It doesn't really matter. There can't be many occasions when you actually roll a d5.
I only ask because it's different to the description I've seen for a d5, which is normally done like a d3 in my experience.
Three quick notes in the rules:
Basic Rules - Armour and Armour-piercing
When the model has been hit by a shooting attack, roll a dice. If the result is equal to or higher than the model’s Armour score, then no Hits will be lost.
Equal to or higher than follows the logic of equipment: Pad armour (worse) has a higher armour score than the better-protecting shell jacket.
It equally follows the logic of armour piercing weapons - reduce the dice, reduce the chances of making your armour roll.
However:
Advanced Rules - Weapon Special Rules
Weak: This weapon is decidedly blunt or delivered with little force, making it easily foiled by armour, or even thick clothing. Models struck by this weapon gain a +2 bonus to their Armour score during its attacks
A +2 bonus to your armour score (rather than the roll) makes it more likely to fail your armour check, rather than pass it.
Basic Rules - Special Actions
A model within cover may claim that it is hiding by taking two consecutive Special actions in the same Phase.
When an enemy model tries to draw Line of Sight to it, the model may then claim it is hiding and thus negate that Line of Sight, so long as at least half of it is obscured by the terrain giving the cover.
Having successfully hidden, what makes me stop hiding? Presumably firing or moving would, but is it 'any action' (since some special actions could do unpleasant things)
Advanced Rules - Will To Fight
Throughout these rules, there are times when a Will check must be made. However, models must always make a Will check under the following circumstances......
.......If there are three or more enemy models within 6” and no friendly models within 12”.
When does this apply? I can see several possibilities
1) The moment this occurs (i.e. when the third enemy moves up or the last nearby friendly goes down or flees).
2) At the start of each player turn when this is the case.
3) At the start of each action when this is the case.
Loving the idea of a Klegg mercenary force. Grampus and his boys were always awesome (don't forget the klegg-hounds! I suppose a sewer-gator or small dinosaur would work from the current list) and are just the perfect antagonists for...well, anything, really.
Millitaristic, brutal, and largely incompetent at key moments. Everything you could want in a goon squad.
Klegg-hai!
(Plus the fact that we have a Klegg as our head of government's chief henchman is moderately amusing. I can't see an actual Klegg ever being especially liberal or democratic, though)