Skwad Silvaskul (Klan Exzatcher)
Member | Weapon | Ra | DM | FE | AP | Notes | Points | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Nob Silvaskul | SMG | 3" / 6" | 2 | 0 | 0 | Experienced Leader, One Personality, +1 to close assaults | 7 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 | Dakka Boy | SAW | 3" / 18" | 2 | 2 | 0 | 5 | Dakka Boy | SAW | 3" / 18" | 2 | 2 | 0 | 5 | Slugga Boy | SMG | 3" / 6" | 2 | 0 | 0 | +1 to close assaults | 3 |
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Notes
Assault Troops: +2 to all Close Assaults.
Gung Ho: May ignore "under fire" any turn they close assault
Slow Firing: Slow Firing units roll only 1d6 to determine Fire Effect if they moved this activation.
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
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.
Total Points: 68