Uplift Four (MercCorp)



Member Weapon Ra DM FE AP Notes Points
Pug Assault Rifle 5" / 25" 2 0 0 46
Staford Gauss Rifle 5" / 30" 3 0 0 56
Bunn None 5" / 0" 0 0 0 37
Ape Grenade Launcher 5" / 10" 2 0 1 Regular Leader, +1D6 Fire Effect 65

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.
Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
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.
Detection: Every time this unit is activated, all hidden markers within 12” must be removed or revealed.
Elusive: Once per turn, when an elusive unit is fired upon, they may fall back 4” before shooting is resolved. Measure range and calculate terrain benefits from their new location. If Line of Sight is lost, the shooting unit is free to select another target.
Infilration: After initial deployment, this squad may make an additional Rush move before the game starts. In addition, they check Coherency at one level higher than their Quality level.
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: 204

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