Veteran Squad

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veteran swag.

Veteran Soldier: M7" WS3+ BS3+* S5 T5 W2 A3 Sv3+ Ld12

Veteran Equipment Mule: M7" WS3+* BS3+* S5 T5 W2 A3 Sv3+ Ld12

Veteran Ensign: M7" WS3+* BS3+* S5 T5 W2 A3 Sv3+ Ld12

Each veteran is equipped with one Pulse Rifle, Two Pulse Revolvers, and a Cutter Sword. An Equipment Mule is equipped with a Pulse Rifle and Energy Grenades. An Ensign has one Pulse Rifle, Two Pulse Revolvers, Command Spike, and a Cutter Sword. One of these units costs 8 points and 4 power. This unit starts with 3 Veterans, 1 Equipment Mule, and one Ensign. For every five members added, add one to the power and point cost of this unit up to a maximum of 25 models.

Pulse Rifle: Before selecting targets, select one of the profiles below to make attacks with.

- Rifle Fire: 30" Rapid Fire 3 S4 AP-2 D2

- Dark Energy Ball: 18" Assault 1 S6 AP0 D3

- Energy Bayonet: Melee S5 AP-1 D1

Cutter Sword: Melee S User+1 AP-2 D2

Energy Grenade: 12" Grenade D6 S6 AP-1 D1 Blast.

Two Pulse Revolvers: 15" Pistol 2 S6 AP-3 D4

Pariah-Pattern Pulse Revolver: 18" Pistol 3 S7 AP-3 D3

Wargear: The Ensign may trade their Two Pulse Revolvers for a Pariah-Pattern Pulse Revolver. The Ensign may swap out their Pulse Rifle and Two Pulse Revolvers for a weapon from the Special or Heavy Weapons List. Up to five soldiers in the squad may swap out their Pulse Rifles and Two Pulse Revolvers for a weapon from the Special or Heavy Weapons List.

Abilities: Command Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Battlesphere Connection: This unit can accept orders from a model with the Network ability, or a member of their unit with the Command Spike ability.

Network (Squad): The leader of this unit may give orders. However they may only order other Universal Union units within 12" that can receive it or have a Command Spike themselves.

Protocol of War*: When creating this squad, you may roll a d6. On a 1/3, you may set the weapons skill characteristic of this unit to 2. On a 2/5, you may set the ballistic skill characteristic of this unit to 2. On a 3/6, you may set both skills to 2+.

Veterans of the Union: This unit may advance, shoot, and charge in the same turn. They also charge and advance D6 inches farther (add the D6 result to the charge/advance result). When shooting, they do not suffer from the penalties of moving in the same turn.

Voidwyrm Fields: This unit has a 3+ invulnerability save.

Pressure Protocols: This unit can fire twice at a targeted enemy if the Ensign rolls an unmodified 6 during a hit roll.

Reap Protocols: When this unit charges, it may move an extra D6 inches to reach its target.

Rifle Drills: When firing Pulse Rifles, this unit rolls double the number of dice normally rolled for making shooting attacks.

Bring Down The Hammer (Veterans): Special Weaponry or Heavy Weaponry being fired in this unit automatically wound if the bearer rolls an unmodified 4+ during shooting rolls.

Firing Drills (Veterans): This unit is eligible for firing after they fall back, regardless of any rules or abilities that may say otherwise.

First In, Last Out: Before the game begins, this unit can move their full movement characteristic from your deployment zone.

Faction Keywords: UNION, SOLIAN, [SEK]

Keywords: INFANTRY, VETERANS, CORE, SOLDIERS