I've decided to pursue the Palrinians as my go to army for development. Devin is in the process of developing his. In light of the new unit rules he needs to re-write his guys for now. For now I am going to start building this army book.
Palrinians
HQ
Seby Klitux 120pt
Aim:2 HtH:1 Arm: 3 Morale: 14 Reflex: 2 Speed: 6
Gun Calipsum pistol Power: 8 type: Focus 2/2 Range: 18"
CCW fists: Power: 1 Attacks:2
May join any unit and use his leadership for all tests.
Propoganda: Kiltux is a master of propoganda. Each turn before movement phase he may choose to use 2 propoganda actions. These actions may be channeled through his war gear or the his retinues war gear. Propoganda actions may take two forms:
-Inspire: Increase friendly unit morale by 1+
-Deflate: Decrease Enemy Morale by 1-
Propaganda effects may not be doubled on a unit but may be used twice.
Shout: Klitux may shout propaganda at all units within 9"
Retinue:
Radio-tek: 20pts
-Patch-pak: Klitux may use this to broadcast Inspire to units within 42"
-Scrambler: 10pts: Tek may conduct a morale battle to scramble radio signals against opposing radio controller. If won the enemy may not use the benefits of a radio until the next movement phase.
Amp-tek: 20 pts Klitux may use a Loudspeaker to broadcast to all units within 24"
Banner-Man: 10 pts. Units who fail morale tests that are in Line of sight with the Banner-man Doubletime towards the Banner-man, but cannot regroup until they receive an inspirational shout.
Bodyguard: 12pt 0-5
Aim:3 HtH:1 Arm: 3 Morale: 15 Reflex: 2 Speed: 9
Gun Calipsum pistol Power: 8 type: Focus 1/2 Range: 18"
CCW fists: Power: 1 Attacks:2
May take a flamer for 6 pts (P:5 Range: template)
Field Command
Aleman Sovjac: 50pts
Aim:1 HtH:2 Arm: 2 Morale: 13 Reflex: 5 Speed: 9
Gun Calipsum Carbine Power: 8 type: Charging 2 Range: 36"
CCW fists: Power: 2 Attacks:2
Picketing: Skirmishers may use their assault move(4 inches) even when not assaulting. However when this move is used Skirmishers do not benefit from bad cover. Units may also use the movement phase to enter close combat. The combat is resolved during assault phase but only until the opponents first reflex level. I.E. R5 skirmishers attack R4 tactical squad and is resolved to level 4. Skirmishers attack both levels but tactical squads attack on the second only. At this point Skirmishers leave the combat by 3" and is not pursued by the enemy unit.
Swift: When skirmishers double time they may choose to move the entirety of their double time move, and that of their assault move as charged, in a single motion. I.E. May move 26". This unit counts as stunned, cannot shoot, cannot assault, and cannot move next turn in movement phase.
Flanking strike: Sovjac allows all units of skirmishers to enter the board from any corner of the board. To do so: Each turn Sovjac takes a morale check. If passed he may elect to remain off the board, if failed he must enter the board. When he enters the board he rolls a D6:
1- Enter on rear left
2- Enter on rear right
3- Enter on rear left
4- Enter on rear right
5- Enter on center left
6- Enter on center right
7- Enter on front left
8- Enter on front right
For each turn, not including the first, that has passed he gets a 1+ to his roll.
War Hero's
Dane Slizemen: 60
Aim:1 HtH:1 Arm: 5 Morale: 10 Reflex: 2 Speed: 3
Gun Dual Puckle Gun Power: 10 type: Static 8
CCW fists: Power: 1 Attacks:2
May take Mob Guard unit with him. Mob Guards take 1 heavy slot
Mob Guard:2-4 55 each
Aim:5 HtH:1 Arm: 4 Morale: 10 Reflex: 2 Speed: 3
Gun Puckle Gun Power: 10 type: Static 4
CCW fists: Power: 1 Attacks:2
Return Fire: Mob Guard do not Get Pinned or stunned, and do no Fall back from ranged weapon fire.
Strong: Mob Guard ignore recoil penalties.
Troops
Rifleman:
Unit of 9 144pts
Aim:3 HtH:1 Arm: 3 Morale: 10 Reflex: 2 Speed: 6
Gun Calipsum rifle Power: 9 type: Focus 1/2 Range: 36"
CCW fists: Power: 1 Attacks:2
Full auto: units may choose to fire their weapons an additional time during the assualt phase if an assault is declared by a unit that it has shot at in the previous shooting phase. If no shots were taken unit may always shoot.
Careful aim: A unit may elect to fire its focus weapons at half range to either capacity. If first capacity is used a +1 is given to the firers aim. If second capacity a -1 is given.
Options: One model may take a puckle gun at 40 pts.
Auxiliaries
Skirmishers:
Unit of 6 114pts
Aim:3 HtH:2 Arm: 2 Morale: 10 Reflex: 5 Speed: 9
Gun Calipsum Carbine Power: 9 type: Charging 2 Range: 18"
CCW fists: Power: 1 Attacks:2
Picketing: Skirmishers may use their assault move(4 inches) even when not assaulting. However when this move is used Skirmishers do not benefit from bad cover. Units may also use the movement phase to enter close combat. The combat is resolved during assault phase but only until the opponents first reflex level. I.E. R5 skirmishers attack R4 tactical squad and is resolved to level 4. Skirmishers attack both levels but tactical squads attack on the second only. At this point Skirmishers leave the combat by 3" and is not pursued by the enemy unit.
Swift: When skirmishers double time they may choose to move the entirety of their double time move, and that of their assault move as charged, in a single motion. I.E. May move 26". This unit counts as stunned, cannot shoot, cannot assault, and cannot move next turn in movement phase.
Specialized Forces
Fireguard:
Unit of 5 140pts
Aim:3 HtH:1 Arm: 3 Morale: 10 Reflex: 2 Speed: 9
Gun Flamer Power: 9 type: Template,Flame
Gun Methanide Launcher Power: 9 type: Blast,Flame
CCW fists: Power: 1 Attacks:2
Heavies
Pucklers:
Unit of 2 100pts
Aim:2 HtH:1 Arm: 3 Morale: 10 Reflex: 2 Speed: 3
Gun Puckle Gun Power: 10 type: Static 4
CCW fists: Power: 1 Attacks:2
Strong: Pucklers ignore recoil penalties.
Flak Tank:
Arm: 17 Spd:9 Capacity:6
Gun Flak Puckler Power: 10 type: Static 8
Flak Truck:
Arm: 13 Spd:15 Capacity:6
Gun Flak Puckler Power: 10 type: Static 8
Tumblers:
Unit of 2 100pts
Aim:2 HtH:1 Arm: 3 Morale: 10 Reflex: 2 Speed: 3
Gun Blastoon Power: 14 type: Static 1
CCW fists: Power: 1 Attacks:2
Strong: Tumblers ignore recoil penalties.
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