Shellstorm Recovery Squad

175GP

1. Agent 0

ACT

4

ARM

4

HIT

4/5

Weapons
ATT
SKL
Combat Knife (2MC)
2
5
Sniper Rifle (HVY ACC1 RND1 BLS)
5
5
Skills ?
Leader*
Cloak (1 ACT)
Spoils Of War ?
Accurate 1
Counter
Melee SKL + 1
Ranged ATT +1
Ranged Blast
Ranged Rending 1
Ranged SKL + 1
Swift

Cloak (1ACT): Until this Unit's next Activation, it cannot be the primary target in Ranged combat. In addition, each time it is the target of a Melee attack, it may re-roll up to 2 Save dice. This can only be done once per Mission. This Unit may not perform this Action while Adjacent to an enemy.

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.

Accurate 1: Each time this Unit performs the Ranged Combat action, this Unit may re-roll up to 1 of its Ranged Combat attack dice. This is cumulative with other Accurate specials (e.g. on this Unit's weapons).

Ranged SKL + 1: This Unit's Ranged weapons gain +1 SKL.

Ranged Rending 1: This Unit's Ranged weapons gain RND1 (Rending 1).

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.

Leader: This Unit gains +1 SKL on its Weapons and Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.

Ranged ATT +1: This Unit's Ranged weapons gain + 1 ATT.

Ranged Blast: This Unit's Ranged Weapons gain BLS (Blast).

Melee SKL + 1: This Unit's Melee weapons gain +1 SKL.

Wraith* 25GP

2. Gold

ACT

4

ARM

4

HIT

4/5

Weapons
ATT
SKL
Combat Knife (2MC)
2
4
Heavy Reaper (HVY SPR RLT)
6
5
Skills ?
Concentrated Fire
Spoils Of War ?
Dodge 1
Ranged ATT +1
Ranged Relentless
Ranged SKL + 1
Tough 1

Concentrated Fire: Each time a Squadmate within 6" of this Unit performs the Ranged combat action, that Squadmate may re-roll one Attack die.

Ranged ATT +1: This Unit's Ranged weapons gain + 1 ATT.

Ranged Relentless: This Unit's Ranged weapons gain RLT (Relentless).

Ranged SKL + 1: This Unit's Ranged weapons gain +1 SKL.

Dodge 1: 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.

Tough 1: 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.

Pillar* 25GP

3. Syphon

ACT

4

ARM

4

HIT

4/5

Weapons
ATT
SKL
Combat Knife (2MC CHR1 RND1)
3
5
Reaper (2RC RLT)
3
4
Skills ?
Scan (1 ACT)
Spoils Of War ?
Counter
Melee ATT +1
Melee Chain Reaction 1
Melee Rending 1
Melee SKL + 1

Scan (1ACT): Place a Scan marker within 8" of this Unit and in its Line of Sight. Until this Unit's next activation, all enemy Units within 6" of that Scan marker have -1 ARM. This can only be done once per Mission. This Unit may not perform this Action while Adjacent to an enemy

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.

Melee ATT +1: This Unit's Melee weapons gain + 1 ATT.

Melee SKL + 1: This Unit's Melee weapons gain +1 SKL.

Melee Chain Reaction 1: This Unit's Melee Weapons gain CHR1 (Chain Reaction 1).

Melee Rending 1: This Unit's Melee weapons gain RND1 (Rending 1).

Vector* 25GP

4. Silver

ACT

4

ARM

4

HIT

4/5

Weapons
ATT
SKL
Scythe (CHR1 RND1)
4
4
Aggressor (RNG6" 2RC)
3
4
Skills ?
Counter
Jump Strike (2 ACT)
Spoils Of War ?
Melee ATT +1
Melee Chain Reaction 1
Melee Rending 1
Swift
Tough 1

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.

Jump Strike (2ACT): Once per Turn, this Unit may move up to 10" in a straight line but must end that movement Adjacent to an enemy. Ignore vertical distance when performing this move. After this move, this Unit immediately performs a free Melee Attack. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).

Melee Chain Reaction 1: This Unit's Melee Weapons gain CHR1 (Chain Reaction 1).

Melee Rending 1: This Unit's Melee weapons gain RND1 (Rending 1).

Melee ATT +1: This Unit's Melee weapons gain + 1 ATT.

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.

Tough 1: 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.

Vorax* 25GP

5. Liberty

ACT

4

ARM

4

HIT

4/5

Weapons
ATT
SKL
Vorpal Sword (2MC)
4
4
Skills ?
Counter
Shield
Aegis Aura
Spoils Of War ?
Tough 1

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.

Shield: Each time this Unit is the target of a Melee Attack, rolls of 2 count as critical saves.

Aegis Aura: Each time a Squadmate within 6" of this Unit is targeted in Melee combat, that Squadmate may re-roll one Save die.

Tough 1: 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.

Aegis* 25GP

6. Death

ACT

4

ARM

4

HIT

4/5

Weapons
ATT
SKL
Scythe (CHR1 RLT RND1 BRU1)
4
5
Aggressor (RNG6" 2RC)
3
4
Skills ?
Counter
Jump Strike (2 ACT)
Spoils Of War ?
Brutal 1
Melee ATT +1
Melee Chain Reaction 1
Melee Relentless
Melee Rending 1
Melee SKL + 1
Swift

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.

Jump Strike (2ACT): Once per Turn, this Unit may move up to 10" in a straight line but must end that movement Adjacent to an enemy. Ignore vertical distance when performing this move. After this move, this Unit immediately performs a free Melee Attack. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).

Melee ATT +1: This Unit's Melee weapons gain + 1 ATT.

Melee Relentless: This Unit's Melee weapons gain RLT (Relentless).

Melee SKL + 1: This Unit's Melee weapons gain +1 SKL.

Melee Rending 1: This Unit's Melee weapons gain RND1 (Rending 1).

Melee Chain Reaction 1: This Unit's Melee Weapons gain CHR1 (Chain Reaction 1).

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.

Brutal 1: Each time this Unit performs the Melee Combat action, this Unit may re-roll up to 1 of its Melee Combat attack dice. This is cumulative with other Brutal specials (e.g. on this Unit's weapons).

Vorax* 25GP

7. Pillar*

ACT

4

ARM

4

HIT

4/5

Weapons
ATT
SKL
Combat Knife (2MC)
2
4
Heavy Reaper (HVY SPR)
5
4
Skills ?
Concentrated Fire
Spoils Of War ?
Counter
Technician
Tough 1

Concentrated Fire: Each time a Squadmate within 6" of this Unit performs the Ranged combat action, that Squadmate may re-roll one Attack die.

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.

Tough 1: 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.

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.

Pillar* 25GP