| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Colonel Schaeffer |
1 |
4 |
4 |
3 |
4 |
3 |
4 |
3/4 |
9 |
4+ |
291 |
|
Combat Master: Opponents attacking Schaeffer are at -1 to hit him.; Laspistol; Plasma Pistol; Power Weapon; Frag Grenades; Krak Grenades
|
| Carapace Armour |
Gives a 4+ Armour save. |
[0] |
| #Master-Crafted Weapon |
Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. |
[0] |
| Animal |
1 |
3 |
4 |
3 |
3 |
1 |
6 |
2/3 |
8 |
5+/4(I)+ |
22 |
|
CC Weapon; Laspistol; Meltagun; Frag Grenades; Krak Grenades
|
| #Scanner |
If Infiltrators set up within 4d6" of a unit with an Auspex, the unit can fire once at the Infiltrators before the battle begins (or sound the alarm in a Raid). |
[2] |
| Brains |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
5+ |
20 |
|
If Brains is killed, Ox will go berserk - his S and T are doubled for the rest of the game, and he will always charge if he's allowed to.; Laspistol; Lasgun; Frag Grenades; Krak Grenades; Com-Link
|
| Demolition Man |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
5+ |
5 |
|
Demolition Charge: Once per battle, instead of shooting Demolition Man can fire a 6"R, S8, AP2, Ordnance shot (he can move and fire).; Laspistol; Lasgun; Frag Grenades; Krak Grenades
|
| Fingers |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
5+ |
5 |
|
Fingers is Rocket Girl's loader, and must stay within 2" of her. As long as he's alive, once per battle Rocket Girl may make a special missile attack that gets +D3 strength (max S10).; Laspistol; Lasgun; Frag Grenades; Krak Grenades
|
| Grease Monkey |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1/2 |
8 |
5+ |
7 |
|
If the Last Chancers have a Chimera, Grease Monkey will drive it - he can re-roll failed Difficult Terrain tests. If it's destroyed, roll to see if he survives as if he's a passenger. In special scenarios, he can repair, hotwire or steal any vehicle on a roll of 2+.; Bolt Pistol; Laspistol; Frag Grenades; Krak Grenades
|
| Hero |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1/2 |
8 |
5+ |
6 |
|
If Hero is killed, do not remove him from the table until the start of the next Last Chancers' turn - until he is removed, he ignores Morale and Pinning tests.; CC Weapon; Laspistol; Lasgun; Frag Grenades; Krak Grenades
|
| Ox |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
5+ |
4 |
|
Ox can move and fire his Heavy Bolter.; Heavy Bolter; Laspistol; Frag Grenades; Krak Grenades
|
| Rocket Girl |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
5+ |
4 |
|
Rocket Girl can re-roll failed AP rolls.; Missile Launcher; Laspistol; Frag Grenades; Krak Grenades
|
| Scope |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
5+ |
4 |
|
Shiv can always pick the model he fires at - e.g., he can choose to target Heavy Weapon troopers or Squad Sergeants.; Sniper Rifle; Laspistol; Frag Grenades; Krak Grenades
|
| Shiv |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1/2 |
8 |
5+ |
24 |
|
Shiv doubles his Initiative against Sentries. If the alarm is raised because of his actions, roll a D6 - on a 1-5 it isn't raised after all.; Laspistol; Plasma Pistol; Power Weapon; Frag Grenades; Krak Grenades
|
| Warrior Woman |
1 |
3 |
4 |
3 |
3 |
1 |
3 |
1/2 |
8 |
5+ |
5 |
|
Warrior Woman adds +1 to any Cover saves. She can leap into combat, adding D3" to her movement and gaining +2A when she charges (instead of +1).; Sword & Knife; Laspistol; Lasgun; Frag Grenades; Krak Grenades
|
| Option Footnotes: |
|
|
| Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
| CC Weapon |
+1A if used with another CCW / pistol. |
|
| Com-Link |
If the Command HQ has a Comm-Link, one squad per turn that also has a Comm-Link can, at any time, use the HQ's leadership instead of their own. |
|
| Frag Grenades |
Fight simultaneosly with troops in cover. Models with Power Fists still go last. |
|
| Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
| Krak Grenades |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. |
|
| Lasgun |
24"R, S3, AP-, Rapid Fire. |
|
| Laspistol |
12"R, S3, AP-, Pistol. |
|
| Meltabombs |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. |
|
| Meltagun |
12"R, S8, AP1, Assault 1. +D6 AP at 6". |
|
| Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
| Plasma Pistol |
12"R, S7, AP2, Pistol. Overheats: If you roll a 1 to hit, make a save or take a wound. |
|
| Power Weapon |
No armour save in close combat. |
|
| Sniper Rifle |
36"R, Hits on 2+, Wounds on 4+, Heavy 1. |
|