The A Team. 250 points (Useable by any non USMC force, but they must be no more than 3/4ths points value of their opponent after adding in the A-Team)
Size 1
Move 6"
Target 7+
Save 3+
Kill 10+
Close Combat D6 (special)
Squad
Hannibal, Face, BA, Murdock
Weapons
M16A4 - Range 24 - 2D6 (special)
BA's Jewelry - Range CC +1 inch - 4D6+1 (Special)
Special Rules
Fire Teams - Each character can be split off to form a seperate Fire Team but if so they loose their M16 (apart from Hannibal). Each has his own special ability...
Hannibal - May take over any out of command friendly squad immediatly (within his command distance of 12") This can be used at any time, any squads Hannibal takes command over use the I love it when a Plan comes together rule. edit: if non military unit (such as MEA milita or feds) then they need not be out of command for Hannibal to take command.
Face - When acting on his own (only) may temporarily take command of any opponent team (this has the effect of doubly suppressing the unit for 1 turn, also the unit looses its reaction if it hasn't already reacted) if he is within 6" of the command unit for that team / squad / ground vehicle, this happens before the unit can react if Face moves into command range (and has 1 action left); this uses a ready action, and can only ever be done once per game turn.
Murdock - Will automatically attempt to take over any air unit (friendly or opponents) that comes within 12" of him(unless he is in BA's van at the time), roll a D10 for Murdock and if he scores higher than the units target then Murduck instantly takes control, this can only be done once a game per air unit. Use the Air units normal rules with the exception of weapons fire, for this use the I love it when a Plan comes together rule.
BA - May construct a coat hanger tank (details below) if within a building and spends 4 simultainious ready actions.
If charged by an opponent BA may ALWAYS react (even if he has already reacted to something else) and if he uses his CC attacks these always happen before his opponents. If BA charges a unit in cover then BA's CC attacks always happen before the opponents.
If BA is within 6" of Murdock, or 12" of Hannibal when Murdock takes over any Air unit then BA is imediatly knocked unconcious and removed from the board.
I love it when a Plan comes together - The A-Team may always take 1 action and or 1 shoot action when suppressed, they may always shoot even if suppressed (this includes any unit that Hannibal is in command of).
Whenever the A-Team use any weapon or make any CC attack they are incapable of scoring a Kill result, however any unmodified target score will force the opponent to drop his weapon and fall over, if less than half the models in the squad drop their weapons they are doubly suppressed, if more than half models drop their weapons the squad falls back 6" away from the A-Team (member) shooting at them and D6 models are removed as casualties (although uninjured), the squad is also doubly suppressed. If no models drop their weapons then the squad is automatically suppressed (even if all die rolled score 1).
When firing at tanks and squads that are immune to suppression, the A-Team can still suppress these units, just read Doubly suppressed as suppressed. Such squads that would normaly only be suppressed by the A-Team are not suppressed. A kill result against any vehicle will have the vehicle spectacularly flip into the air and explode as the crew run away (off board) uninjured.
You fools locked us away with a welding kit... If 3 members of the A-Team (including BA) spend 2 simultainious ready actions in a building they may produce a coat hanger tank.
Coat Hanger tank.
Size 3
Move 4" (ignores effects of terrain on movement as built from a tractor)
Close Combat 4D6
Target 7+
Armour 2+
Kill 10+
Weapons
Cabbage Gun - Range 20" - 6D6
Cabbage Cannon - Range 30" - 2D10+4, may only be fired once per turn, this can be as a reaction as long as the gun did not fire in its own previous turn.
Both weapons use the I love it when a Plan comes together rule.
BA's Van
This van may always move 8" per action, it ignores difficult terrain of less than 1", is immune to any weapon fire (hence no target, armour or kill value). The only reaction it can make is to move. As part of a Move action upto 2 members of the A-team may fire from it with range 16" and 2D6-1 using the I love it when a Plan comes together rule.
It can only be driven by BA and may only carry other members of the A-Team. If it is placed on board the A-Team must disembark at the start of the owning players 3rd turn, no one may re-enter the van.
Edit:
Colonel Decker
After Turn 6 you start rolling the D10(+1per turn from 7 onwards) on a score of 10 the A-Team must make a run for it, as Colonel Decker and the Military Police turn up on opponents board edge. More rules to follow after a nights sleep, unless some one else wants to do them 1st for the escape of the A-Team.