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====Ex-Imperial Guard: Special Forces==== 0-1<br> Credits: 95 <br> Starting Experience: 60+d6 <br> Faction: Freelancer. Elite, Rare 10 <br> Skills: Shooting, Combat, Stealth, Ferocity (roll a d3: 1 Muscle, 2 Agility, 3 Techno)<br> Equipment: Melee, Pistol, Basic, Special, Grenades and Shells. Flak, Mesh, Carapace. M WS BS S T W I A LD 4 3 3 3 3 1 4 1 8 ''Special''<br> '''Training''' Chose one of the following: Sniper: Marksman, +1 Ballistic Skill, Chose between WS and BS advances Scout: Infiltrate, +1 Weapons Skill, Chose between WS and BS advances Grenadier: Strength +1, Throw Grenades 3x Strength, Ignore Grenade Ammo Rolls on a 4+ '''Small Unit Tactics''': All models within coherency (that is, within 2,” or within 2” of someone within 2” etc.) with the veteran can use his leadership for all tests on that characteristic. In addition, if the veteran is “walking point”—that is, he is the first man in the group—any model within coherency can interrupt an over watch shot fired at the squad. If a model chooses to interrupt, that counts as his turn. ''Advances'' Small Unit Tactics: Radio Man
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