Member Weapon Ra DM FE AP Notes Points
Team Leader Gauss Carbine 5" / 25" 3 0 0 Regular Leader 36
Operator Gauss Carbine 5" / 25" 3 0 0 36
Operator Gauss Carbine 5" / 25" 3 0 0 36
Operator Gauss Carbine 5" / 25" 3 0 0 36
Operator Gauss Carbine 5" / 25" 3 0 0 36
Operator General Purpose MG 5" / 35" 3 3 0 51

Notes

Adaptive Camouflage: This unit is equipped with an outfit (or armour) that disrupts the appearance of the unit. If the unit moved this turn and is fired at then resolve the shooting as if the unit is one range band further away.

If the unit did not move, it cannot be shot at beyond long range.
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.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Reserves: This unit can be held in reserve, and then deployed once the battle has started (as per the Reserves advanced rule).

Total Points: 231

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