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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