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Light Melee

9GP
ACT

2

ARM

3

HIT

3

Weapons
ATT
SKL
Combat Blade
2
4
Paired Blades (RLT) 3GP
2
4
Shock Maul (STN) 3GP
2
4
Heavy Blade 3GP
3
4
Cleaver (CHR1) 4GP
3
4
Rending Blade (RND1) 4GP
3
4
Great Weapon 5GP
4
4
Pistol (RNG6") 2GP
2
3
Sidearm (RNG6") 3GP
3
3
Flamer (RNG6" BLS) 3GP
2
3
Incinerator (RNG6" CHR1) 4GP
3
3
Squad Specialty ?
Marksmanship
Ferocity
Counter
Volatile
Evasion
Concealment
Rapid Advance
Resilience
Skills ?
Leader*
Accurate2GP
Brutal2GP
Camouflaged*2GP
Clobber*2GP
Climber2GP
Counter2GP
Deadly Demise2GP
Devoted*2GP
Disciplined2GP
Duellist*2GP
Dodge2GP
Flying*2GP
Grenade* (1 ACT)2GP
Hardened*2GP
Infiltrator*2GP
Initiative2GP
Life Drain2GP
Field Medic* (1 ACT)2GP
Parry*2GP
Relay Order* (1 ACT)2GP
Standby* (1 ACT)2GP
Spotter*2GP
Stealthy*2GP
Swift2GP
Technician*2GP
Tough2GP
Toxic2GP
Ranged Training*3GP

Light Ranged

9GP
ACT

2

ARM

3

HIT

3

Weapons
ATT
SKL
Fists
1
3
Combat Knife 2GP
2
3
Paired Blades (RLT) 3GP
2
3
Heavy Blade 3GP
3
3
Rending Blade (RND1) 4GP
3
3
Rifle 3GP
2
4
Scatter Gun (BLS RNG10") 4GP
3
4
Auto Rifle (RLT) 5GP
3
4
Support Cannon (HVY BLS) 5GP
4
4
Heavy Rifle 5GP
4
4
Squad Specialty ?
Marksmanship
Ferocity
Counter
Volatile
Evasion
Concealment
Rapid Advance
Resilience
Skills ?
Leader*
Accurate2GP
Brutal2GP
Camouflaged*2GP
Clobber*2GP
Climber2GP
Counter2GP
Deadly Demise2GP
Devoted*2GP
Disciplined2GP
Duellist*2GP
Dodge2GP
Flying*2GP
Grenade* (1 ACT)2GP
Hardened*2GP
Infiltrator*2GP
Initiative2GP
Life Drain2GP
Field Medic* (1 ACT)2GP
Parry*2GP
Relay Order* (1 ACT)2GP
Standby* (1 ACT)2GP
Spotter*2GP
Stealthy*2GP
Swift2GP
Technician*2GP
Tough2GP
Toxic2GP
Melee Training*3GP

Medium Melee

12GP
ACT

3

ARM

3

HIT

4

Weapons
ATT
SKL
Combat Blade
2
4
Paired Blades (RLT) 3GP
2
4
Shock Maul (STN) 3GP
2
4
Heavy Blade 3GP
3
4
Cleaver (CHR1) 4GP
3
4
Rending Blade (RND1) 4GP
3
4
Great Weapon 5GP
4
4
Pistol (RNG6") 2GP
2
3
Sidearm (RNG6") 3GP
3
3
Flamer (RNG6" BLS) 3GP
2
3
Incinerator (RNG6" CHR1) 4GP
3
3
Squad Specialty ?
Marksmanship
Ferocity
Counter
Volatile
Evasion
Concealment
Rapid Advance
Resilience
Skills ?
Leader*
Accurate2GP
Brutal2GP
Camouflaged*2GP
Clobber*2GP
Climber2GP
Counter2GP
Deadly Demise2GP
Devoted*2GP
Disciplined2GP
Duellist*2GP
Dodge2GP
Flying*2GP
Grenade* (1 ACT)2GP
Hardened*2GP
Infiltrator*2GP
Initiative2GP
Life Drain2GP
Field Medic* (1 ACT)2GP
Parry*2GP
Relay Order* (1 ACT)2GP
Standby* (1 ACT)2GP
Spotter*2GP
Stealthy*2GP
Swift2GP
Technician*2GP
Tough2GP
Toxic2GP
Ranged Training*3GP

Medium Ranged

12GP
ACT

3

ARM

3

HIT

4

Weapons
ATT
SKL
Fists
1
3
Combat Knife 2GP
2
3
Paired Blades (RLT) 3GP
2
3
Heavy Blade 3GP
3
3
Rending Blade (RND1) 4GP
3
3
Rifle 3GP
2
4
Scatter Gun (BLS RNG10") 4GP
3
4
Auto Rifle (RLT) 5GP
3
4
Support Cannon (HVY BLS) 5GP
4
4
Heavy Rifle 5GP
4
4
Squad Specialty ?
Marksmanship
Ferocity
Counter
Volatile
Evasion
Concealment
Rapid Advance
Resilience
Skills ?
Leader*
Accurate2GP
Brutal2GP
Camouflaged*2GP
Clobber*2GP
Climber2GP
Counter2GP
Deadly Demise2GP
Devoted*2GP
Disciplined2GP
Duellist*2GP
Dodge2GP
Flying*2GP
Grenade* (1 ACT)2GP
Hardened*2GP
Infiltrator*2GP
Initiative2GP
Life Drain2GP
Field Medic* (1 ACT)2GP
Parry*2GP
Relay Order* (1 ACT)2GP
Standby* (1 ACT)2GP
Spotter*2GP
Stealthy*2GP
Swift2GP
Technician*2GP
Tough2GP
Toxic2GP
Melee Training*3GP

Heavy Melee

16GP
ACT

3

ARM

4

HIT

5

Weapons
ATT
SKL
Combat Blade
2
4
Paired Blades (RLT) 3GP
2
4
Shock Maul (STN) 3GP
2
4
Heavy Blade 3GP
3
4
Cleaver (CHR1) 4GP
3
4
Rending Blade (RND1) 4GP
3
4
Great Weapon 5GP
4
4
Pistol (RNG6") 2GP
2
3
Sidearm (RNG6") 3GP
3
3
Flamer (RNG6" BLS) 3GP
2
3
Incinerator (RNG6" CHR1) 4GP
3
3
Squad Specialty ?
Marksmanship
Ferocity
Counter
Volatile
Evasion
Concealment
Rapid Advance
Resilience
Skills ?
Leader*
Accurate2GP
Brutal2GP
Camouflaged*2GP
Clobber*2GP
Climber2GP
Counter2GP
Deadly Demise2GP
Devoted*2GP
Disciplined2GP
Duellist*2GP
Dodge2GP
Flying*2GP
Grenade* (1 ACT)2GP
Hardened*2GP
Infiltrator*2GP
Initiative2GP
Life Drain2GP
Field Medic* (1 ACT)2GP
Parry*2GP
Relay Order* (1 ACT)2GP
Standby* (1 ACT)2GP
Spotter*2GP
Stealthy*2GP
Swift2GP
Technician*2GP
Tough2GP
Toxic2GP
Ranged Training*3GP

Heavy Ranged

16GP
ACT

3

ARM

4

HIT

5

Weapons
ATT
SKL
Fists
1
3
Combat Knife 2GP
2
3
Paired Blades (RLT) 3GP
2
3
Heavy Blade 3GP
3
3
Rending Blade (RND1) 4GP
3
3
Rifle 3GP
2
4
Scatter Gun (BLS RNG10") 4GP
3
4
Auto Rifle (RLT) 5GP
3
4
Support Cannon (HVY BLS) 5GP
4
4
Heavy Rifle 5GP
4
4
Squad Specialty ?
Marksmanship
Ferocity
Counter
Volatile
Evasion
Concealment
Rapid Advance
Resilience
Skills ?
Leader*
Accurate2GP
Brutal2GP
Camouflaged*2GP
Clobber*2GP
Climber2GP
Counter2GP
Deadly Demise2GP
Devoted*2GP
Disciplined2GP
Duellist*2GP
Dodge2GP
Flying*2GP
Grenade* (1 ACT)2GP
Hardened*2GP
Infiltrator*2GP
Initiative2GP
Life Drain2GP
Field Medic* (1 ACT)2GP
Parry*2GP
Relay Order* (1 ACT)2GP
Standby* (1 ACT)2GP
Spotter*2GP
Stealthy*2GP
Swift2GP
Technician*2GP
Tough2GP
Toxic2GP
Melee Training*3GP

Skills

  • Accurate

    Each time this Unit performs the Ranged Combat action, it may re-roll up to 1 of its Attack dice. This is cumulative with other Accurate specials.

  • Brutal

    Each time this Unit performs the Melee Combat action, it may re-roll up to 1 of its Attack dice. This is cumulative with other Brutal specials.

  • Camouflaged*

    Each time this Unit is the primary target of a Ranged Combat attack and the Attacker is at least 6" away, the Attacker's RSK is reduced by 1 (minimum 1). This is not cumulative

  • Climber

    Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

  • Clobber*

    Each time this Unit performs the Melee Combat Action, targets get -1 ARM. This is not cumulative

  • Concealment

    Each time this Unit is the target of Ranged Combat and it is in Cover, it may re-roll one additional Save die.

  • Counter

    Once per Turn, when this Unit is the primary target of a Melee Attack, if this Unit did not lose any HIT by the end of that Combat, it may immediately perform a Melee Attack against the original Attacker.

  • Counter

    Once per Turn, when this Unit is the primary target of a Melee Attack, if this Unit did not lose any HIT by the end of that Combat, it may immediately perform a Melee Attack against the original Attacker.

  • Deadly Demise

    When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

  • Devoted*

    Each time a Squadmate within 2 Paces is the target of Ranged Combat, you may treat this Unit as the target instead.

  • Disciplined

    At the end of this Unit's Activation, this Unit may perform a free Basic Action it has not yet performed during its Activation.

  • Dodge

    Each time this Unit is the target of a Ranged Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Dodge specials.

  • Duellist*

    Each time this unit is the target of a Melee Attack, the Attacker's RSK is reduced by 1 (minimum 1).

  • Evasion

    Each time this Unit is the target of a Ranged Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Dodge specials.

  • Ferocity

    Each time this Unit performs the Melee Combat action, it may re-roll up to 1 of its Attack dice. This is cumulative with other Brutal specials.

  • Field Medic*

    Select either this Unit or an Adjacent Squadmate. That selected Unit recovers 1D3 lost HIT. This Unit cannot perform this action if this Unit or the selected Unit is Adjacent to any enemy Units. This Unit may perform this Action up to once per Turn.

  • Flying*

    This Unit ignores vertical distance when it performs a Move or Dash action and it is not affected by Difficult terrain.

  • Grenade*

    Select one spot on the battlefield visible to and within 6" of this Unit. Inflict 3 Damage to all Units and Items Adjacent to that spot. This Unit may perform this Action up to once per Mission. This Unit cannot perform this Action while Adjacent to enemy Units.

  • Hardened*

    Each time this Unit rolls Armor Saves, results of 1 and 2 count as Critical Saves.

  • Infiltrator*

    This Unit may deploy anywhere on the battlefield, at least 3 Paces away from enemy Units and objectives. If it cannot be deployed in this way, deploy it normally according to the mission briefing.

  • Initiative

    While this Unit is Standing, your Squad wins the Initiative in cases where there is tie on the Initiative roll (do not re-roll on tie).

  • Leader*

    While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.

  • Life Drain

    Each time this Unit performs the Melee Combat Action, for each Critical Success, it may choose to restore 1 HIT instead of dealing damage to the Target.

  • Marksmanship

    Each time this Unit performs the Ranged Combat action, it may re-roll up to 1 of its Attack dice. This is cumulative with other Accurate specials.

  • Melee Training*

    This Unit gains +1 MSK (maximum 5).

  • Parry*

    Each time this Unit is the target of a Melee Attack, before rolling Armor Saves, it may choose one of the Attacker's Attack Dice to be re-rolled before rolling Armor Saves, but only if the Attacker hasn't already re-rolled that die.

  • Ranged Training*

    This Unit gains +1 RSK (maximum 5).

  • Rapid Advance

    Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT. This is not cumulative.

  • Relay Order*

    This unit may spend 1 ACT to issue an order to a Squadmate in its Line of Sight. That Squadmate immediately performs a Free Basic Action, then this unit's activation is resumed. This Unit cannot perform this action if this Unit is Adjacent to any enemy Units.

  • Resilience

    Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.

  • Spotter*

    Each time this Unit's SquadMates target an enemy in Ranged combat, if this Unit has Line of Sight on that target, the target does not benefit from Cover.

  • Standby*

    This Unit may spend 1 ACT during its activation to go on "Standby". When on Standby, this Unit may perform one Basic Action during any other Unit's activation, before or after it performs any Action. Once such a Standby action is performed or at the end of the turn (whichever comes first), this Unit is no longer on Standby.

  • Stealthy*

    Each time this Unit is the target of Ranged Combat and it is in Cover, it may re-roll one additional Save die.

  • Swift

    Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT. This is not cumulative.

  • Technician*

    Each time this Unit performs a Mission action, it costs one less ACT. This means that the first time this Unit performs a Mission action in each of its Activations, it costs zero ACT. This is not cumulative.

  • Tough

    Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.

  • Toxic

    At the start of this Unit's Activation, inflict 1 Damage on all Adjacent enemy Units. This is not cumulative.

  • Volatile

    When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.