Wednesday, June 29, 2011

Second Army Book

This is tentative and subject to change because it is not my army im toying with here.

HQ warhero and feild comand needed

Troops
Tactical Squad
3 teams of 4 Soldiers 120pts
1 squad has 1 sergeant and 1 radio operator
Aim:3 HtH:3 Arm: 3 Morale: 11 Reflex: 3 Speed: 9
Gun R-34 Rifle Power: 8 type: Focus 2/1 Range: 18"
CCW Multi-Knife: Power: 7 Attacks: 2
Squad Tactics: Units are composed of teams. These teams may choose to act as separate units at any point in the game.
Scratch Tactics: Teams or units bellow 50% may combine and form a scratch unit. Scratch units may not use squad tactics.
All purpose: In the event a model carrying special equipment or weapons dies equipment is transferred to next living model.

Auxiliaries
Jeep
Arm: 13 Spd:18 Capacity:5
Crew-less: jeeps have no crew. They are operated by the troops it transports.
Open topped: units may shoot their gun

Combat Jeep
Arm: 16 Spd:15 Capacity:4
Gun R3-M: P9 Static recoil 3 Range: 27 Detachable(spd drops 3")
Crew-less: jeeps have no crew. They are operated by the troops it transports.

Specialized Forces
Land Support Cruiser 250pts
Aim: 3
Guns:
Cruise Missiles:
*scatters 3d6 or 1d6 on a hit.
Destroyer Cannon:
*scatters 2d20's.
Rail Cannon:
Scatters 2d20's, or 1 d20 on a hit.
Non Fielded Unit: Land support cruiser cannot be targeted by a normal unit.
Called in strike: Armies with functional radio support may use an HQ order to call in a strike. For scatter purposes the strike counts as out of site.

Pre-mapped coordinates
Any unit within LOS of a called in strike targeting point may allow the player to reduce the scatter dice by 1 die(smallest denomination in hand)

Targeting lasers:
4 lasers
may be used to subtract 2d6 from any scatter value. Negative results scatter in the opposite direction.

Field hospital
Each squad is given a medic which gives

Heavies
Rocket tubes 120pts
8 tubes per box
Power: 13 type: Static blast One-Shot 1 Range: 42"
Equipment: Rocket tubes can be distributed among the teams. You may either distribute 1 tube to each team or 2 rockets to a team.

Armour Packs
All teams have armour 5 but a speed of 6

Airstrike
Generals may call an airstrike any time after the first turn. The airstrike is treated as an order. To conduct an airstrike pass an order check. Then select a point on the board. Use a pointer to select a direction of attack. Now scatter the selected point by 2d6. Using the starting point and the angle of attack scatter 2d6. Airstrikes are strafing attacks

Note: strafing attacks often have multiple blasts. These scatter along the line of attack. To represent this flip the blasts end over end along the line of attack.

Napalm: Power: 9 Type: Large Blast 2
Napalm inflicts 3x wounds.

Drag Strike: Power 8 type: Small Blast* 5
*Drag Strikes strafe left and right at 45 degrees to the strafe line.

Carpet bomb: Power: 11 Type: Small blast*
*along the attack line 12" any unit hit by a small blast is hit with the bombs. No model may be hit twice.

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