Custom 1

1. Jean-Paul

ACT

3

ARM

4

HIT

4/4

Weapons
ATT
SKL
Rending Blade (RND1) 4GP
3
3
Heavy Rifle (ACC1) 4GP
4
4
Squad Specialty ?
Counter
Skills ?
Leader*
Accurate2GP
Injuries ?
6 - Damaged Armor

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

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.

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.

6 - Damaged Armor: This Unit gets -1 max HIT.

Heavy Ranged 16+10GP

2. Marvos

ACT

3

ARM

3

HIT

4/4

Weapons
ATT
SKL
Fists
1
3
Support Cannon (HVY BLS) 4GP
4
4
Heavy Rifle 4GP
4
4
Squad Specialty ?
Counter

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.

Medium Ranged 12+8GP

3. Floppy

ACT

3

ARM

3

HIT

3/3

Weapons
ATT
SKL
Great Weapon 3GP
4
4
Flamer (RNG6" BLS) 2GP
2
3
Squad Specialty ?
Counter
Injuries ?
6 - Damaged Armor

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.

6 - Damaged Armor: This Unit gets -1 max HIT.

Medium Melee 11+5GP

4. Fassbim

ACT

2

ARM

3

HIT

1/3

Weapons
ATT
SKL
Combat Knife 1GP
2
3
Heavy Rifle 4GP
4
4
Squad Specialty ?
Counter
Skills ?
Technician*2GP
Injuries ?
1/2 - Recovered

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.

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.

1/2 - Recovered: No new injury.

Light Ranged 9+7GP

5. Guibert

ACT

3

ARM

3

HIT

2/3

Weapons
ATT
SKL
Paired Blades (RLT) 3GP
2
3
Auto Rifle (RLT) 5GP
3
4
Squad Specialty ?
Counter
Skills ?
Field Medic* (1 ACT)2GP
Injuries ?
1/2 - Recovered
5 - Crushed Leg

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.

Field Medic (1ACT): 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.

1/2 - Recovered: No new injury.

5 - Crushed Leg: This Unit gets -1 max HIT.

Medium Ranged 12+10GP