Sofie (Drop troopers)
Weapon | Ra | DM | FE | AP | Misc | Points | Sniper Rifle | 5" / 50" | 4 | 0 | 0 | 3893 |
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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.
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.
HQ: This trait may only be applied to a single figure. Once per turn, any one unit may reroll a failed Command Response test.
Ignore Pain: The model may continue to move and fight if wounded. Each activation make a Quality Test, is all dice pass it can continue to fight, otherwise it is removed as a casualty
Legend: This trait may only be applied to a single figure. Legends have both Hero and Villain traits. Legends always count as rolling a 6 for Close Assaults and Shooting.
Resilient (6): Gain 6 wounds, each "wound" looses one point, each "kill" looses two
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.
Shock Troops: Shock Troops add +1 to all Close Assaults.
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.
Terrifying: Squads with this trait will strike fear in the hearts of any unit nearby. An enemy unit which activates within 8” of a terrifying squad must make an immediate Morale Test.
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
Total Points: 3893