Squad: The squad consists of 1-3 two-man teams. Each team may be deployed separately and act as individual units.
Weapons & Wargear: Silenced Bolt pistols.
Options: One member of each team (Gunner) may be armed with the one of following at the point costs listed. Silenced Sniper Long Rifle at +15 points;(similar to scout sniper rifle but an AP 2) Heavy flamer at +10 points; Missile launcher with plasma warheads +20 points Heavy 1/blast S7 AP2. The other member (team leader/spotter) may be armed with one of the following: Targeting scope at +5 points. (allows re-roll of ranged shots by the gunner) Command link mine at +10 points
Special Rules:
Marksmen: These men are veteran marksmen and if armed with a sniper long rifle, may target individual members of a squad, eg sergeants, HW troopers, special characters.
Hidden Deployment: May be deployed as described above.
Disappear: These teams may never be moved. Player may elect to remove them (disappear) from play on his movement phase, and will not count as being killed, but cannot return to the battlefield.
Stealth Cloaks: Special stealth cloaks are worn by this squad, which enable them to move even more stealthily than normal scouts. They are nearly impossible to be seen by normal vision. Any enemy model wanting to make a ranged attack on this squad must do so according to "night fighting" rules as in the rulebook. Any model armed with an Auspex, scanner or equivalent may make a normal shooting attack.
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