Monday, June 13, 2011

Competing army

Note: snipers cause a wound on to hit roll values of six(i.e. a unit has no penalties towards aim and rolls a six or a unit has 2+ aim bonus and rolls a 4+)
Mestoics:


Scouts: 10pts
Aim:4 HtH:3 Arm: 2 Morale: 9 Reflex: 4 Speed: 9
Gun Sniper Rifle Power: 4 type: Focus 1/2* Range: 42"
CCW Tac knife Power: 2 Attacks:2
Stealth: Scouts count bad cover as good cover and no cover as bad cover. A unit in good cover that has not moved or fired counts as hidden.
Head Down: Scouts count as having not moved for purposes of cover(excluding stealth) unless unit double timed.
Sharp eyes: Scouts may always see an opponent. They may hit opponents on a roll of 6


Tarius Tustin 50pts
Aim:6 HtH:4 Arm: 2 Morale: 15 Reflex: 5 Speed: 9
Gun Harbinger: Power: 5 type: Focus 1/2* Range: 42"
CCW Tac knife Power: 2 Attacks:2
Stealth
Head down
Sharp eyes: Scouts may always see an opponent. They may hit opponents on a roll of 6. Tarius grants this ability to any unit he joins
Unexpected: Tarius grants the all scouts the ability to count as hidden. Each time the scouts move they must pass a morale test in order to continue to be hidden. Once fired a unit is no longer hidden.

*moving attacks with snipers cause a -2 aim penalty

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