Fanatics (Insurgents (and others))
Member | Weapon | Ra | DM | FE | AP | Notes | Points | Squad Leader | Assault Rifle | 3" / 15" | 2 | 0 | 0 | 10 | Rocket Gunner | 3" / 0" | 0 | 7 | Machine Gunner | General Purpose MG | 3" / 21" | 3 | 3 | 0 | 23 | Rifleman | Assault Rifle | 3" / 15" | 2 | 0 | 0 | 10 | Rifleman | Assault Rifle | 3" / 15" | 2 | 0 | 0 | 10 | Rifleman | Assault Rifle | 3" / 15" | 2 | 0 | 0 | 10 | Rifleman | Assault Rifle | 3" / 15" | 2 | 0 | 0 | 10 | Rifleman | Assault Rifle | 3" / 15" | 2 | 0 | 0 | 10 | Rifleman | Assault Rifle | 3" / 15" | 2 | 0 | 0 | 10 |
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Notes
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.
Fanatic: These units never need to Check Resolve, but they must have a Resolve of “Steady”
Shock Troops: Shock Troops add +1 to all Close Assaults.
Total Points: 100