Armored infantry (Templar)
Member | Weapon | Ra | DM | FE | AP | Notes | Points | Galahad | Gauss Carbine (linked) | 5" / 25" | 4 | 0 | 0 | Veteran Leader, Act as double troops for fire effect (Vehicle/Power Armour only) | 413 | Merik | Gauss Carbine (linked) | 5" / 25" | 4 | 0 | 0 | Veteran Leader, Act as double troops for fire effect (Vehicle/Power Armour only) | 413 | Dred | Chain Gun - Heavy | 5" / 35" | 3 | 7 | 0 | Veteran Leader | 539 | Kilroy | Gauss Carbine (linked) | 5" / 25" | 4 | 0 | 0 | Veteran Leader, Act as double troops for fire effect (Vehicle/Power Armour only) | 413 | Vult | Gauss Carbine (linked) | 5" / 25" | 4 | 0 | 0 | Veteran Leader, Act as double troops for fire effect (Vehicle/Power Armour only) | 413 |
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Notes
Assault Troops: +2 to all Close Assaults.
Brave: This unit automatically succeeds on one of their dice when testing morale. Roll one less die than required and add one success to the result.
Drop Troop: This unit has special training and equipment that allow it to be deployed after a battle has started. Adding this trait to a unit allows it to use the Drop Troops advanced rule.
Fanatic: These units never need to Check Resolve, but they must have a Resolve of “Steady”
Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Save: Squads with this trait roll 1d6 for every hit they suffer. On a result of 5+ the hit is negated.
NOTE: Power Armour Troopers can only make one save in close combat.
Self Repairing: Units with this trait have been infused with tiny nano medics. During a Recover Wounded action, these troops can make a recovery roll as if an aid team was present, without the need to form such teams.
Supreme Armour: An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the armour of the unit which gains +1 to the Armour Rating of the unit.
Supreme Weapon: An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the unit's weapons which gain a +1 damage bonus.
Total Points: 2191