|
Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Detection: Every time this unit is activated, all hidden markers within 12” must be removed or revealed.
Fire Team: This unit can be split into two independent squads that act separately of each other but must still stay within close proximity of their partner fireteam.
Adding this trait to a unit allows it to use the “Fire Teams” advanced rule.
Grizzled: Squads with this trait Check Resolve at one level higher than their Quality level.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Night Vision: May fire normally to specified range
Recon: Recon units gain +1” to their Coherency. In addition, they are automatically successful on one of their dice when attempting to call for Indirect Artillery Fire. Only roll 2d6 for their timing test and add one success to the result.
Total Points: 484