Wargame Prototype
Wargame prototype because I just kinda really felt like it.
Lots of 40k influence, combined with the old 8e apocalypse rules and a fair bit of Epic/Legion Imperialis scale
Now featuring a fully functional and only occasionally jank army builder; https://github.com/MadToxin/sj_wargame, Put that into New Recruit, the github option from the import systems page. It probably works with battlescribe, you just need to put them into the data directory. NR is just better though.
Squad, Base, Model, Vehicle: These words are generally interchangeable, though somewhat distinct. A model is the whole physical model of one Squad or Vehicle. The base is the round base at the bottom, used for measuring and such (and is the only part that needs to always be correct, for balance), and Squad and Vehicle are distinctions of model type.
Dice, D6, D8, etc: A die is a little object with a regular shape. The number denotes the number of sides, and a d6, six-sided die, is generally all you need to play the game.
Unit: A Unit is a group of at least one squad or vehicle. See official description in the section about Units.
Within: A model is within range of something as long as any part of its base is within range.
Wholly Within: A model is wholly within range as long as every part of its base is in range.
Army List, Army, Roster: An army list is all of the units you bring into a game, fully detailed with Allegiance, Wargear, all that. It has a point limit, Detachments, and so on.
Roll off: Both players roll a die each. Generally, the higher number wins, though specifics are determined in the rule that calls for it.
Roll Target: If something refers to "A roll of x+", it is a roll target (Most commonly found with Saves, hit rolls, and keywords). In this case, any roll higher or equal to that target succeeds, and lower fails.
Stat, Value: Stats are synonymous with Values. The are any of the numbers involved with weapons and Units, such as Weapon Skill, Movement, Attacks, and Leadership.
Modifier: An adjustment to a stat. Every modifier is added and subtracted from a value, then it is multiplied by other modifiers (when multiplying, follow math, i.e. dividing is the same as multiplication, just inverted) Divided numbers are rounded up to the nearest number.
Round: A single round is one where both players have gone through every phase and every Detachment of theirs in each phase. Once every Unit that was relevant in the Morale Phase has done their actions, the Round ends and a new one begins. There is no universal round limit, though Missions might impose them.
Infantry have a Sv stat, representing their armour quality. They also always have a WS stat, meaning that they can always fight in Melee. Infantry are far less concerned with Terrain, and get plenty of cover saves.
Vehicles have a AV stat, which represents their armour. They also sometimes have hardened plasma shielding and point-defense. Vehicles may move and fire Heavy and Very Heavy weapons at full FS. Unless they have a listed WS stat, they are hit automatically in melee and may not make melee attacks. If they have a WS stat, they do close combat as normal. Vehicles do not normally gain Cover Saves from Terrain.
An army is composed of HQ-lead Detachments of Units. These Units, then, are composed of Squads.
Transports have no limit, instead, they are specifically taken for Infantry and Small Vehicle Units (Some non-Transports can transport units; those are selected as normal.) When taken in this way, the respective infantry must be deployed inside the Transport, otherwise the transport cannot be deployed.
Line
Mandatory; 1-3 Troops
0-2 Elites, 0-1 Armour, 0-1 Support Elements
Support
Mandatory; 1-3 Support Elements
0-1 Troops, 0-1 Elites, 0 Armour
Armoured
Mandatory; 1-2 Armour
0-2 Troops, 0-2 Elites, 0-1 Support Elements
Superheavies Mandatory; 1 Superheavy
1. The first thing to do is to declare your army list. Show what you have, the Commander, HQs, Units, detachments, wargear, all that.
2. Build battlefield. Put cities, forests, rocky plains, whatever; stuff and things, however you feel. More in the next section.
3. Choose a mission, and put and prepare the stuff necessary for that mission.
4. Transports and Reserves, who goes where.
Aircraft and Units that can Deep Strike may be held in Reserves, even if their Detachment is not, and vice versa, may be deployed even if their Detachment is held in Reserve. Units with Deep Strike must deploy by the Deep Strike rule when doing this, but Aircraft may be placed on the board edge, however that is specified by the Mission.
Take Aim: May not Move, but improve FS by 1.
Dig In: +1 to Cover Saves, regardless of Terrain (if unit has no Cover Save, it gains a +6 Save instead). Units with this Order suffer -1 FS when Shooting, and may not Move.
Advance: Infantry moves an additional 3", and Vehicles 6", May not Shoot or Charge.
Assault: Moves 3" extra, may not Shoot, and must Charge. Gains +1" to Pile In Moves this Round.
Move Out: May Move, Charge and Shoot as normal.
A unit must be within its detachment's HQ unit's Command Range in order to be issued Orders (Abilities and Wargear notwithstanding). If it is not, it will only get the Move Out order.
When a Vehicle Unit Charges, the Controlling Player may choose to run over the enemy. If so, the Unit gains the Thunderous Charge (1) ability for that Charge, as if it had a WS of 3 (or whatever its existing WS is, if better). These are resolved immediately, in the Movement Phase. After these are resolved, the Unit that was Charged must make a Leadership Test, and if failed, must move d6 away from the Vehicle unit, and gains an Injury Mark, as well as 1 Injury Mark for each Unit that was destroyed in the move.
Non-hover movement is as follows: An Aircraft may move any distance between their maximum move value and half of it. They must move forward (where the model itself points, determined when the Unit was deployed). At any point of that move, they may pivot a maximum of 45° from the direction they started the move. If the Unit can make a Move that would take them off the board, they can move into Reserve, deploying normally later.
When Hovering, the Aircraft moves normally as any other Unit does, though at half its normal Mv Value, and can have Units Disembark and Embark as normal.
At any time during the Move Phase, the units inside a Transport can disembark. When doing so, every Squad or Vehicle that composes them must be placed base-to-base with the specific transport they were inside. If this cannot be done, the Squads must be placed within 1" of the Transport Vehicle, and not within Close Combat Range of an Enemy Unit. If this is not possible, those Squads are kept inside their Transport. A Unit cannot Embark from a Transport in the same Round it Disembarked from one, and vice versa. Aircraft Transports that are not Hovering cannot be disembarked or embarked.
A Unit that disembarks from a Transport that has not yet moved is treated as if not having moved. Similarly, if it disembarks after the Transport has Moved, it is treated as having Moved. It can, however, still make a Charge Move, only may not use its Mv Value to move, only being able to Charge if it has some sort of special rule that grants it more Mv. A Unit may not disembark from a Transport that advanced this Turn.
Units inside Transports are not on the board itself, but may be issued Orders, treating their position as the same as the Transport models they are embarked within. When Disembarking, they are placed on the board, and when Embarking, they are taken off of it. Keep track of which models are where, if they have special weapons or wargear.
If on a fail, the squad or vehicle is inside a solid terrain feature, you may scatter it again, rolling the dice and the random direction. And repeat, if it happens again. If the target model ends up on top of an enemy unit, the controlling player may choose to either scatter again as described, or land there. Once placed, each Squad from the deep striking Unit is moved the minimum distance from the point they would have landed, so that they are not on top of enemy Squads. This will result in them being placed in Close Combat Range. It is considered to have Charged, and suffers a -1 WS penalty until the end of the round.
A unit coming from Deep Strike retains the orders it was given. It may move at most half its Mv value this Round.
A Deep Strike Manouvre is considered a Normal Move for the purpose of Reactions, though such reactions treat the Unit as if it had the Flying ability.
Plains: Units passing through Plains gain no benefits or negatives, nor does it prevent line of sight.
Rough Terrain: Vehicles passing through this terrain move at half speed. Infantry inside gains a 6+ Cover Save.
Forest: Vehicles passing through this terrain move at half speed. If a Vehicle Advanced this Turn and moves through or ends its move in Difficult Terrain , that Vehicle must roll a d6. On a 1, it loses one HP. In addition, Infantry gain a 5+ Cover Save inside a forest. Line of Sight only extends to 3" when intersecting with a Forest. (i.e. you have units looking into a forest, so they only see 3" into it, and if a unit is 2" from the edge of a Forest, they can see out of it just fine). Aircraft can always be seen from a Forest.
Difficult Terrain: All Units also gain a 6+ Cover Save within it. If a Vehicle moves through or ends its move in Difficult Terrain , that Vehicle must roll a d6. On a 1, it loses one HP.
Dangerous Terrain: All Units passing through this terrain move at half speed. When a Unit moves through, ends its move, or stays still in this Terrain, the Squads or Vehicles that moved or are in the Terrain must roll a d6 at the end of their move. On a 6, they lose 1 SqM or HP. In addition, Infantry Squads within the Terrain reduce their Ld, WS, and FS by -1.
Buildings and City Blocks
Water: Infantry and Vehicles may not move through this Terrain unless they have the Massive, Walker or Flying Keywords. Walker (unless the unit is also Small, Small unit cannot move through) units may move through Water, but treat it as Difficult Terrain when doing so. Massive Walkers take no penalties and can pass through normally.
Impassable Terrain: This Terrain is just physical obstacles. They block line of sight, may not be moved through (except for Aircraft), and are just there in the map.
Squads and Vehicles between the shooter and target block LOS to their own size of stuff and smaller; Infantry blocks Infantry, Vehicles block Infantry and Vehicles, and Massive Vehicles block everything. Massive Vehicles can also shoot anything, even if there is Units in the way, and can be shot the same regardless of intervening units.
Units in Close Combat Range can be the target of Shooting Attacks, though in this case any misses are rolled again, and on a 4+, they hit the opponent's side. Weapons with the Incineration (x) keyword cause that keyword's effect normally, and the Indirect Fire keyword functions as it would normally.
A unit that does not lose the combat can choose to fall back in this phase if the opponent is still in Close Combat Range. If it does so, a Combat Initiative Test is made, and if successful, the Unit falls back as if it lost the combat and failed the Leadership Test, but does not gain Injury Marks.
In Close Combat, you compare a given Model's WS to the majority WS of the defending Unit (rounding down, Models with no or 0 WS are excluded if there are Models with a WS value above 0). If equal, you hit on a 4+. If above by 1 or 2, 3+ if 3 or more, 2+. Similarly, if below by 1, hits on a 5+, if 2 or more, 6+. As a consequence, a roll of 1 always misses, and 6 always hits.
Suppressive Fire: When an enemy Unit moves within 18" of a Unit, this Unit can make a normal Shooting attack at it, subtracting 2 from its FS. If this results in FS going below 1, the Unit cannot shoot.
Overwatch Fire: When this unit is Charged by an enemy Unit, it can make a normal Shooting attack at it, subtracting 2 from its FS. If this results in FS going below 1, the Unit cannot shoot.
Brace: When this unit is Charged by an enemy Unit, it can Brace. When doing this, the enemy loses any bonuses from Charging (i.e. from Wargear, Abilities) and is treated as if it never Charged, yet still made it to Combat Range.
A Unit controls an objective if the amount of Infantry Squads within 3" of the objective outnumbers the amount the opponent has, or there is a Vehicle on the objective, and no enemy Infantry on it.
Deployment zones are chosen separately from the Mission.
Every unit in an army list gets the rule of the selected Allegiance. In addition, the army can include that army's Unique Units, and any unit may take Unique Wargear, within the specifications of that Wargear. The Commander of the army can also get one Commander Trait, for free. If a Commander trait refers to "this Unit", it only effects the Command Unit, not including any Joined Units unless otherwise stated.
Any special rules are already included in the profiles of the Unique units of those Allegiances. An Armour Choice can be taken for any Unit with either an Armour Choice in its profile or a Unit already equipped with Power Armour. When taking an Armour Choice for a Unit with Power Armour, subtract 10 points from the cost (as Power Armour costs that much, and you are essentially downgrading to Combat Armour and then upgrading back to the unique choice).
Core Engineering:
Unique Units:
Mobile Heavy Support Squad (Elites Choice)
Executioner AB-FSP (Armour Choice)
"Parallax Shift" Team (Armour Choice)
Unique Wargear:
Core Worlds technology has improved power armour designs enough to significantly increase a soldier's endurance. They also incorporate advanced methods of protection.
Enhanced Power Armour: - +15pts per Squad, Armour Choice
Miniaturized plasma weapons are difficult and costly to make, though the Core Worlds has both industry and expertise enough.
Plasma Rifle (Weapon) - +10pts, Support Weapon Choice
This very high-tech, rapidly deployable array of low-atmosphere drones assist troops in targeting enemy forces, even through thick cover.
Subatmospheric Dispersion Targeting Arrays - +50pts, Command Unit only
Utilizing nanomachines to form adaptive plating for armour allows it to withstand almost anything for a moment, provided the shielding can form in time and in the right places.
Nano-Scale Composite Shielding- +60 pts, Three Units maximum
Combining highly miniaturized particle beam and antimatter technology, a phase-pulse beam weapon is an extremely powerful prospect, if unstable.
Phased-Pulse Beam Rifle (Weapon) - +30pts, Command Unit Only, Support Choice
Phased-Pulse Beam Cannon (Weapon) - +40pts, HAST Squad Heavy Weapon Choice
Commander Traits:
This commander has fought on behalf of the STUN for the better half of a thousand years, and has seen everything.
Veteran of the Long Centuries: Every Weapon this Unit is equipped with gains the Ignores Cover Keyword, and the Unit gains +1 Ld, WS and FS.
The history stored in the Core is immense, and provides its academies and schools with unparalled training efficiency.
Core-Born: Once per round, any time during any phase, an Order issued to one of the Units in its Detachment may be changed.
Wargear of the Thousand Worlds:
Unique Units:
Mode Team (Elites Choice)
Cyber-Volunteers (Elites Choice)
Jury-rig Heavy Tank Squadron (Armour Choice)
Destroyer Fighters (Support Elements Choice)
Unique Wargear:
Power armour technology, ubiqitous as it is, only helps so much. Soldiers need truly heavy gear to carry heavy weapons easily. To this end, some experimental projects within now-Coalition Space have made affordable, light, and powerful gear to do so.
Prototypical Exo-Armour: - +10pts per Squad, Armour Choice
The Fifth World War has been raging for decades now, and many among the fighting forces have particularly distinguished themselves as leaders.
Veteran Sergeant: - +20pts, Troops Only (Killbot Group excluded)
The Coalition bringing together varied cultures allows weapons like these volatile pistols to be found everywhere. Pocket tank-killers, they're often called.
Arc-Flash Pistol (Weapon): - +10pts, Coilpistol replacement option
Ramshackle rocket-boosted artillery with guidance systems and heavy payloads, these weapons are very cheap to manufacture and powerful, though rather unstable at times.
Skyshatter Cannon (Weapon): - +25pts, Vehicle Weapon and Artillery Cannon replacement Option
Commander Traits:
This leader has mastered the art of machine war, being capable of identifying good cover for vehicles where most would draw a blank.
Steel-Marshall: Every Vehicle (Excluding Massive Units) within this Unit and any Joined Units gain Cover Saves from Terrain as if they were Infantry.
Adaptive battle strategies make this leader particularly capable in changing combat situations.
Master of the Legions: After Deployment, but before the start of the battle, this Commander's may choose a friendly Detachment to be redeployed once.
Every death under their leadership weighs on this leader. Where many would lose hope or fail, they only allow the guilt to push them to fight harder.
Grim Responsibility: For every friendly Squad or Vehicle that is destroyed within 12" of this HQ, roll a d6. On a 6, this Unit gains either +1 Ld or +1 WS and FS.
Cellean Relics:
Unique Units:
Old Cellean Elites (Elites Choice)
Experimental Close Combat Squadron (Armour Choice)
Drop Jump Plane (Support Elements Choice)
Unique Wargear:
Utilizing similar miniaturized plasma weapons found in the Core, these combination coil- and plasma-rifles are rare relics in this region.
Obliterax-Class Rifle (Weapon) - +10pts, HQ Only, Command Squad choice and Support Weapon Choice (Rules found in Wargear)
The roar and thunder of these cannons disturb enemy lines and prevent them from correctly reacting to the subsequent assault from up close.
Cluster Frag Cannons: - +30pts, Non-Aircraft Only
Hammers with explosives at the end is something only Celleans could invent. These weapons strike with the force of a railcannon, though they risk the user as well.
Thunderblast Hammer (Weapon): - +30pts, Pneumatic Cannon replacement option
Essentially a high-power flamethrower, this weapon incorporates an internal fusion reactor to drastically heat up the flames and increase the range.
Incineration Rifle (Weapon): - +10pts, Support Weapon Choice
Commander Traits:
The commanders of the old Cellean empire, once picked out by the Highest Lord themselves, are a class apart from any other leader, even centuries later.
Champion of Cellea: This Unit's model gains the Walking Terror Ability and +1 WS. In addition, Once per Phase, a Unit within 9" can, once per Round, change the Order they were issued.
This leader has lead his people from the depths of civil war, and established a nation in the battered and ruined wastes of Old Cellean Space.
The Resurgent: Every friendly Unit within 12" of this Unit gains +1 Ld and automatically passes any Leadership Tests for Combat Resolution.
Rimward Innovations:
Unique Units:
Scavenger Group (Elites Choice)
Eviscerators (Elites Choice
Sniper Squad (Elites Choice)
Soano's Guard (Elites Choice)
Unique Wargear:
The barren wastes of unterraformed worlds grant soldiers little natural protection, forcing innovate armour designs.
Heavy Armour: - +10pts per SquadArmour Choice
The forges of Vunnano in the Aleph Etriaris system, even now under the Coalition, still produce top-class materials for those who with the correct connections, national or personal.
Etriaris Pattern-Composites: - +50pts
These highly toxic and corrosive chemical weapons wreak havoc on infantry, permanently damaging their weapons and gear.
Revenant Chem-Hurler (Weapon): - +30pts, Heavy Weapon Choice
This complicated weapon beams heavy streams of targeted radiation compromise the integrity of enemy armour, leaving them vulnerable to further attack.
Rad-Caster: - +70pts, Maximum one Unit, HQ Only
The harsh environment of the endless wastes of a barren world is often bathed in solar radiation, forcing stronger and more resilient methods of communcation, which tend to emerge better in less dangerous environments.
Reinforced Communication Lines: - +40pts
Commander Traits:
The most prevalent environment in the unterraformed worlds of the outer rim region are frozen plains, covered in rock and dust and ice.
Lord of the Frost: This Unit and every friendly Unit within 12" gains +2" to Mv when they are not in any Terrain.
The rugged lands and difficult terrain of some worlds pose a unique enviroment, one this leader is adept in conquering.
Master of the Wastes: This Unit and any Joined Units do not suffer any Terrain penalties, and, if in Rough or Difficult Terrain, improve their Cover Save by 1.
Special Purchases:
Unique Units:
PMC Commander (HQ Choice)
Bodyguard Formation (HQ Unit Option, see Bodyguard Ability)
Indentured Soldiers (Elites Choice)
Unique Wargear:
This piece of technology was acquired some time ago in an arms deal with contacts from the elusive Machine civilization. Much is not known of it, but it works.
Machine Signal-Casters: - 60pts, One Unit maximum.
A fiercely guarded commercial secret, the blueprints for these shields, based on hardened plasma technologies, have regardless leaked to many parties.
Amprhan-Lock Shield: - 20pts, Pistol Replacement and HAST suit Coilrifle Replacement option
Complicated and powerful sets of signal disruption systems make communication between units and forces difficult.
High-Density Disruption Arrays: - 60pts, HQ only.
Nanomancers are a rare but not uncommon sight, and, technically, anyone can use the weapons they use, especially someone with capital to use.
Nanomantic Discipline: - +40pts, HQ Unit Only, One Unit Maximum
Commander Traits:
This leader is a collector of a sort, having found all sorts of special pieces of wargear from other militaries.
Merchant Lord: An Army with this HQ can select two pieces of Wargear from other Allegiances to be equipped onto any HQ Unit (including Bodyguard Squads) in the army.
Neurally connected nanomachines in soldier's minds enforce loyalty just as well as thorough training, it's just cheaper.
Mental-Linked Loyalty: Once per Phase, this Unit can select one friendly Unit within 18" that just failed a Leadership Test. That Unit does instead passes it.
Esoteric Machine-Tech:
Unique Units:
Logimagi (Elites Choice)
Sterilizer Unit (Elites Choice)
Siege Automata (Armour Choice)
Unique Wargear:
The Machine may not be that much more technologically advanced than its neighbors, but it has the advantage of being able to channel far more power into reactive armour systems, otherwise restricted by meager flesh of the people inside the vehicles.
Nano-Alloy Construction - +50pts, Vehicle only
The nature of the Machine forces lets them be far more liberal with the use of biological and neurological weaponry.
Proteus Neurotoxin Emitter (Weapon) - +30pts, Vehicle Weapon Choice
Some particular units within the Machine Empire are given special autonomous functions and capabilities. Perhaps the strange intellegences that guide the machines have some sense of pride in their excellent forces.
Titan of Steel: - +80pts, Massive Unit Only, Maximum one Unit.
Improved central structures for infantry units the Machine deems special allow them to shrug off damage that would destroy their contemporaries.
Structure-Carbon Reinforcement: - +45pts, Infantry Unit Only
Commander Traits:
The great minds of the Machine have deemed this leader unit suited toward supporting armoured units with extensive maintenance and repair equipment.
Machinist-Prime: This Unit gains the Repair and SHD(2) Abilities. It may use Repair on Infantry Units, and when it uses Repair, the Unit rolls 5d6. It may use Repair and Shoot in the same round as well.
To the individuals of human space, the machine is most often inhuman and eerie, and the sub-minds that command this unit have deigned to lean into it, extensively.
Terrifying Presence: Every enemy Unit within 12" of this Unit suffers a penalty of -1 Ld, and, when shooting this Unit, reduce their FS by -1, and when Charging and in Close Combat Range, reduce WS by -1.
Advanced Ballistics Analyis: This Unit and any Joined Units gain +1 FS, and may Shoot (except with Heavy or Very Heavy Weapons) when issued the Advance order. When doing so, they do not gain the +1 FS for that Turn.
HQs
60 Points (60 Points per Squad), 0-1
Mv4 Sv4+ WS4 FS4 SqM5 Ld10 (32mm Base)
Infantry, Command
Abilities: Close Combat Specialists, Stubborn
This unit has a Command Range of 24"
This unit contains 1 Squads.
Each Squad is equipped with; 5 Coilrifles, Power Armour, Fire Discipline
This unit can be equipped with any of the following:
30 Points (30 Points per Squad)
Mv4 Sv4+ WS4 FS3 SqM5 Ld9 (32mm Base)
Infantry, Command
Abilities: Stubborn
This unit has a Command Range of 18"
This unit contains 1 Squad.
Each Squad is equipped with; 5 Coilrifles, Power Armour
This unit can be equipped with any of the following:
60 Points (60 Points per Vehicle)
Mv10 AV14 WS- FS4 HP2 Ld9 (25mmx15mm)
Vehicle, Command
Abilities: Tracked, Stubborn, PD(2), SHD(2)
This unit has a Command Range of 18"
This unit contains 1 Vehicle.
Each Vehicle is equipped with; Stabilizers
This unit can be equipped with any of the following:
70 Points (70 Points per Squad), 0-1, Unique
Mv5 Sv3+ WS5 FS5 SqM1 Ld11 (28mm Base)
Infantry, Command
Abilities: Stubborn, PD (2), Relentless, Tough
This unit has a command Range of 24"
This unit contains 1 Squads.
Each Squad is equipped with; 2 Heavy Coilrifles, Customized Armour
This unit can be equipped with any of the following:
80 Points (40 Points per Squad)
Mv4 Sv5+ WS4 FS3 SqM3 Ld8 (32mm Base)
Infantry
Abilities: Bodyguard, Stubborn
This unit contains 2 Squads. It can be increased to 6 for 40 points per Squad.
Each Squad is equipped with; 3 Coilrifles, Combat Armour, Fire Discipline
This unit can be equipped with any of the following:
Troops
75 Points (25 points per Squad)
Mv4 Sv5+ WS3 FS2 SqM3 Ld7 (28mm Base)
Infantry, Line
Abilities: -
This unit contains 3 Infantry Squads. It can be increased up to 9 for +25 points per Squad.
Each Infantry Squad is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
30 points (15 points per Squad)
Mv6 Sv5+ WS3 FS2 SqM2 Ld7 (25mm Base)
Infantry, Line
Abilities: Scouts, Independent Operators
This unit contains 2 Scout Squad. It can be increased up to 6 for +15 points per squad.
Each Scout Squad is equipped with; 2 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
90 Points (30 points per Squad)
Mv4 Sv5+ WS3 FS2 SqM3 Ld7 (28mm Base)
Infantry
Abilities: Sniper
This unit contains 3 Support Weapon Squads.
Each Support Weapon Squad is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
105 Points (35 points per Squad)
Mv4 Sv5+ WS3 FS2 SqM3 Ld7 (28mm Base)
Infantry
Abilities: -
This unit contains 3 Heavy Weapon Teams.
Each Heavy Weapon Team is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
75 Points (25 points per Squad)
Mv4 Sv5+ WS4 FS2 SqM3 Ld7 (28mm Base)
Infantry
Abilities: Close Combat Specialists, Fast
This unit contains 3 Close Combat Squads. It can be increased to 6 for +25 points per Squad.
Each Close Combat Squad is equipped with; 3 Coilpistols, Combat Armour, 3 Layered Chain Blade Weapons
This unit can be equipped with any of the following:
90 Points (30 Points per Squad)
Mv4 Sv3+ WS1 FS2 SqM2 Ld5 (25mm Base)
Infantry
Abilities: Relentless, Drones, Slow, Simple Programming, Stubborn, Tough
This unit contains 3 Killbot Squads. It can be increased to 9 for 30 points per Squad.
Each Killbot Squad is equipped with; 2 Coilrifles, Disposable Rocket Set, Customized Armour
This unit can be equipped with any of the following:
Elites
135 points (45 points per Squad) 0-2
Mv4 Sv4+ WS4 FS3 SqM3 Ld8 (28mm Base)
Infantry
Abilities: Stubborn, Thunderous Charge (1), Efficient Operators
This unit contains 3 Special Combat Squads. It can be increased up to 6 for +45 points per Squad.
Each Special Combat Squad is equipped with; 3 Coilrifles, Power Armour
This unit can be equipped with any of the following:
100 Points (50 points per Squad) 0-2
Mv3 Sv2+ WS4 FS3 SqM2 Ld9 (25mm Base)
Infantry
Abilities: Close Combat Specialists, Stubborn, Relentless, Slow, Thunderous Charge (1)
This unit contains 2 HAST Fireteams. It can be increased up to 6 for +50 points per Squad.
Each HAST Fireteam is equipped with; 4 Coilrifles, HAST Suits
This unit can be equipped with any of the following:
80 Points (20 points per Squad)
Mv8 Sv6+ WS1 FS2 SqM2 Ld5 (28mm Base)
Infantry
Abilities: Drones, Relentless, Flying, Simple Programming, Overwatch, Deployable
This unit contains 4 Strike Drone Pods. It can be increased up to 12 for 20 points per Squad.
Each Strike Drone Pod is equipped with; 2 Coilrifles
This unit can be equipped with any of the following:
120 Points (40 Points per Vehicle)
Mv12 AV9 WS2 FS2 HP1 Ld7 (28mm Base)
Vehicle
Abilities: Walker, Scouts, Small
This unit contains 3 Mobile Walkers. It can be increased up to 5 for 55 points per Vehicle.
Each Mobile Walker is equipped with; Coilrifle
This unit can be equipped with any of the following:
120 Points (60 Points per Squad), 0-2
Mv5 Sv5+ WS4 FS2 SqM1 Ld8 (25mm Base)
Infantry
Abilities: Nanomantic Manipulation, Walking Terror, Support Unit, Tough
This unit contains 2 Nanomancers. It can be increased up to 6 for 60 points per Squad.
Each Nanomancer is equipped with; Coilrifle, Nanomachine Swarm, Combat Armour
This unit can be equipped with any of the following:
30 Points (30 Points per Vehicle)
Mv40* AV8 WS- FS2 HP1 Ld7 (32mm Base)
Vehicle, Aircraft
Abilities: Flying, PD(1), Fire Support Craft
This unit contains 1 Scout Flier. It can be increased to 3 for 30 points per Scout Flier.
Each Scout Flier is equipped with;
This unit can be equipped with any of the following:
100 Points (50 Points per Squad), Unique, 0-2
Mv6 Sv3+ WS3 FS3 SqM2 Ld8 (25mm Base)
Infantry
Abilities: Relentless, Independent Operators, Overwatch
This unit contains 2 Mobile Heavy Support Squads. It can be increased up to 4 for 50 points per Squad.
Each Mobile Heavy Support Squad is equipped with; 2 Plasma Rifles, Customized Armour
This unit can be equipped with any of the following:
210 Points (70 Points per Squad), Unique, 0-2
Mv4 Sv3+ WS3 FS2 SqM2 Ld8 (25mm Base)
Infantry
Abilities: Repair, Relentless, Stubborn, Efficient Operators, Tough
This unit contains 3 Mode Teams. It can be increased up to 5 for 70 points per Squad.
Each Mode Team is equipped with; Customized Armour, 2 Coilrifles
This unit can be equipped with any of the following:
160 Points (40 Points per Squad), Unique
Mv4 Sv5+ WS2 FS3 SqM2 Ld8 (25mm Base)
Infantry
Abilities: Stubborn, Fast, Tough
This unit contains 4 Volunteer Teams. It can be increased to 8 for 40 points per Squad.
Each Squad is equipped with; 2 Coilrifles, Jamming Systems, Combat Armour
This unit can be equipped with any of the following:
150 Points (50 Points per Squad), Unique, 0-2
Mv4 Sv4+ WS6 FS3 SqM3 Ld9 (28mm Base)
Infantry
Abilities: Stubborn, Fast, Walking Terror, Thunderous Charge (1), Close Combat Specialists
This unit contains 3 Elite Squads. It can be increased up to 6 for 50 points per Squad.
Each Elite Squad is equipped with; 3 Coilrifles, 3 Layered Chain Blade Weapons, Power Armour
This unit can be equipped with any of the following:
120 Points (40 Points per Squad), Unique
Mv4 Sv5+ WS3 FS2 SqM3 Ld8 (28mm Base)
Infantry
Abilities: Stubborn, Corrosive Armaments
This unit contains 3 Eviscerator Squads. It can be increased to 6 for 40 points per Squad.
Each Eviscerator Squad is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
90 Points (30 Points per Squad), Unique
Mv6 Sv5+ WS3 FS2 SqM1 Ld7 (25mm Base)
Infantry
Abilities: Scouts, Independent Operators, Overwatch
This unit contains 3 Sniper Squads. It can be increased to 6 for 30 points per Squad.
Each Sniper Squad is equipped with; Eliminator Rifle, Stabilizers, Combat Armour
This unit can be equipped with any of the following:
90 Points (30 Points per Squad), Unique
Mv4 Sv4+ WS3 FS2 SqM1 Ld7 (25mm Base)
Infantry
Abilities: Slow, Independent Operators, Scavenge, Scouts, Efficient Operators
This unit contains 3 Scavengers. It can be increased up to 6 for 30 points per Squad.
Each Scavenger is equipped with; Power Armour, Coilrifle
This unit can be equipped with any of the following:
160 Points (80 Points per Squad), Unique, 0-1
Mv6 Sv4+ WS5 FS4 SqM2 Ld9 (25mm Base)
Infantry
Abilities: Stubborn, Close Combat Specialists, Thunderous Charge (2), Tough
This unit contains 2 Guard Teams. It can be increased to 5 for 80 points per Squad.
Each Squad is equipped with; 2 Coilrifles, 2 Layered Chain Blade Weapons, Fire Discipline, Power Armour
This unit can be equipped with any of the following:
45 Points (15 Points per Squad), Unique
Mv4 Sv5+ WS2 FS2 SqM3 Ld6 (28mm Base)
Infantry
Abilities: -
This unit contains 3 Indentured Squads. It can be increased to 12 for 15 points per Squad.
Each Squad is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
120 Points (40 Points per Squad), Unique
Mv5 Sv5+ WS2 FS2 SqM1 Ld5 (25mm Base)
Infantry
Abilities: Drones, Repair, Efficient Operators, Support Unit
This unit contains 3 Logimagi. It can increased to 6 for 50 points per Squad
Each Logimagos is equipped with; Coilpistol, Logic Plague Caster, Combat Armour
This unit can be equipped with any of the following:
120 Points (60 Points per Squad), Unique
Mv3 Sv3+ WS2 FS3 SqM3 Ld5 (28mm Base)
Infantry
Abilities: Drones, Nanomantic Manipulation, Relentless
This unit contains 2 Sterilizer Squads. It can be increased to 4 for 60 points per Squad.
Each Squad is equipped with; 3 Heavy Coilrifles, Customized Armour
This unit can be equipped with any of the following:
Transports
15 Points (15 Points per Vehicle)
Mv10 AV9 WS- FS2 HP1 Ld7 (20mmx8mm)
Vehicle
Abilities: Transport (2)
This unit contains 1 Truck. It can be increased up to 6 for 15 points per Vehicle.
Each Truck is equipped with; -
This unit can be equipped with any of the following:
60 Points (30 Points per Vehicle)
Mv10 AV11 WS- FS2 HP1 Ld7 (22mmx11mm)
Vehicle
Abilities: Transport (3)
This unit contains 1 Armoured Personnel Carrier. It can be increased up to 3 for 30 points per Vehicle.
Each Armoured Personnel Carrier is equipped with; Coilrifle
This unit can be equipped with any of the following:
50 Points (50 Points per Vehicle)
Mv30* AV11 WS- FS2 HP1 Ld7 (40mm Base)
Vehicle, Aircraft
Abilities: Transport (3), Flying
This unit contains 1 Dropship. It can be increased up to 3 for 50 points per Vehicle.
Each Dropship is equipped with; 2 Coilrifles, Micromissile Launcher
This unit can be equipped with any of the following:
Armour
120 Points (60 Points per Vehicle)
Mv10 AV12 WS- FS2 HP2 Ld7 (23mmx14mm)
Vehicle
Abilities: Transport (2), PD (1), Tracked
This unit contains 2 Infantry Fighting Vehicles. It can be increased up to 5 for 60 points per Vehicle.
Each Infantry Fighting Vehicle is equipped with; Autocannon
This unit can be equipped with any of the following:
130 Points (65 Points per Vehicle)
Mv10 AV13 WS- FS3 HP2 Ld8 (25mmx15mm)
Vehicle
Abilities: Stubborn, SHD (1), PD (1), Tracked
This unit contains 2 Main Battle Tanks. It can be increased up to 5 for 65 points per Vehicle.
Each Main Battle Tank is equipped with; Heavy Coilrifle
This unit can be equipped with any of the following:
120 Points (60 Points per Vehicle)
Mv10 AV12 WS- FS3 HP2 Ld7 (25mmx15mm)
Vehicle
Abilities: PD (1), Tracked, Sniper, Overwatch
This unit contains 2 Destroyer Tanks. It can be increased up to 4 for 60 points per Vehicle.
Each Destroyer Tank is equipped with; Railcannon, Stabilizers
This Unit can be equipped with any of the following;
105 Points (105 Points per Vehicle), 0-2
Mv12 AV13 WS6 FS3 HP2 Ld7 (32mm Base)
Vehicle, Massive
Abilities: Walker, SHD (2), PD (2), Thunderous Charge (3)
This unit contains 1 AB-FSP. It may be increased up to 3 for an additional 105 points per Vehicle.
Each AB-FSP is equipped with; Laser Cannon
This unit can be equipped with any of the following:
135 Points (45 Points per Vehicle)
Mv8 AV11 WS4 FS2 HP1 Ld5 (28mm Base)
Vehicle
Abilities: Drones, SHD(1), Tracked, PD(2), Walking Terror, Small
This unit contains 3 Heavy-Duty Killbots. It can be increased up to 6 for 45 points per Vehicle.
Each Heavy-Duty Killbot is equipped with; 2 Coilrifles
This unit can be equipped with any of the following:
110 Points (55 Points per Vehicle)
Mv12 AV12 WS4 FS2 HP1 Ld7 (28mm Base)
Vehicle
Abilities: Walker, SHD (1), PD(2)
This unit contains 2 CAQ-FSPs. It can be increased up to 4 for 55 points per Vehicle.
Each CAQ-FSP is equipped with; Nothing
This unit can be equipped with any of the following:
200 Points (200 Points per Vehicle), 0-1, Unique
Mv12 AV13 WS6 FS3 HP2 Ld7 (32mm Base)
Vehicle, Massive
Abilities: SHD(3), PD(3), Walker, Thunderous Charge (4)
This unit contains 1 Executioner AB-FSP. It may be increased up to 3 for 200 points per Vehicle.
Each Executioner AB-FSP is equipped with; 2 Executioner Plasma Cannons, Laser Cannon, Micromissiles
180 Points (60 Points per Squad), Unique, 0-1
Mv3 Sv2+ WS2 FS3 SqM1 Ld8 (25mm Base)
Infantry
Abilities: Slow, Relentless, PD(2), Stubborn, Scouts, Tough
This unit contains 3 PS-Teams. It can be increased to 6 for 60 points per Squad.
Each Squad is equipped with; Heavy Coilrifle, Stabilizers, HAST Suits
This unit can be equipped with any of the following:
140 Points (70 Points per Vehicle), Unique
Mv8 AV14 WS- FS3 HP3 Ld7 (27mmx16mm)
Vehicle
Abilities: Tracked, Slow, PD(1)
This unit contains 2 Jury-Rig Tanks. It can be increased up to 4 for 70 points per Vehicle.
Each Jury-Rig Tank is equipped with; Nothing
This unit can be equipped with any of the following:
100 Points (50 Points per Vehicle), Unique
Mv10 AV11 WS5 FS2 HP1 Ld8 (32mm Base)
Vehicle
Abilities: Close Combat Specialists, Small, Fast, Thunderous Charge (2)
This unit contains 2 Close Combat Mechs. It can be increased up to 5 for 50 points per Vehicle.
Each Close Combat Mech is equipped with; Killbot LCBW
This unit can be equipped with any of the following:
130 Points (130 Points per Vehicle), Unique, 0-2
Mv10 AV12 WS5 FS3 HP1 Ld5 (32mm Base)
Vehicle, Massive
Abilities: SHD(3), PD(3), Walker, Drones
This unit contains 1 Siege Automata. It can be increased up to 3 for 130 points per Vehicle.
Each Siege Automaton is equipped with; Iolos Logic-Mortar.
This unit can be equipped with any of the following:
Support Elements
160 Points (80 Points per Vehicle)
Mv10 AV10 WS- FS2 HP1 Ld7 (22mmx11mm)
Vehicle
Abilities: -
This unit contains 3 Artillery Platforms. It can be increased up to 6 for 80 points per Vehicle.
Each Artillery Platform is equipped with; Artillery Cannon, Coilrifle
This unit can be equipped with any of the following:
80 Points (40 Points per Vehicle)
Mv10 AV10 WS- FS2 HP1 Ld7 (22mmx11mm)
Vehicle
Abilities: PD(1), Overwatch
This unit contains 2 SAM Platforms.
Each SAM Platform is equipped with; Icarus Missile Pod, Coilrifle
This unit can be equipped with any of the following:
140 Points (140 Points per Vehicle)
Mv30* AV11 WS- FS3 HP2 Ld8 (40mm Base)
Vehicle, Aircraft
Abilities: Flying, PD(2), Fire Support Craft
This unit contains 1 Gunship. It can be increased up to 3 for 140 points per Vehicle.
Each Gunship is equipped with; 2 Machine Guns
This unit can be equipped with any of the following:
100 Points (100 Points per Vehicle)
Mv40 AV10 WS- FS3 HP2 Ld7 (40mm Base)
Vehicle, Aircraft
Abilities: Flying, PD(1)
This unit contains 1 Strikecraft. It may be increased up to 3 for 100 points per Vehicle.
Each Strikecraft is equipped with; Heavy Autocannon
This unit can be equipped with any of the following:
50 Points (25 Points per Squad)
Mv4 Sv5+ WS2 FS2 SqM2 Ld7 (32mm Base)
Infantry
Abilities: Repair, Efficient Operators, Support Unit
This unit contains 2 Engineer Teams. It can be increased up to 6 for 25 points per Squad.
Each Engineer Teams is equipped with; 2 Coilpistols
This unit can be equipped with any of the following:
40 Points (40 Points per Squad)
Mv4 Sv5+ WS2 FS2 SqM2 Ld8 (25mm Base)
Infantry
Abilities: Support Unit
This unit contains 1 Medical Squads. It can be increased to 3 for 40 points per Squad.
Each Medical Squad is equipped with; 2 Coilpistols, Medical Gear
This unit can be equipped with any of the following:
55 Points (55 Points per Vehicle), Unique
Mv45 AV10 WS- FS3 HP1 Ld7 (32mm Base)
Vehicle, Aircraft
Abilities: Flying, Sniper
This unit contains 1 Destroyer Fighter. It can be increased to 6 for 55 points per Vehicle.
Each Destroyer Fighter is equipped with; nothing
This unit can be equipped with any of the following:
70 Points (70 Points per Vehicle), Unique
Mv30 AV11 WS- FS2 HP2 Ld8 (32mm Base)
Vehicle, Aircraft
Abilities: Transport (4), PD (3)
(Designer's note: This combo does mean that only units with Orbital Insertion Backpack can disembark from this Aircraft. That's the point, it's funny and very Cellean.)
This unit contains 1 Vehicles. It can be increased to 3 for 70 points per Vehicle.
Each Vehicle is equipped with; -
This unit can be equipped with any of the following:
Superheavies
800 Points (390 Points per Vehicle)
Mv8 AV12 WS- FS5 HP5 Ld10 (40mm Base)
Vehicle, Massive
Abilities: Walker, PD(8), SHD(4), Stubborn, Slow, Transport (20)
This unit has a Command Range of 60". This command range applies to any units in the force.
This unit contains 1 Vehicles.
Each Vehicle is equipped with; Direct Comms Relay, Improved Communications Systems, Comms Array, Fire Discipline, 4 Machine Guns, 2 Missile Pod Systems, 3 MLRS Racks, Stabilizers.
1200 Points (1200 Points per Vehicle)
Mv16 AV14 WS4 FS4 HP8 Ld11 (60mm Base)
Vehicle, Ruin-Engine, Massive
Abilities: PD(12), SHD(3), Walker, Walking Terror, Close Combat Specialists, Fast
This unit contains 1 Vehicles.
Each Vehicle is equipped with; Annihilation Cannon (contains Spread profile and Single profile; choose when Shooting), 5 Railcannons, 3 Missile Pod Systems, 2 Icarus Missile Pods, 2 MLRS Racks, Excitatus Plasma-Projector Array, 2 Excitatus Blades, Plasma Cannon, Machine Gun, Fire Discipline, Logic Plague Caster, Incursion Data-Beam
1000 Points (1000 Points per Vehicle)
Mv20 AV13 WS3 FS5 HP6 Ld10 (50mm Base)
Vehicle, Ruin-Engine, Massive
Abilities: PD(18), SHD(2), Tracked, Walking Terror
This unit contains 1 Vehicles.
Each Vehicle is equipped with; Inferno Cannons, Heavy Neurotoxin Projectors, 3 Railcannons, 2 Heavy Plasma Cannons, 5 Machine Guns, Plasma-Cutter Array, Fire Discipline, Logic Plague Caster, Incursion Data-Beam
Pistol Replacement Choice: Coilpistol, Arc-Flash Pistol
Support Weapon Choice: Flamethrower, Heavy Coilrifle, Missile Launcher, Icarus Missile Launcher, Grenade Launcher, Plasma Rifle, Incineration Rifle
Heavy Weapon Choice: Neurotoxin Cannon, Machine Gun, Autocannon, Railgun, Plasma Cannon, Laser Cannon, Micromissile Launcher, Lance Missile Launcher, Mortar, Revenant Chem-Hurler
Vehicle Weapon Choice: Railcannon, Missile Pod System, Icarus Missile Pod, Heavy Plasma Cannon, Heavy Autocannon, Neurotoxin Projector, Proteus Neurotoxin Emitter, Skyshatter Cannon
Weapons not on this list are not selectable unless explicitly allowed to in the Unit's statsheet.
Bodyguard
Money is a remarkable motivator, and those charged with a definite goal like the protection of an important person ought to put their all into it.
This unit must be taken as an option for an HQ unit, akin to a Transport Selection. If taken this way, it takes up no unit slot. In addition, when joined by an HQ Unit, it can re-roll any failed hit rolls (Guided weapons instead gain +1 BS) and every time a Squad in this Unit with this Ability would take Damage, roll a d6 for each point of Damage. On a 6+, it does not take that Damage.
Close Combat Specialists
These soldiers are masters of the unforgiving gauntlet of a proper skirmish, and few can match them within it.
This unit gains a +1 to Combat Initiative rolls in Close Combat.
Corrosive Armaments
Experimental and often controversial additions to weapons can be used for more harm than direct damage.
Models with this Ability add the Corrosion Keyword to all of their Weapons.
Deployable
Small, man-portable drones and platforms are very versatile, and very compact.
If this unit embarks into a Transport with friendly units within, each Squad within does not take up space for every other friendly Squad inside (i.e. Two Deployable Squads would gain two free transport spaces in a Transport with two other Squads inside. Each Squad gives one free space for the Deployable Unit).
Drones
These mindless automata are commanded remotely, and while they have some simple systems to manage without, their effectiveness drops sharply if not in contact.
While in Command Range, this Unit has a base Ld of 11.
Efficient Operators
Specialists and elites can often manage their focus well, multitasking even in the thick of combat.
This Unit can do both a Normal Move and Shooting Attack normally, even if it did an Action that round. If it does, it reduces its FS and WS by 1 for the Round.
Fast
Mobility is key in any war, and rapid repositioning can take many enemies off guard.
This unit moves a further 2" extra when issued the Advance Order or when Charging, and +1" to Pile In Moves.
Flying
Soaring above any puny terrain, these machines, or soldiers, are remarkably mobile and very difficult to target in motion.
Models with this Ability ignore any and all Terrain penalties and restrictions and cannot gain a Cover Save from them, unless they are Embarked into a City Block, in which case they behaves as normal. They can move over any Units or Impassable Terrain, but cannot end a Move inside them or within Close Combat Range unless they Charged. In addition, any attacks made against them (save for special rules) subtract 3 from the FS.
Fire Support Craft
Turret-mounted or otherwise wide coverage weapon systems allow this unit to support ground assaults from high in the sky, circling overhead like a vulture.
When not Hovering, this Aircraft ignores the fire arc restriction.
Independent Operators
Many units are plenty capable of managing themselves, even far beyond friendly lines.
This Unit is always treated as if it is in Command Range.
Nanomantic Manipulation
As widely used as nanomachine technology is in human space, directly applying them to warfare is a rare sight. It is still very useful, if highly specialized.
In the Command Phase, this Unit may choose between three effects:
Select one enemy Unit within 12". That Unit reduces their Mv by 2", and any Combat Initiative Rolls by 2 until the end of its next activation.
This Unit gains +1 to its Cover Saves until the end of the Round.
Models in a Unit with this Ability double their Mv and gain +1 Ws until the end of the Round.
Overwatch
Ever watchful, these units are most specialized into intercepting enemy movement and protecting allied troops.
This Unit gains +2 Ld when making Leadership tests for Reactions and models with this Ability do not take FS penalties when making the Suppressive Fire or Return Fire Reactions.
PD (x)
Laser point-defense has long since proved invaluable in any aspect of warfare. No longer do missiles and drones dominate the field, even if they still definitely have their place.
Each Model in this Unit has x PD. See PD in rulebook.
Relentless
Reinforced in structure and stature, these soldiers do not need to set up their heavy weapons or rely on external platforms like HISPs. They instead simply carry them around, firing on the move.
Squads with this Ability can fire Heavy weapons at full FS even despite having moved. In addition, when making a Shooting Attack, they count their SqM as being twice what it normally would be.
Repair
Field repairs may be the most temporary solution around, but they can be vital in keeping a warmachine in the fight.
A unit may choose to do an Action to use this ability on a friendly Vehicle within 2". If it does so, roll a d6 for each Squad or Vehicle with this Ability in the Unit. For each roll of 6, restore 1 HP in the targeted Unit. If restored when all Vehicles are at full HP, place a new Vehicle of the same type into the unit within Cohesion, with 1 HP remaining. This Vehicle is part of the target unit, and behaves as normal. New Vehicles may only be added up to as many as the original number of them in the Unit.
Scavenge
Those with the technical know-how can repurpose enemy weapons and equipment are remarkably common in many rim-regions.
When an enemy Unit is destroyed within 24" of this Unit, place a token on one of the Squads or Vehicles to be destroyed. When this unit is within 2" of that token, it may do an Action and gain one of the following:
Each Squad gets one of the following; +1 WS, +1 FS, +1 Mv or +1 Ld
One Squad may either take a Weapon from the Heavy weapons list or Support Weapons list for no cost.
The Unit gains one of the Wargear of the enemy unit, within the restrictions given by the Wargear.
Scouts
Expert use of natural cover and quick movements add a surprising amount of surviveability and mobility to any unit.
This unit gains a +1 to any Cover Save it has and enemy Units shooting it reduce their FS by 1. In addition, when deploying, this Unit may deploy anywhere on the battlefield at least 12" from Enemy Units without Line of Sight to them or 18" from Units with Line of Sight to them.
SHD (x)
Hardened plasma shielding is a key part of any heavier warmachine. The utility of yet another layer of armour at next to no loss of mobility is an easy choice for any designer.
Each Model in this Unit has x SHD layers. See SHD in rulebook.
Simple Programming
Even among the autonomous units employed by militaries, these ones stand apart as particularly unintellegent, devoid of any but the most basic insticts.
This Unit always passes Leadership Tests (except for Reactions). However, if outside of Command Range, it must move, shoot, and charge, if possible, toward the closest enemy Unit as long as it is not in Command Range. If Joined by a Unit that does not have this Ability, this Ability has no effect.
Slow
Heavy armour has its price. As valuable as mobility is, sometimes good plating is better.
This Unit cannot Advance.
Small
Not all vehicles are enormous warmachines. Some can comfortably fit within an infantry transport or building.
Unlike other Vehicles, this Unit may gain Cover Saves from Terrain. In addition, a Vehicle with this Ability may embark upon a Transport. If it does so, it takes up the space of two Squads.
Sniper
Sophisticated targeting and prediction systems allow weapons to be used far above their ordinary range.
When selecting targets for this Unit, treat its Weapons' Range as double what it normally would be.
Stubborn
Some soldiers are truly dedicated to their cause, whatever it may be. Their nervers will only fail them in the most dire situation, where others would have long since fled.
This Unit ignores the first Injury Mark it gains in the Shooting Phase. It also rolls one die less whenever it Retreats (including when doing so because of the Rout Keyword).
Support Unit
Units in support roles are rarely seen alone, instead being intended to operate as part of another more combat role.
Models with this Ability may Join a Unit of its own type, like a Command Unit can.
Thunderous Charge (x)
The momentum of a proper charge can be reused in the most physical way, especially when a vehicle is used.
When a Model in a Unit with this Ability Charges an enemy Unit, it can immediately make x unarmed close combat attacks (if x is 1, then even if the profile says 2 attacks, they only make 1).
Tough
Often via extensive augmentation or specific mechanical construction, certain individuals can take far more damage than a normal human would, pressing on even with debilitating wounds.
A Squad in a Unit with this Ability treats its SqM as twice what it would be for taking Damage. In addition, Powerful Weapons deal two Damage to them.
Tracked
The tried and true way to traverse rough ground is via tracked vehicles, ever since the ancient days of the Cradle's many wars.
A Vehicle in a Unit with this Ability does not roll for damage when Advancing through Terrain.
Transport (x)
Infantry are, quite frankly, slow and bad at moving long distances. What better a solution than a vehicle that never tires or needs rest, to travel upon?
A Vehicle in a Unit with this Ability can transport x Squads within it.
Walker
Superior to even tracks in mobility, legs are an obvious solution to where ground is normally non-navigable. Nature truly is a stupendous inspiration for mobile designs.
A Vehicle in a Unit with this ignores all Terrain penalties to Movement, and does not does not roll for damage when Advancing through Terrain.
Walking Terror
A soldier charging straight at you is scary enough, but these units take it to another level, whether through sheer size or simple brutality and reputation.
Enemy Units in Close Combat Range of this Unit reduce their Ld by 2.
Annihilation:
WMDs of all varieties are rather common, and they destroy the forces they are used against and leave great tracts of land ruined and desolate.
After rolling to hit, the controlling player of this weapon must choose a Squad or Vehicle from the target unit of this weapon's attack. Place a marker there. If the attack Hit, continue, if it did not, then scatter it d6" like a Deep Strike, then continue. Any non-Aircraft units, enemy or friendly, within 6" of the marker take five 1/12 Hits (Blast(3), Ignores Cover). Every Unit within 12" takes 2 2/10 (Blast (3)) hits. Any Terrain Features except City Blocks and Impassable Terrain within 12" is destroyed and removed from the board, and any City Blocks and Impassable Terrain within 6" is removed the same. The entire area save for other Terrain Features within 6" of the marker is considered Dangerous Terrain and 18" of the marker is considered Difficult Terrain from then on to the end of the game.
Anti-Air:
Complicated and sensitive targeting systems allow these arms to be used against vehicles flying kilometers in the sky.
This Weapon can fire at non-hovering Aircraft. When targeting Flying units, this weapon ignores the FS penalty from the Ability.
Blast:
Explosive weapons are very common, though lose effectiveness against smaller targets, as spreading out attacks is not useful in hitting a single target like that.
For each Hit from this Weapon, the target Unit suffers as many Hits as its majority SqM if it is an Infantry Unit, and 1 if it is a Vehicle Unit.
Bomb:
Drop.
This Weapon can be shot as if the Unit is anywhere on the path it moved this turn (i.e. if it moved past an enemy unit and was 3" from it at closest, you can shoot the weapon as if it was at that closest point, assuming it was in range).
Corrosion
Using corrosive and radioactive substances in ammunition ensures lasting damage even beyond the shots themselves.
At the end of the Shooting Phase, a unit that suffered a wound due to attacks from one or more Weapons with this ability reduces either its Sv, Ld, or FS and WS characteristics by 1. The attacker decides this.
Dangerous
The wake of these weapons is devastating enough that anyone caught in it is no safer than the target itself.
After attacks made with this Weapon are resolved, draw a line from each Model that had a Weapon with this Keyword that was shot, to the target Unit. Any Squads or Vehicles underneath any line suffer a single hit from that Weapon.
Guided:
Directed by computer systems and detection sensors, these munitions can guide themselves to their target.
The hit rolls for this attack may be re-rolled once.
Heavy:
Some weapons are very robust, efficiently useable only with braces and preparation, hindering their mobility.
If an Infantry Squad firing this weapon has moved, it can only hit on rolls of 6 at best this Turn in attacks with this Weapon.
Ignores Cover:
Whether through billowing flames, floating gases, or sheer power, these weapons simply do not care about the cover that protects their targets.
No cover saves can be made against Attacks made with this Weapon.
Incineration (x):
These weapons have such a wide area of effect that it spills over past their target.
For each Unit (that is not the target Unit) within x" of any Squad or Vehicle in the target unit, roll a d6. On a 4+ for Infantry and 3+ for Vehicles, that Unit takes d6 hits with the AP of the original weapon, except with AP against Infantry reduced by 1 and the AP against Vehicles halved (1/12 -> 2/6). Armour and Cover Saves are allowed against this as normal.
Indirect Fire:
Thing goes up, thing goes down. Assisted by computers, but inaccurate.
This Weapon may be fired even if the firing unit does not see the target. When choosing to fire, any Models in the Unit may fire Indirectly or Normally. When firing Indirectly, before making attacks, pick any point within 1" of the Target Unit's Models. Then, scatter (with the same process as Deep Strike, scattering 2D3", D3" if any Friendly Units can see the target point.). Then, from that point, measure the same distance as the weapon's Incineration(x) rule's value (2" if none listed), subtracted by 2 (to a minimum of 2") in every direction. Do this once, and use the resulting point for all of the same type of Weapon in the Unit. If any Squads of the target unit are within it, the attacks proceed as normal, following all normal rules and keywords. Any non-target Units that are within the area, friendly, enemy, or othewise, are hit the same way.
Lingering Hazard:
A number of weapons leave behind dangerous residue in their wake. While these weapons are often frowned upon, their value in area denial is considerable.
Once the attack sequence is complete but before any Squads are removed, choose one destroyed Squad. When it is removed, place a marker in its place. For the next d3 rounds, the entire area within 3" is treated as Difficult Terrain.
Limited (x):
Single use weapons are common, though often found in multiples.
This Weapon can only be used x times per battle.
Logic Plague Injection:
The strange data-based weaponry of the Machine can damage automated systems just by the munitions connecting.
Any Vehicle or Drones Unit that suffers a wound from this weapon reduces their Ld, WS, FS, and Mv, by 2 until the end of its next activation.
Magnetic Interference:
Hardened Plasma shielding is partly based around magnetic fields. Some weapons, especially plasma, disrupt that, and reduce a very important layer of protection to nothing.
This weapon ignores every SHD when targeting an enemy Vehicle. Those SHD are not destroyed, but when this weapon is used to attack it, they acts as if they were destroyed.
Melee:
Melee weapons are an ancient form of tool, for close range murder and slaughter. They are useless at range.
This weapon can only be used in Close Combat Range, in the Fight Phase.
Neurotoxin:
The term "neurotoxin" in this context is a slight misnomer. What weapons called such really are is fast-acting corrosive nanomachines, combined with neurotoxin compounds and acidic gas, making them useful against both the living and machine, though useless against any real armour.
When this weapon attacks Infantry, do not roll to save as normal. Instead, the attacker rolls a d6 for each hit. On a 2+, the weapon inflicts 1 wound. If the target has Power Armour, the roll is 3+, and for HAST Suits, the roll succeeds on a 5+. Against targets with the Drones Keyword, the roll target is increased by 2. (i.e Power armour becomes a 5+, HAST suits become a 7+ and thus impossible). It cannot target Aircraft.
Ordnance
Certain weapons trade accuracy for the ability to fire at drastic ranges.
This weapon must be fired as Indirect Fire. When doing so, do not make normal attacks. Instead, note down the target, and next round, when this Unit can Fire, the normal attack sequence happens. When scattering, roll 4d3", reducing to 2d3" if this Unit has the Take Aim Order.
Panic (x)
Human minds are fragile, and heavy fire and dangerous circumstances aren't the best fit for it.
When making a Leadership Test for Suppression or Rout caused by a Weapon with this Keyword, that Enemy's Leadership is reduced by x for that roll.
Piercing (x)
Some weapons are best as striking small weakpoints in armour and plating.
For each hit against an Infantry Unit scored by a hit with this Weapon, roll a d6 before the target rolls Saves. Every roll of x or higher results in that attack improving its AP to 1.
Powerful:
Some weapons simply do more damage than others. Very little can survive the damage from one.
When damaged by this weapon, Vehicles take two HP of damage instead of one.
Risky (x)
Certain weapons are just too powerful to be safely used. While these may usually be left aside, some of them are just far too useful to disregard.
Every time an Infantry Unit attacks with this Weapon, after the attacks are resolved, roll a d6 for every weapon with this Keyword that was used. If you meet the target, the weapon overheats, and causes a single hit with AP -/-, to the user. No Cover Saves may be taken against this attack.
Rout
Sheer panic and fear of death overwhelms even the greatest soldiers, and forces them to run and hide from enemy fire.
When an Infantry Unit suffers a Wound from this Weapon, it must make a Leadership Test after the Shooting Attack is over. If failed, it Retreats (as described in the Morale Phase rules) 2d3" away from the Attacking Unit.
Stun:
These weapons can force even armoured vehicles down for a time, whether that be through sheer force or some esoteric technology.
When an attack wounds a Vehicle successfully, that Vehicle suffers a -2 FS and -2 WS (if it has a WS stat) penalty, and cannot be included in Reactions that involve Shooting Attacks, until the end of its next activation.
Suppression:
Weapons like this cause such disarray in their targets that they simply cannot operate at full capacity while under the pressure of the firepower.
If an enemy Infantry unit suffers a Wound from an attack due to this weapon, that unit must make a Leadership Test. If failed, it reduces its WS and FS by 1 and halves its movement and cannot React until the end of its next activation. In addition, attackers in combat against the target gain a +1 to Combat Initiative tests until the end of the next Round. Suppressed Units must make a Leadership Test before using any Command Wargear it may have.
Very Heavy:
These weapons, meant for machines of war to wield, are simply too heavy for any human to wield efficiently on the move.
An Infantry Squad that has moved this Turn may not fire a Weapon with this Keyword.
These can be selected as permitted on a Unit's profile. This is referred to as an Armour Choice.
Combat Armour:
Ordinary plate carrier systems or more intricate unpowered armour, the category of "combat armour" is a broad one, but is, ultimately, protective gear that neither restricts nor assists movement.
Confers a 5+ Armour Save .
Power Armour:
Full-body, sealed, and supporting its own weight, power armour is ubiqitous and efficient. It does not weight the user down and offers protection from small arms, yet does nothing to help against truly heavy weapons.
Confers a 4+ Armour Save.
Customized Armour:
Various suits of armour, specifically built either by custom enchancements or role specialization, this equipment is impossible to properly categorize.
The specifics of these are included in their respective unit information. For the purpose of all other rules, this Wargear is considered Power Armour.
HAST Suit:
The heaviest type of armour useable by a single person, HAST suits offer exceptional protection as well as the strength to carry and use heavy weapons with ease, at the cost of greatly reduced mobility.
Confers a 2+ Armour Save , -1Mv, and the Relentless and Slow Abilities.
These Wargear choices may be taken in any army list, as listed in a Unit's profile.
Fire Discipline:
These specific units can split fire accurately and reliable, be that due to training or specialized targeting equipment.
This unit may target up to two different units, and split their weapons fire between them.
Focus-Lock Rounds:
Special targeting systems embedded into ammunition allow efficient targeting of opponents.
When an enemy Unit is successfully damaged by a Unit with this Wargear, they are Focus-Locked. Until the start of the next Round, when a friendly Unit attacks it, it reduces that Unit's Cover Save by -1.
Improved Point-Defense:
Extra point-defense turrets on vehicles give a valuable extra layer of protection.
Improves this unit's PD(x) ability by 1. Adds the PD(1) ability if the unit has none.
Incursion Data-Beam:
The Machine's signal-cast based weaponry is strange, but powerful, capable of overloading systems in catastrophic failures.
A Unit where all Squads or Vehicles are equipped with this wargear (ones in Joined Units do not need to have it, and vice versa) may choose to use it instead of Shooting. When it does so, select one enemy Vehicle or Drones unit within 24". Roll as many d6 as the attacking unit's FS (including bonuses from e.g. the Take Aim Order), and for each 5+, the target unit suffers a single attack which hits automatically, at AP 2/9 (Magnetic Interference). The unit must also take a Leadership Test, as if affected by a weapon with the Suppression and Stun Keywords, regardless of any saves were made or wounds were inflicted.
Inspirational Symbol:
Banners and standards may be an remnant of an ancient age, but they still bolster morale reliably.
Choose one Squad within this Unit. While that Squad is present, this Unit gains +1 Ld and falls back one less d6 when rolling to Fall Back. (If this reduces the amount to 0, the Unit does not fall back. (This stacks with Stubborn.))
Jamming Systems:
Radio-jammers and chaff dispersal equipment can severely reduce enemy efficacy at range.
Enemy Units targeting this Unit reduce their FS by 1. In addition, enemy Models (except when firing Indirect Fire) may only target this Unit if they are within 24".
Logic Plague Caster:
As one of the Machine's signal-weapons, this one beams the vital systems of targets with aggressive code and noise, drastically hampering them.
A Unit where all Squads or Vehicles are equipped with this wargear (ones in Joined Units do not need to have it, and vice versa) may choose to use it instead of Shooting. When it does so, select one enemy Vehicle or Drones unit within 24". Roll as many d6 as the attacking unit's FS (including bonuses from e.g. the Take Aim Order), and for each 5+, the target Unit suffers a penalty of -2 Ld, -1WS, and -1FS, as well as -1AV if it is a Vehicle, until the end of its next activation.
Jetpacks:
Used only by particularly brave troops, jetpacks allow unparalled mobility and evasion, though at the cost of being very obvious and demanding great skill.
When selected to Move, a unit where all models are equipped with this wargear may choose to increase its Mv Value by 4" and gaining the Flying Ability for this Round's Movement and Shooting Phases. For that Round, that Unit, if it is an Infantry Unit, reduces their FS by 1 and may not fire Heavy Weapons unless they have the Relentless Ability.
Medical Gear:
Injuries sustained by soldiers can be remedied in the field. It's not a good permanent solution, but gets a soldier back in the field for the moment.
Once per Phase, when this Unit is targeted by a Shooting Attack or Close Combat Attack, it can ignore the damage from as many failed armour saves as the Unit with this Wargear has Squads in it. for the duration of that Attack (Damage from failed Cover Saves or ignored Armour Saves cannot be ignored, nor can damage from attacks with the Powerful keyword).
Orbital Insertion Backpack:
In a move considered borderline suicidal, specialized troops can often be deployed directly from above, though not without risk.
If every model in this Unit is equipped with this Wargear, It may be placed into Deep Strike. In addition, this unit may jump from a Aircraft Transport it is embarked in that is not Hovering, When doing so, they are treated as having made a Deep Strike manouvre being placed anywhere on the line where the Transport moved that Turn., and scatter 2d3 instead of the regular amount. All other rules apply.
PD HISP:
The same gun platforms used for heavy weapons are often retrofitted into mobile point-defense platforms.
Improves this unit's PD(x) ability by 1. Adds the PD(1) ability if the unit has none.
Stabilizers:
Heavy stabilizing struts and gyroscope systems allow for improved accuracy, though only when stationary.
When ordered to Take Aim, improve FS by a further +1.
These Wargear choices may be used in the Command Phase, and only once per Unit per Turn.
Comms Array:
Communication between units allows for pinpoint targeting of artillery.
In the Command Phase, a Unit with this wargear may select an enemy unit within 24" that they can see. Until the end of the turn, attacks made with weapons with the Ordnance Keyword may make a Shooting Attack against that target without needing the normal targeting attack. In addition, weapons firing Indirect Fire (that do not have the Ordnance Keyword) may subtract their FS from the scatter distance.
.
Direct Comms Relay:
Operations in the backline of a battle are often necessary, and a connection to command elements are quite useful.
In the command phase, this Unit may select one friendly unit on the board. Until the next Command Phase, that unit is treated as if it is always in Command Range.
Orbital Comms Relay:
Dropping stuff from orbit is difficult and complicated, so a relay on the ground is incredibly useful.
In the Command Phase, this Unit can activate this Wargear. Until the end of the Shooting Phase, any scatter rolls (deep strike, indirect fire) targeting a point or Unit within 18" and in Line of Sight of this Unit may re-roll the scatter roll.
Radial Scanner:
Broad-spectrum scanners identify optimal firing trajectories and predictive targeting solutions to enemy movement and positions.
In the Command Phase, this Unit can choose an enemy Unit within Line of Sight. Until the end of the Shooting Phase, all friendly Units make Shooting Attacks at that Unit gain +1 to their FS.
In addition, Once per Round, this Unit may make the Suppressive Fire or Overwatch Fire reactions, ignoring the reaction limit (being able to react despite a unit having reacted, or another unit being able to react after this one, in the same phase).
Stabilizer Reinforcement Protocols:
Specialized backup sub-routines in weapon stabilizing equipment can be invoked in emergencies to keep a weapon firing properly.
In the Command Phase, this Unit can activate this Wargear. Until the end of the Shooting Phase, this Unit can ignore any modifiers to its FS (excluding penalties from Reactions).
Targeting Arrays:
Sharing data of targeting solutions with field units lets them hit more reliably.
In the Command Phase, this Unit can improve the FS of a friendly Unit within 6" by 1 until the end of the Round.
These Wargear choices are locked behind specific Allegiances, listed in that Allegiance.
Enhanced Power Armour:
(Armour Choice)
Core Worlds technology has improved power armour designs enough to significantly increase a soldier's endurance. They also incorporate advanced methods of protection.
Confers a 4+ Save and +1 Mv, and gain +1 to Cover Saves (or a 6+ Cover Save if they have none) when not issued the Dig In order.
Subatmospheric Dispersion Targeting Arrays:
(Command Wargear)
This very high-tech, rapidly deployable array of low-atmosphere drones assist troops in targeting enemy forces, even through thick cover.
In the Command Phase, the controlling player of this Wargear can choose two enemy Units currently on the board. Until the end of the round, those Units must re-roll successful Cover Saves.
Nano-Scale Composite Shielding:
(Generic Wargear)
Utilizing nanomachines to form adaptive plating for armour allows it to withstand almost anything for a moment, provided the shielding can form in time and in the right places.
This Unit gains a 5+ Cover Save. This Cover Save cannot be improved, though Cover Saves gained from something like Terrain can also be used instead. Against Weapons fired as Indirect Fire, the Unit worsens the AP of the Weapon by 1.
Prototypical Exo-Armour:
(Armour Choice)
Power armour technology, ubiqitous as it is, only helps so much. Soldiers need truly heavy gear to carry heavy weapons easily. To this end, some experimental projects within now-Coalition Space have made affordable, light, and powerful gear to do so.
Confers a 5+ Save. A Unit Equipped with this Wargear gains the Relentless Ability and the PD(1) ability.
Veteran Sergeant:
(Generic Wargear)
The Fifth World War has been raging for decades now, and many among the fighting forces have particularly distinguished themselves as leaders.
This Unit gains +1 Leadership, and, once per round, this Unit can choose to pass a Leadership Test, regardless of the roll. One Squad also gains 1 Improved LCBW.
Obliterax-Class Rifle:
(Generic Wargear)
Utilizing similar miniaturized plasma weapons found in the Core, these combination coil- and plasma-rifles are rare relics in this region.
A Squad or Vehicle with this Weapon gains a Plasma Rifle and Coilrifle.
Cluster Frag Cannons:
(Generic Wargear)
The roar and thunder of these cannons disturb enemy lines and prevent them from correctly reacting to the subsequent assault from up close.
When a Unit with this Wargear charges, the charging Unit gains +1 to the following Combat Initiative Roll, and the Target Unit reduces their WS by 1 and Ld by 2. This affects Reactions.
Heavy Armour:
(Armour Choice)
The barren wastes of unterraformed worlds grant soldiers little natural protection, forcing innovate armour designs.
Confers a 3+ Save and the Slow Ability (If a unit has the Fast ability, it instead loses it and does not gain the Slow ability). For all other rules purposes, this armour is considered a HAST Suit.
Etriaris Pattern-Composites:
(Generic Wargear)
The barren wastes of unterraformed worlds grant soldiers little natural protection, forcing innovate armour designs.
This Unit gains +1 to its Sv Value if it is Infantry, and Vehicles gain +1 AV. If the Unit already has a 2+ Save, it instead worsens the AP of incoming attacks by 1.
Rad-Caster:
(Generic Wargear)
This complicated weapon beams heavy streams of targeted radiation to compromise the integrity of enemy armour, leaving them vulnerable to further attack.
In the Shooting Phase, instead of shooting, the models of a Unit with this Wargear can choose an enemy Unit within 24". Until the end of the Round, that enemy Unit worsens its Save by d3.
Reinforced Communication Lines:
(Generic Wargear)
The harsh environment of the endless wastes of a barren world is often bathed in solar radiation, forcing stronger and more resilient methods of communcation, which tend to emerge better in less dangerous environments.
Any Unit within 18" of this Unit can use its Leadership value for Leadership Tests.
Machine Signal-Casters:
(Generic Wargear)
This piece of technology was acquired some time ago in an arms deal with contacts from the elusive Machine civilization. Much is not known of it, but it works.
This Unit may have all of its Squads or Vehicles equipped with either a Logic Plague Caster or Incursion Data-Beam.
Amprhan-Lock Shield:
(Generic Wargear)
A fiercely guarded commercial secret, the blueprints for these shields, based on hardened plasma technologies, have regardless leaked to many parties.
If the majority of Squads in this Unit are equipped with this Wargear, each Squad gains +1 to Armour Save Rolls (Note: This does not improve the Save itself, so it does not affect AP). In addition, this Unit gains +1 to Cover Saves when it is given the Move Out or Charge Order, and reduces the WS of enemy units making melee attacks toward this Unit by -1.
High-Density Disruption Arrays:
(Generic Wargear)
Complicated and powerful sets of signal disruption systems make communication between units and forces difficult.
Enemy Units within 18" of the models of a Unit with this Wargear reduce Leadership by -1 and, at the start of the round, must make a Leadership Test. If failed, they do not benefit from any beneficial aura (Effects that affect things in a radius from a certain point) effects until the end of its next activation.
Nanomantic Discipline:
(Generic Wargear)
Nanomancers are a rare but not uncommon sight, and, technically, anyone can use the weapons they use, especially someone with capital to use.
This model gains the Nanomachine Swarm Weapon and Nanomantic Manipulation Ability.
Control Node:
(Generic Wargear)
The logistical demands of the Machine command network are greatly enhanced by equipping specific field units with relays systems. This, though, necessitates a level of independence from them.
This Unit and Units within 12" of this Unit are considered to be within Command Range.
Nano-Alloy Construction:
(Generic Wargear)
The Machine may not be that much more technologically advanced than its neighbors, but it has the advantage of being able to channel far more power into reactive armour systems, otherwise restricted by meager flesh of the people inside the vehicles.
This Unit can repair itself as if it had the Repair Ability, rolling four d6. If it is a Vehicle, it may do an Action to use Repair.
Titan of Steel:
(Generic Wargear)
Some particular units within the Machine Empire are given special autonomous functions and capabilities. Perhaps the strange intellegences that guide the machines have some sense of pride in their excellent forces.
This Unit loses the Drones Ability, gaining a Leadership of 10, and gains the Independent Operators Ability and improves its SHD(x) ability by 1. It also gains +1 FS and +1 WS.
Structure-Carbon Reinforcement:
(Generic Wargear)
Improved central structures for infantry units the Machine deems special allow them to shrug off damage that would destroy their contemporaries.
Every time a Squad in this Unit would take Damage, roll a d6 for each point of Damage. On a 5+, it does not take that Damage.
Lots of 40k influence, combined with the old 8e apocalypse rules and a fair bit of Epic/Legion Imperialis scale
Now featuring a fully functional and only occasionally jank army builder; https://github.com/MadToxin/sj_wargame, Put that into New Recruit, the github option from the import systems page. It probably works with battlescribe, you just need to put them into the data directory. NR is just better though.
Intro
The game is a kind of relatively realistic military battle wargame, set in the SJ universe. The scale is decently large, as the individual units are kinda small, divided into squads. It's a two-player game at base, and probably takes a couple hours (maybe 4-5 at most) to complete.Basic Shit
What you need
At the base, you need five main things; the board, models, dice, a measuring tool, and the rules.The Board
You can find more information on the specifics from the Game section, but at a baseline you need a big table of some sorts, and terrain. This terrain can at simplest be represented by simple coloured or even just labelled bits of paper, and some random bits to represent big buildings or impassable terrain pieces. Some height variation is useful too, and can be done with layered bits of cardboard, for example.Dice
D6s. You generally need nothing more to play the game, but some other dice like d8s or a scatter die can be good for specifically deep strikes. Outside them, six-sided dice will suffice. Bring a lot, though, 30 should be enough per player save for very specific examples.Measuring
A measuring tape will do. An inch one, specifically, because that's what 40k uses.Rules
You're reading them. Nothing more is needed.Models
This is a tricky part, but not impassable. As long as have the base size correct and the model on top is roughly accurately sized relative (no pictures yet, but they will be there) or you treat it as such in-game, it'll be fine. I'll be making my own model sets some day, but don't put hope for that yet.The Most Important Rule, of course.
If something feels weird, talk it out and figure out a solution that works for both. The classic. Or ask me. This is not getting big enough for me to be unapproachable, and even if it did, look at 40k; GW releases FAQs all the time anyway.Terminology & Base Information
Wargaming Terminology
There are certain bits of terminology that may be unfamiliar for those not versed in wargaming:Unit Types and Classes
Infantry
Infantry is just that. People. Synthetics and Humans, maybe some less over-the-top Modes in there too. Footsoldiers, doing the grunt work in varied roles, from special forces veterans to superheavy armoured troopers, from heavy weapons teams to the grunts of any army.Infantry have a Sv stat, representing their armour quality. They also always have a WS stat, meaning that they can always fight in Melee. Infantry are far less concerned with Terrain, and get plenty of cover saves.
Vehicles
Vehicles are vehicles, c'mon. Tanks, cars, APCs, gunships, mechs, walkers, and all that. They serve a great variety of roles, and come in all sorts of sizes and shapes.Vehicles have a AV stat, which represents their armour. They also sometimes have hardened plasma shielding and point-defense. Vehicles may move and fire Heavy and Very Heavy weapons at full FS. Unless they have a listed WS stat, they are hit automatically in melee and may not make melee attacks. If they have a WS stat, they do close combat as normal. Vehicles do not normally gain Cover Saves from Terrain.
Superheavies
Superheavies are the really big shit. Ruin-Engines and weird wunderwaffe-type stuff. They follow the same rules as any vehicle, they just have really strong stats and such. They may only be taken in a Superheavy Detachment.Sub-Types
Command
This unit leads a Detachment. They have a command range, stated in the unit's sheet. One HQ must be selected as a Commander. This is the leader of your army, and must take a Commander Trait, chosen from the selected Allegiance's options, at no cost. Only one HQ can be the Commander, and they can only have one Trait.Line
Line Units always control an Objective if there is no enemy Line units on it. If there is, then control is calculated as normal between the Line Units.Aircraft
Aircraft move, deploy and fight differently than other units. See more on movement from the movement section, and deployment from that section. Aircraft may be deployed in Reserves independently of their Detachment. Aircraft cannot be targeted by weapons without the Anti-Air Keyword. Other Aircraft ignore this restriction, and when targeting an Aircraft Unit with the Flying Ability, reduce their FS, by 1 if within half Range of the Weapon used and 2 if not, instead of the normal rule. Aircraft have a Coherency requirement of 5". They may only fire at targets within 20º of their front on each side. Aircraft may Dodge when fired upon; see rules in the Making Attacks section.Ruin-Engine
Ruin-Engines are always treated as if having the Move Out Order, and do not suffer penalties from being outside Command Range. If a Ruin-Engine is Half-Functional, the Commander of the army that has it must make a Leadership Test In the Command Phase. If there is not Commander, the Ruin-Engine in question makes the Test, and the test is considered failed if it succeeds and vice versa. If failed, the Ruin-Engine breaks out of control, and begins attacking indiscriminately. If this happens, it will, from then on, move towards the closest unit, friendly or enemy, attack it, and charge toward and make melee attacks if possible. In addition, they can use their Logic Plague Caster and Incursion Data-Beam even if they have fired that turn, though they must choose one each time. Ruin-Engines cannot gain or use Cover Saves.Massive
Massive units are otherwise normal Vehicles, but they can move over enemy and friendly units. They cannot end a move on top of them. In addition, they ignore friendly and enemy units when determining Line of Sight.Force Organization
There are seven categories of units; HQs, Troops, Elites, Armour, Transports, Support Elements, and Superheavies.An army is composed of HQ-lead Detachments of Units. These Units, then, are composed of Squads.
Detachment
Detachments come in three flavours; Line, Support, and Armoured. Superheavies have their own detachment as well, but works differently. Each must be headed by an HQ, and then a selection of mandatory units. From there, you can select the rest just fine. They have limits in a detachment, as well as their intrinsic limits in an army.Transports have no limit, instead, they are specifically taken for Infantry and Small Vehicle Units (Some non-Transports can transport units; those are selected as normal.) When taken in this way, the respective infantry must be deployed inside the Transport, otherwise the transport cannot be deployed.
Line
Mandatory; 1-3 Troops
0-2 Elites, 0-1 Armour, 0-1 Support Elements
Support
Mandatory; 1-3 Support Elements
0-1 Troops, 0-1 Elites, 0 Armour
Armoured
Mandatory; 1-2 Armour
0-2 Troops, 0-2 Elites, 0-1 Support Elements
Superheavies Mandatory; 1 Superheavy
Unit
A single unit is the thing you command and move. Composed of squads, each squad has statistics and weapons to them and technically work independently, but they are bound together as a unit. The squads in a unit must remain close, and they attack the same target and are issued commands the same.Squad
A Squad is a single base in the game. Also includes Vehicles. Refer the similarly named section up above.Points
The general size of game is about 4000 points. Smaller and bigger games can be done just fine (2000 seems to be also a fine point), but the default is that 4000. Units cost points to deploy, composed of the squads or vehicles within. Their wargear and weapons, too, can cost points. Some units are highly customizeable, and thus can vary in cost considerably.Squads/Vehicles
A "Squad" or "Vehicle" is a single set of models on a base, most often a part of a larger unit. There represent either infantry squads or single vehicles. These have small models on them, which don't really matter, but the amount of weapons in a unit is a good guide. (Though this isn't absolute; for regular soldiers, it works, i.e an infantry squad with 3 coilrifles is three soldiers, but a HAST squad with 4 coilguns per squad is only two HASTs, as a single HAST suit can have two guns on it.)Joined Units
Some Units may join a friendly Unit of the same type. By default, all Command sub-type Units may do this. A Unit may join another Unit when deploying, or by moving to within default Coherency the Unit. This is called a Joined Unit. When joined, this Model and the Models in the Unit it joined are considered a single Unit, and so all rules that concern "this Unit" apply to both the Command Unit and the Unit it Joined (however, rules that specify "Models in this Unit" or "Models with this [rule]" do not apply to the Joined Unit, and vice versa), and wounds are allocated the same way. Models within move the distance they normally would, and must remain in Cohesion as normal. When making a Leadership Check for the Unit, the Check can be made with any Ld value present in the Unit. When the Unit attacks, FS and WS are used on a model-by-model basis. When being attacked in Close Combat, the WS value of the unit is the majority, rounded up to the higher value.Weapons, Wargear, Abilities, and Keywords
These change units. They improve their abilities, change their roles, give them new weapons, and so on.- Abilities are innate to units. They stipulate what they can do, and, by default, any models in a Unit (including those in Joined Units) with an Ability gain the benefits of the ability. Joined Units and the Units they join only gain each other's Abilities if they affect the Unit. See the Joined Units section
- Keywords are innate to weapons. Each affects only the Weapons that have the Keyword, and, unless otherwise specified, do not change over the course of the game.
- Wargear is equipped on a unit, whether by default or bought with points. There are three types of Wargear.
- Every Unit has an Armour choice selected by default, but it may sometimes be changed. This is referred to as an Armour Choice.
- Generic Wargear is just that. There are no broader rules for it, and the rules for their use are specified in the Wargear itself.
- Command Wargear are primarily for Command Units, and are used in the Command Phase. A given Unit may only use one of these in a Turn.
- - The abilities conferred by Wargear and Joined Units are subject to the same restrictions as Abilities are. Unique Wargear is locked to an Allegiance, but otherwise fits into one of these categories.
- Weapons are equipped on a model, whether by default or bought with points. There are Pistol, Support, Heavy, and Vehicle Weapons lists. Each are referenced in some statsheets. Weapons come with stats of their own, as well as a cost and Keywords.
Game
Setup
Board
Deployment
Deployment is done detachment by detachment, starting with a roll of the die. The players roll, and the one who gets a higher result gets to choose who starts deploying. Then, they are deployed, starting with the HQ. All units have to be deployed within Command Range of the HQ, and within [deployment zone]. Superheavies are deployed independently.Reserves
A detachment may also be chosen to be held in reserve. They can be deployed later in the game. In every turn after the first one, the Command Phase, before the Orders phase, you can bring them in. When done this way, first place the HQ of the detachment at the edge of the board (specifics are determined by mission). Then, place all units within Command Range of the HQ and 12" of the edge.Aircraft and Units that can Deep Strike may be held in Reserves, even if their Detachment is not, and vice versa, may be deployed even if their Detachment is held in Reserve. Units with Deep Strike must deploy by the Deep Strike rule when doing this, but Aircraft may be placed on the board edge, however that is specified by the Mission.
Units in Transports
Before deployment, a unit must be placed into the Transport unit that was taken for it within the same Detachment. If a Unit was not taken a Transport, it may be placed into any in its Detachment, if space allows. If so, it must be able to fit inside the Vehicles. When choosing to go into a transport, which Transport the individual Squads or Vehicles are in must be declared. While this doesn't matter for most regular units, specific Squads with special weapons or such do matter, and for stuff like HAST squads with their unique armaments, it matters. Any unit that is placed inside must be able to fit into the Transport Unit, but more than one Unit can be deployed inside the Transport Unit, as long as they fit.Aircraft
Aircraft are deployed off the board in reserve, independent of the rest of the Detachment, and can be deployed from there in the same way as any other units. However, they do not need to be in range of their HQ. When deployed, each Aircraft Vehicle can be rotated freely. Aircraft are always treated as being in Command Range, and are always issued the Move Out order.Round Sequence
A single round of the game is one where both players go through each of the game's phases and can utilize all of their units in each.Turn Order
The game uses an alternating activation sort of deal. Units are used and activated a detachment at a time; one player activates one detachment, and then the opponent activates one of theirs.Command Phase
The Command Phase is the first phase of a round. You issue commands, and that's about it.Initiative
First things first, roll initiative. This is a simple roll off of a d6 between the players. The winner has Initiative for this round, and so starts every phase.Regroup
Each Unit that is Retreating must attempt to Regroup. If within Command Range, it regroups automatically, if not, it must make a Leadership Test. See Regroup, in the Moral section.Orders
Starting with the player with Initiative, the players decide, detachment at a time, what orders the units within get. There are a few:A unit must be within its detachment's HQ unit's Command Range in order to be issued Orders (Abilities and Wargear notwithstanding). If it is not, it will only get the Move Out order.
Command Wargear
A Unit with at least one Command Wargear may use it here. That Unit may only use on of these in the Round. A Unit that failed to regroup this Turn may not use Command Wargear.Movement Phase
In the Movement Phase, the players move their Units. The player with Initiative for the round begins by choosing a detachment, then, one by one, moves (or opts not to move) each of their Units within. A Unit may move once in a Round. Then, the other Player does the same, and then the Initiative player again, until all Detachments have Moved (if they chose to).Move
Each Squad or Vehicle in a unit may move up to the distance that reads on its Mv characteristic. This is measured using one point of a base, measuring distance from that point, and placing the same point the distance away it moves. A Squad or Vehicle cannot move within 1" of an enemy Unit's Squads or Vehicles when making a Normal Move. A Squad or Vehicle cannot normally move off the board.Charge
A unit may decide to Charge instead of moving normally. In this case, it must end in Combat Range with an enemy unit.When a Vehicle Unit Charges, the Controlling Player may choose to run over the enemy. If so, the Unit gains the Thunderous Charge (1) ability for that Charge, as if it had a WS of 3 (or whatever its existing WS is, if better). These are resolved immediately, in the Movement Phase. After these are resolved, the Unit that was Charged must make a Leadership Test, and if failed, must move d6 away from the Vehicle unit, and gains an Injury Mark, as well as 1 Injury Mark for each Unit that was destroyed in the move.
Aircraft
Aircraft have two modes of movement, Hovering and non-Hovering. At the start of the Movement Phase, the controlling player must declare whether the aircraft is Hovering or not. A Vehicle can Hover if it has an asterisk next to its Mv Value. When moving, Aircraft may move through friendly and enemy Units and they may move through Aircraft. Aircraft must remain in coherency of their Unit when moving, as any other unit. They cannot Charge or be Charged.Non-hover movement is as follows: An Aircraft may move any distance between their maximum move value and half of it. They must move forward (where the model itself points, determined when the Unit was deployed). At any point of that move, they may pivot a maximum of 45° from the direction they started the move. If the Unit can make a Move that would take them off the board, they can move into Reserve, deploying normally later.
When Hovering, the Aircraft moves normally as any other Unit does, though at half its normal Mv Value, and can have Units Disembark and Embark as normal.
Transports
Units in transports cannot move themselves; they are inside them, and the Transports move as normal. Units can embark onto a transport at the start of their move phase, and must be within 1" of any Transport in the Unit. Every Squad or Vehicle in the Unit then enters into the transports, as described in the Deployment phase.At any time during the Move Phase, the units inside a Transport can disembark. When doing so, every Squad or Vehicle that composes them must be placed base-to-base with the specific transport they were inside. If this cannot be done, the Squads must be placed within 1" of the Transport Vehicle, and not within Close Combat Range of an Enemy Unit. If this is not possible, those Squads are kept inside their Transport. A Unit cannot Embark from a Transport in the same Round it Disembarked from one, and vice versa. Aircraft Transports that are not Hovering cannot be disembarked or embarked.
A Unit that disembarks from a Transport that has not yet moved is treated as if not having moved. Similarly, if it disembarks after the Transport has Moved, it is treated as having Moved. It can, however, still make a Charge Move, only may not use its Mv Value to move, only being able to Charge if it has some sort of special rule that grants it more Mv. A Unit may not disembark from a Transport that advanced this Turn.
Units inside Transports are not on the board itself, but may be issued Orders, treating their position as the same as the Transport models they are embarked within. When Disembarking, they are placed on the board, and when Embarking, they are taken off of it. Keep track of which models are where, if they have special weapons or wargear.
Destroyed Transports
If a Transport is destroyed while Squads or Vehicles are inside it, the Squads and Vehicles within it must be placed on the board as if disembarked. However, roll a d6 for each Squad and Vehicle inside, and on a 4+, it suffers a single AP -/6 hit against which Armour Saves may be taken, but Cover Saves may not be taken. These Squads or Vehicles must make a Leadership Test as if against the Suppression Keyword, subtracting one from the result for every model that was destroyed by this process. If the Transport was an Aircraft that was not Hovering, all Units inside are destroyed, unless they have Orbital Insertion Backpack, in which case they are treated normally.Units with Squads inside and outside Transports
For situations where you have Squads or Vehicles of a Unit where some are inside Transports and some are outside, such as due to destroying some transports, the Unit still follows standard coherency rules, except the Transports do not. So: the parts of the unit outside the Transport Unit must attempt to get into Coherency with the Transports, and closer to them if not into Coherency, but the Transports do not, they can move as normal.Deep Strike
A Unit in Reserves may make a Deep Strike Manouvre if it has an Ability or Wargear that allows it to do so. A Deep Strike manouvre is made from Reserves, and is as follows; Place one squad/vehicle from the unit anywwhere except Impassable Terrain, even on top of an enemy Unit. The Squad then moves 5d6, subtracting one d6 from the amount for every Round that has passed, to a minimum of one 2d6 into a random direction (determine with something i dunno probably a scatter die (not counting the direct hit) or a d8, each number corresponding to one of eight directions relative to the unit, I dunno, i'll decide later) and is then placed there. Then, place the rest of the unit, at most 2" from the first squad/vehicle.If on a fail, the squad or vehicle is inside a solid terrain feature, you may scatter it again, rolling the dice and the random direction. And repeat, if it happens again. If the target model ends up on top of an enemy unit, the controlling player may choose to either scatter again as described, or land there. Once placed, each Squad from the deep striking Unit is moved the minimum distance from the point they would have landed, so that they are not on top of enemy Squads. This will result in them being placed in Close Combat Range. It is considered to have Charged, and suffers a -1 WS penalty until the end of the round.
A unit coming from Deep Strike retains the orders it was given. It may move at most half its Mv value this Round.
A Deep Strike Manouvre is considered a Normal Move for the purpose of Reactions, though such reactions treat the Unit as if it had the Flying ability.
Cohesion/Coherency
Cohesion and Coherency mean the same thing. A unit must always remain in Coherency if possible. Each of its constituent squads or vehicles must be within 1" of at least two other squads in the case of infantry, and 2" for vehicles, and the Models within a Unit must be close enough so that there are no separated groups (i.e. there are no big gaps in a Unit where two Models are more than that coherency apart without any others in between). If this is not the case, the Squad or Vehicles in that unit must move closer to or into Coherency with their following moves.Terrain
There are seven different types of Terrain;Basic
A single City Block is defined by the small space it occupies, and so a city proper is full of open spaces to move around in. A single City Block itself, though, is treated as an permanently immobile Vehicle with the Transport (x) Keyword, independent to any sides. They can transport a single Unit of Infantry or Vehicles of any size each (within the rules of Transports), and can be used and targeted by anyone.Movement
Vehicles may not move through this Terrain. Infantry move at half speed in City Blocks. When moving through City Blocks, Infantry can move freely, but when they end a Move inside a City Block, they must Embark into it, even if they moved. Infantry may Disembark freely from a City Block and move afterward.Shooting
Unlike regular transports, Units inside the City Block can fire out of it, measuring Line of Sight and Range from any point on it. They can also be directly targeted (except with Weapons shooting Indirect Fire), in which case the Units inside are shot at like normal, but gain a 4+ Cover Save (including Vehicles). In this case, the terrain gets hit once for each Weapon it is attacked with. Weapons shooting Indirect Fire instead target the City Block directly. City Blocks have a AV and HP, and it depends on what the actual buildings are. When a City Block is destroyed, it is removed from its base, and the Unit inside is treated the same as with any other Transport. The area the block once occupied is now Difficult Terrain.Close Combat
A Unit may Charge to be in base contact of a City Block if it has a Unit Embarked within. It can Fight as long as it is in base contact, and when it does, it takes a penalty of 1 to its WS. The defending Unit also gains +1 to its Combat Iniative Roll. When the Fight is Resolved, if the Unit that is not inside the Terrain loses, it retreats normally, and can Embark into another City Block if possible. If it wins, the Unit inside must Disembark the City Block.Shooting Phase
The shooting phase is handled with the same initiative -> detachment system as the Command Phase. The player with initiative starts, selects a detachment, then a Unit within it one after another until either everyone has shot or the player decides to stop, then the other player does the same, and then the process repeats until all Detachments have been gone through. A Unit may shoot once per Round, excluding Reactions.Line of Sight
Line of sight is measured Squad by Squad. If a given Squad has line of sight to an enemy Squad, that Squad sees it and the Unit it's part of, and may make Shooting attacks. The way you measure that varies. Generally, for smaller models like infantry, it's measured from any point of the base to any other part of the target's base. For vehicles, you measure from the modelled center of the hull. For a tank or APC, that's the middle of the brick that is their body, and for something like heavy killbots of AB-FSPs, its the main body. Terrain Features have their line of sight rules explained in their rules.Squads and Vehicles between the shooter and target block LOS to their own size of stuff and smaller; Infantry blocks Infantry, Vehicles block Infantry and Vehicles, and Massive Vehicles block everything. Massive Vehicles can also shoot anything, even if there is Units in the way, and can be shot the same regardless of intervening units.
Shooting in Melee
Infantry Units that are in Close Combat Range of an enemy Unit cannot normally make Shooting attacks with any Weapons. Vehicles may make them just fine, though cannot target any units outside of the ones they are in CCR of, and may not use Weapons with the Blast (x) Keyword.Units in Close Combat Range can be the target of Shooting Attacks, though in this case any misses are rolled again, and on a 4+, they hit the opponent's side. Weapons with the Incineration (x) keyword cause that keyword's effect normally, and the Indirect Fire keyword functions as it would normally.
Shooting Attacks
The first thing to do when selecting a unit to shoot is to select the target. A unit can only shoot at one target at a time (excepting special rules), and must shoot at something in range of a weapon, naturally. From there, the player selects what weapons the unit fires. A Squad may fire up to as many Weapons as it has Squad Members, and Vehicles can fire any or all weapons they have, subject to the weapons' rules, but does not need to. Then, they shoot, using the rules for shooting attacks in the Making Attacks section, hitting with the relevant Firing Skill. Once all Models have made Attacks, the sequence is over.Resolution
After concluding shooting, Infantry Units gain an Injury Mark for every destroyed Squad if they have already lost at least one in this Round, and Vehicle Units gain an Injury Mark for every point of Damage they suffered, excluding Damage blocked by SHD. This will be relevant later, in the Morale Phase.Actions
Actions are generally relevant for Missions and their Objectives. Only Infantry Units can do Actions. A Unit can do an Action in place of either a Normal Move or a Shooting Attack. Naturally, restrictions like those from Orders also apply.Melee Phase
In melee, two or more units go against each other in melee combat. WS determines hitting. Here, the player with Initiative chooses a fight (any group of Units in Close Combat Range with each other), and once resolved, the other player chooses one, and repeat. A given Unit can fight once in a Round, and must fight if it is within Close Combat Range (assuming it can).Who Can Attack
Only Squads that are base-to-base with enemy Squads may attack in the Fight Phase. A given Infantry Squad may attack with as many Weapons as it has Squad Members, and Vehicles may attack with any or all Weapons they have. Only Weapons with the Melee Keyword may be used to attack in Melee. Units with either WS- or WS0 (or worse) may not make Melee Attacks.Combat Range
Close Combat Range is a zone of 1" from every Unit's Squads.Locked In Combat
When a Unit is within Close Combat Range of an Enemy Unit, it is Locked in Combat. When this is the case, the Unit cannot move or shoot normally. Vehicles can move out of Combat Range freely only after the first Round they are Locked in Combat.Vehicles in Combat
Vehicles are not subject to any of the rules of Melee. If they do not have a WS value, they do not make attacks and are hit automatically, but are never Locked in Combat, nor are Units in Combat Range of them Locked in Combat with them either. If the Vehicle Unit has a WS value, it makes attacks and is attacked like Infantry are.Combat Initiative
First, the participating units roll for Combat Initiative. Each unit rolls a d6, and the result is the initiative order. Higher numbers go first. Some rules and special rules change this. If a unit charged in the previous Move Phase, it adds +1 to its roll. Some Special Rules like Close Combat Specialists can change this as well.Pile In
After Initiative is rolled, each Model in the Units that are Locked in Combat may move, by default, up to 1", unless it is already base-to-base. The Unit with Initiative moves first. This is called a Pile In Move. Some rules change this value.Attacks
Once all Units have Piled In, the Unit with Initiative makes melee/close combat attacks, as described in the Making Attacks section. Once all Units have attacked, Resolution begins.Close Combat Weapons
Any Squad or Vehicle with a WS stat can make melee attacks. Even if they are not equipped with a Melee Weapon, they may use the following profiles, depending on their specific wargear, type, and/or abilities.| Wargear/Abilities/Type | Range | A | AP | Ev | Keywords |
|---|---|---|---|---|---|
| Combat Armour | - | As SqM | -/- | - | Melee |
| Power Armour | - | As SqM | 5/- | - | Melee |
| HAST Suit | - | As SqM | 4/3 | - | Melee |
| Killbot Group | - | As SqM | 4/- | - | Melee |
| Vehicles | - | 2 | 3/4 | - | Melee |
| Massive Vehicles | - | 2 | 2/5 | - | Melee, Suppression |
Resolution
For combat resolution against Infantry, the winner is the side that caused the most amount of destroyed Squads. If the losing Unit survives, its controlling player rolls a Leadership test, reducing the result by the amount of destroyed Squads. If it fails, the losing Unit fall back 1" away from the unit they fought, it gains an Injury Mark for each squad destroyed and is marked as Injured. Vehicles do not fall back or need to roll leadership.A unit that does not lose the combat can choose to fall back in this phase if the opponent is still in Close Combat Range. If it does so, a Combat Initiative Test is made, and if successful, the Unit falls back as if it lost the combat and failed the Leadership Test, but does not gain Injury Marks.
Making Attacks
After targets have been selected, melee or ranged, the following sequence begins.Attacks
The attacking player takes one die per attack the Unit makes. If attacking with more than one weapon, you want to roll the same weapons (and/or ones with similar AP and Keywords) all at once, and resolve it considerably faster.Hit Roll
The hit roll is simple. For shooting, the FS of a given Model is used. To get the target, calculate 7-FS. This gets you a target number to equal or surpass with the rolls (expressed as x+). If the final result is a 7+ or worse, the attack can never hit, and if it is 1+ or better, it will always hit.In Close Combat, you compare a given Model's WS to the majority WS of the defending Unit (rounding down, Models with no or 0 WS are excluded if there are Models with a WS value above 0). If equal, you hit on a 4+. If above by 1 or 2, 3+ if 3 or more, 2+. Similarly, if below by 1, hits on a 5+, if 2 or more, 6+. As a consequence, a roll of 1 always misses, and 6 always hits.
Dodge (Aircraft)
Aircraft may Dodge incoming fire. Before hits are rolled, the Aircraft's Controlling Player may reduce the attacker's FS for that Attack Sequence. They may do this up to as many times as they have a multiples of 10 Mv on their statsheet (non-Hovering Movement), rounding down, in a single Turn. (So 1 reduced FS per 10 Mv).Point-Defense
For ranged attacks, here is where point-defense comes in. The defender and any Squad or Vehicle within 2" of the defender rolls an amount of dice they choose, at most either as many as the unit has total PD value (for example, two PD(2) units have a total of 4) or as many as there are incoming attacks in total. Then, each of the dice that results in a value equal or greater than the Evasion value is intercepted. This does indeed mean that there may not be enough point-defense to intercept all the attacks. Sucks to suck, that's the point of making that many attacks. If an attack has a Ev value of -, it cannot be intercepted.Wounding Infantry and Saves
When attacks have landed, Infantry may make Saves. A Unit may choose between their Armour Save or their Cover Save. The defender rolls as many dice as attacks that landed. Any rolls above or equal to the Save value are successful, and inflict no damage. Failed saves are called Wounds.Cover Save
Every Unit except Aircraft have, by default, a 7+ Cover Save. This means that normally, this is not possible to save. Cover Saves can be gained from a number of sources, primarily Terrain. Vehicles cannot gain Cover from Terrain, normally. Cover Saves are not affected by AP. Cover cannot be used in Melee.Allocating Attacks
When all eligible attacks have been made, the Wounds inflicted are then allocated to models by the defending player. One at a time, technically. For Shooting Attacks, Wounds cannot be allocated onto Squads or Vehicles not visible to the attacking unit. For these purposes, other Units (not Units Joined to the target Unit) block line of sight from the attacker. For Melee Attacks, Wounds can only be allocated to Models within Close Combat Range of the attacking Unit. Within these confines, Wounds must first be allocated to damaged Squads or Vehicles if present as well as Vehicles with reduced shielding.Vehicles and Cover
If a Vehicle has a Cover Save, it can roll to save an attack. This is done before the actual wound roll. If successful, the Attack is ignored.Wounding Vehicles
Vehicles use the second AP value when wounding. The attacker rolls a d6 for each Attack that Hit (and wasn't ignored by Cover), and adds the AP to each result. (i.e AP 9 + d6 roll of 3 = 12). If the result is equal or above the vehicle's AV Value, it takes one damage.Armour Save
When making Armour Saves, Infantry refers to their Save value. The AP Value of the weapon being saved against changes the save. For infantry, the first value is used. If the AP is below the Sv, the save is not modified. If equal, the Save is reduced by 1. (4+ -> 5+). If above, the save is ignored and the defender does not get to use it. In a Shooting Attack, if a weapon's AP against Infantry is more than 3 above the Sv (i.e 2+ Save and AP 5/x), the Save is automatically successful.Hardened Plasma Shielding
Hardened Plasma Shielding uses the SHD Value]. If the wound is successful, a shield layer is destroyed. Shielding regenerates in each Command Phase, to the listed value.Damage
For every Wound allocated to a Model, that Model takes one Damage. Each point of Damage reduces the SqM or HP (or SHD, if that is present) of the Model by one, If either reaches 0, the Model is destroyed, and removed from the game.Morale Phase
The Morale Phase is the last phase of a round. Here, Leadership matters, and units fall back if they have to.Leadership Test
A normal leadership test is just a roll of 2d6. The player making the roll may choose any Ld value within the Unit, and if the roll is equal or under that Ld value, the test is passed (this does mean that a Unit with Ld12 cannot fail). A Unit that has half or less of its original Models left reduces its Ld by 1 when making Tests. Leadership tests with more or less dice roll that many dice and subtract the lowest results (unless otherwise stated) until there are at most two left (this means that rolling with one die will at most result in a 6).Out of Command
A unit that is not within Command Range is Out of Command. When this is the case, a Unit making a Leadership test rolls 1 extra d6.Injury Mark
Injury Marks are best depicted as a d6, as a Unit is unlikely to gain more than 6 in total during a game (if this happens, use some other method, like a higher-count die or multiple d6s). Every Unit's Injury Marks are reduced by 2 in each Command Phase, to a minimum of 0.Retreat
If a unit is marked as Injured, it must take a Leadership Test in this phase, rolling one d6, plus as many as it has Injury Marks, and counting the two highest for the result. If failed, it Retreats. When retreating, a Unit moves one d3 per Injury Mark, to a maximum of two times its base Mv value, toward the closest board edge, stopping if it ends the move there.Regroup
In the Command phase, a Unit may regroup and move normally again. If the Unit is in Command Range, it regroups automatically. If not, then after reducing Injury Marks, the unit must make a Leadership Test, rolling as many d6 as it has Injury Marks, and counting the two highest for the result. If it succeeds, it regroups and may act normally, as well as losing the Injured status and its Injury Marks. If it fails, the unit may only move half of what it normally could, and may not shoot or charge in the following phase, and remains Injured. A Unit that has not Regrouped may not use Command Wargear. In the next Morale Phase, it must do the same again. This continues until it succeeds the test.Aircraft
Aircraft that have Injury marks make Leadership tests as normal, but if they are not Hovering, will instead move into Reserves if the Test is failed. In the next Command phase, they must Regroup normally, and if successful, may be deployed normally again. If it is Hovering when making the Leadership Test, it Retreats as normal.Reactions
Units can sometimes make additional actions when the opponent player is doing their turn. There is a limit of one per turn per detachment of these. Generally, when making a Reaction, a unit must pass a Leadership Test. Aircraft and Superheavy Units cannot make Reactions.Movement
Repositioning: When an enemy Unit moves within 6" of a Unit, if this Unit is Infantry that unit can move its full Mv value in any direction. If it is a vehicle, it instead moves half of its Mv value.Suppressive Fire: When an enemy Unit moves within 18" of a Unit, this Unit can make a normal Shooting attack at it, subtracting 2 from its FS. If this results in FS going below 1, the Unit cannot shoot.
Overwatch Fire: When this unit is Charged by an enemy Unit, it can make a normal Shooting attack at it, subtracting 2 from its FS. If this results in FS going below 1, the Unit cannot shoot.
Brace: When this unit is Charged by an enemy Unit, it can Brace. When doing this, the enemy loses any bonuses from Charging (i.e. from Wargear, Abilities) and is treated as if it never Charged, yet still made it to Combat Range.
Shooting
Return Fire: When this Unit is targeted by an enemy Shooting Attack, if that enemy is within 18", this Unit can make a normal shooting attack, subtracting 1 from its FS. If this results in FS going below 1, the Unit cannot shoot.Fight
Tactical Withdrawal: When the Combat this Unit is in is chosen to be resolved, before the normal Combat Initiative Test, another normal Combat Initiative Test is made, gaining any normal bonuses or negatives. If the chosen Unit succeeds this test, it can Fall Back as if it had chosen to fall back after the Combat.Game Process
Mission Elements
Missions consist of several relevant elements, duh. They're all here.Breaking
A player must make a Break Test at the end of their Command Phase if they have lost any HQ Units (except Bodyguard Squads). In this case, the Commander must make Leadership Test, subtracting 2 from its Ld for each destroyed HQ Unit. If the Commander is destroyed, any HQ Unit may make this Test, subtracting another 2 from its Ld. If failed, the force is Half-Broken. If it fails another Break Test in the player's next Command Phase, it is Broken. A force with no HQ Units remaining will fail any Break Tests automatically.Objectives
An Objective is a given point on the board. Usually, it is an objective marker, a base just like what models have, 32mm in diameter. It can also be a specific terrain feature, Unit, or whatever else you come up with, depends on the mission itself.A Unit controls an objective if the amount of Infantry Squads within 3" of the objective outnumbers the amount the opponent has, or there is a Vehicle on the objective, and no enemy Infantry on it.
Points
Points are what generally determines the winner of a game. How they are gained is determined by the Mission, but they generally just count up as the game progresses.Deployment Zones
A deployment zone is where Detachments are deployed at the start of the game. Each Unit must be deployed within it, unless they have special rules that allow them to do otherwise.Deployment zones are chosen separately from the Mission.
Reserves
Some missions dictate rules for Reserves, such as what Units can go into them and where they can be deployed.Structure
Skirmish Missions (Symmetrical)
Assault Missions (Asymmetrical)
Grand Missions (The complicated ones)
Troops
Stat Meanings
Squads
The stats and modifiers that affect Squads; their innate characteristics given by their physiques, engines, armour, numbers, and so on.Mv
Movement. Basic movement of a Squad. Measured from edge of the base to the same point on the edge.AV
Armour Value. The protection of a Vehicles's armour. Surpassing or equalling this number in an attack leads to damage.Sv
Save. The armour of Infantry, provided by their personal armour, from the humble armoured vests of less advanced infantry, to the towering HAST suits. A Unit can never have a better save than 2+.WS
Weapon Skill. The ability of a Squad to hit attacks in melee. Rarely used for any but specialized troops. WS cannot go below 1, unless the Unit has a WS of -.FS
Firing Skill. The precision of a Squad when making ranged attacks. FS cannot go below 0, and a Unit cannot Shoot if it has a FS of 0.SqM
Squad Members. This is how many people are in every Squad of a Unit. It serves as the health of a Unit, and if it reaches 0, the Squad is destroyed. It also ties into base size; one- or two-man Squads are usually on 25mm bases, 3-mans on 28mm, and 5-mans (Command Squads) on 32mm. A given Squad may fire as many Weapons as it has Squad Members within.HP
Health Points (or hull points I dunno) The health of a given Vehicle. When this reaches 0 the Vehicle is destroyed.SHD
Hardened Plasma Shielding. Each Vehicle in a Unit has the amount of shields represented on the Ability. Protects the vehicle from damage by taking the hits instead. Expressed as "Shield Layers (x)", where x is the number. A single shield has the same AV as the vehicle it protects. Shields do not protect from Melee Attacks in the Fight Phase.PD
Point-Defense; the ability of a vehicle to intercept incoming projectiles. Each Squad or Vehicle in a Unit has the amount of PD represented on the Ability. Point-Defense is not a factor in the Fight Phase.Ld
Leadership; a Squad's ability to keep cohesion in combat and when suffering casualties. Courage, morale, structure, and so on.Weapons
A
Attack. The amount of attacks a Weapon makes. Most tend to make one or two, but exceptions exist.Ev
Evasion. How difficult it is for a given attack to be intercepted by point-defense. Fast solid projectiles tend to be more difficult to shoot down than big missiles. An Ev of - means an attack cannot be intercepted.AP
Armour Penetration. The armour penetration of an attack. Used both against Sv and AV, with the first value against Sv and the second against AV. Against Sv, lower better, while higher better against AV. In a Shooting Attack, If a weapon's AP against Infantry is more than 3 above the Sv (i.e 2+ Save and AP 5/x), the Save is automatically successful.Range
Range. If your target is further away than the distance, you cannot attack them. Melee weapons have none.Army Composition and Special Rules
Allegiance Choices
The Fifth World War is a turbulent time. The main two players, the STUN and the Coalition, are both enormous political entities, and their militaries are suitable powerful. That said, this has not stopped other factions from taking part in the warfare. Private military companies hired by the nations that make up the big players, remnants of Old Cellea looking to prove themselves once again, distant unaligned frontier nations taking advantage of the major players' sudden shifts in focus, or even the unknowable minds of the Machine, seeking the same goals. Each has their goals and motivations, and each is enormously varied from one another, though sharing in the common well-trod tactics and strategies proven through human history.
There are six main Allegiance choices. These give a few special rules, enough to adjust strategy and army composition. They all also come with a unique unit or two, for some more variety, as well as unique wargear choices and a HQ trait. Realistically, mirror matches are feasible in fluff, as none of these factions are all that united or monolithic; infighting can and does occasionally happen.
Every unit in an army list gets the rule of the selected Allegiance. In addition, the army can include that army's Unique Units, and any unit may take Unique Wargear, within the specifications of that Wargear. The Commander of the army can also get one Commander Trait, for free. If a Commander trait refers to "this Unit", it only effects the Command Unit, not including any Joined Units unless otherwise stated.
Any special rules are already included in the profiles of the Unique units of those Allegiances. An Armour Choice can be taken for any Unit with either an Armour Choice in its profile or a Unit already equipped with Power Armour. When taking an Armour Choice for a Unit with Power Armour, subtract 10 points from the cost (as Power Armour costs that much, and you are essentially downgrading to Combat Armour and then upgrading back to the unique choice).
ASTUN
The ASTUN is the premier military force of the Core Worlds; Powerful, technologically advanced, and well trained. It holds claim to the Core Worlds, and serves to protect them from outside invasion. The access to complicated and expensive technology allows it to be given freely to their forces, and weapons and units less accessible elsewhere can be used far more.
The Technology of the Core: Units gain +1 FS when shooting at the same enemy Unit another friendly Unit within 3" (If two Units are a Unit and its Joined Unit, this bonus is not gained) has shot in the same Phase. Plasma Cannons and Heavy Plasma Cannons may be taken for 15 points less than their normal price.
Core Engineering:
Unique Units:
Core Worlds technology has improved power armour designs enough to significantly increase a soldier's endurance. They also incorporate advanced methods of protection.
This commander has fought on behalf of the STUN for the better half of a thousand years, and has seen everything.
Coalition Militia
The Coalition is less a military force and more a banner to rally around. As such, the forces it has tend to be somewhat disorganized. They also lack tech, being mostly from farther out civilization. They make up for it, however, by numbers and industry. Many of the soldiers of the Coalition are fiercely dedicated and loyal to their cause.
Heavy Industry, Heavier Population: Coalition Troops are 5 points cheaper per Squad. A Coalition Force may take Truck Squadron units for Troops for no cost (unless that unit is upgraded into Walkers). When a Unit is on an Objective, they gain the Stubborn Ability.
Wargear of the Thousand Worlds:
Unique Units:
Power armour technology, ubiqitous as it is, only helps so much. Soldiers need truly heavy gear to carry heavy weapons easily. To this end, some experimental projects within now-Coalition Space have made affordable, light, and powerful gear to do so.
This leader has mastered the art of machine war, being capable of identifying good cover for vehicles where most would draw a blank.
Cellean Successors
Cellean culture was heavily militaristic and emphasized personal combat ability as a valuable feature of a soldier. This being the case, many of the empire's successors also inherited this cultural detail, not rarely incorporating it into their strategies. Their transports have been made faster, and martial skill is common within every one of their soldiers.
Legacy of a Warrior Culture: Close Combat Squads gain Line, and all Transport Choices (except Dropship Squadrons) gain +3 Movement. In addition, all Infantry Units gain +1WS, and +2Ld when in Close Combat Range. HQ units can take Improved LCBWs at no additional cost.
Cellean Relics:
Unique Units:
Utilizing similar miniaturized plasma weapons found in the Core, these combination coil- and plasma-rifles are rare relics in this region.
The commanders of the old Cellean empire, once picked out by the Highest Lord themselves, are a class apart from any other leader, even centuries later.
Rim-Bound Frontier
The rim-ward regions of human space are highly variable and often not very developed, forcing innovative solutions, and emphasis on individuality and resilience, in both people and the construction of machines. They are adaptable, highly varied, and can vary their tactics and units based on battlefield conditions.
Of Resilient Worlds: Each detachment (excluding Superheavy) may take one extra Elites choice. When a Unit is in range of an Objective, for every point of damage they are to take, they may roll a d6. On a 6+, that damage is ignored.
Rimward Innovations:
Unique Units:
The barren wastes of unterraformed worlds grant soldiers little natural protection, forcing innovate armour designs.
The most prevalent environment in the unterraformed worlds of the outer rim region are frozen plains, covered in rock and dust and ice.
Military Contractors
The many mercenary and PMC groups that exist throughout human space often have to hire charismatic leaders, for their ranks and hierarchies are less rigid and stable than regular militaries.
Charismatic Leadership: Units within 12" of a HQ unit may re-roll Leadership Tests. Units within Command Range gain +1 to Leadership. Units do not gain the Leadership penalty from being Half-Functional. Command Units may take any wargear at a 10 point discount.
Special Purchases:
Unique Units:
This piece of technology was acquired some time ago in an arms deal with contacts from the elusive Machine civilization. Much is not known of it, but it works.
The Machine Empire of Cine
The inhuman minds of the Machine and the sub-minds that command their armies are distinctly not human. They have no heed of fear or dread, and the robust makeup of their forces are more durable than the equivalents elsewhere. They must keep in command distance, though, to command their forces.
Machine Command System: All units (save HQs and Independent Operators) gain the Drones keyword if they do not have it, and change their Leadership to 5. In every detachment, two units may have one of their models given the Control Node wargear for +50 points. In addition, Killbot Groups gain Line. For every point of damage a Squad in a Troop Unit is to take, it may roll a d6. On a 6+, that damage is ignored.
Esoteric Machine-Tech:
Unique Units:
The Machine may not be that much more technologically advanced than its neighbors, but it has the advantage of being able to channel far more power into reactive armour systems, otherwise restricted by meager flesh of the people inside the vehicles.
The great minds of the Machine have deemed this leader unit suited toward supporting armoured units with extensive maintenance and repair equipment.
Units and Statsheets
HQ
The HQs are your leaders in the field. Usually assembled in command squads or vehicles, these guys are the very top of an army, and absolutely necessary to issue commands and keep stuff working in the grand scheme.HQs
HQs
Captain and Command Squad
The highest-ranked field commanders in their respective forces, a Captain leads the company to war accompanied by their command squads, versatile and skilled bodyguards. While many often choose not to fight near or from the front, others like being near the action, though often behind their main forces. Some more subscribe to old concepts of honour, and can be found right at the front lines.
60 Points (60 Points per Squad), 0-1
Mv4 Sv4+ WS4 FS4 SqM5 Ld10 (32mm Base)
Infantry, Command
Abilities: Close Combat Specialists, Stubborn
This unit has a Command Range of 24"
This unit contains 1 Squads.
Each Squad is equipped with; 5 Coilrifles, Power Armour, Fire Discipline
This unit can be equipped with any of the following:
- PD HISP - +20 Points
- HAST Suits (may not also take jetpacks) - +30 Points
- Jetpacks (may not also take HAST suits) - +30 points
- If this unit takes HAST suits, it may also take an Orbital Insertion Backpack - +35 Points
- This unit may replace each of its Coilrifles with an Improved LCBW and Coilpistol: - +10 Points
- This unit may replace one of its Coilrifles with a weapon from the Heavy Weapons list, and one with a weapon from the Infantry Support Weapons list.
- This Unit may take up to three from the following list:
- Direct Comms Relay: - +25 points
- Inspirational Symbol: - +40 points
- Jamming Systems: - +40 points
- Orbital Comms Relay: - +25 points
- Radial Scanner: - +40 points
- Stabilizer Reinforcement Protocols: - +30 points
- Targeting Arrays: - +25 points
Lieutenant and Command Squad
Lieutenants and other similarly placed ranks in other militaries are generally seconds-in-command of the force leaders. In war, they lead troops much the same as a Captain, though with less access to specialized equipment and technology.
30 Points (30 Points per Squad)
Mv4 Sv4+ WS4 FS3 SqM5 Ld9 (32mm Base)
Infantry, Command
Abilities: Stubborn
This unit has a Command Range of 18"
This unit contains 1 Squad.
Each Squad is equipped with; 5 Coilrifles, Power Armour
This unit can be equipped with any of the following:
- This unit may replace each of its Coilrifles with a Improved LCBW and Coilpistol: - +10 Points
- This unit may replace one of its with a weapon from the Infantry Support Weapons list.
- PD HISP - +20 Points
- Jetpacks - +30 points
- This Unit may take up to two from the following list:
- Inspirational Symbol: - +50 points
- Jamming Systems: - +50 points
- Radial Scanner: - +50 points
- Stabilizer Reinforcement Protocols: - +30 points
- Targeting Arrays: - +30 points
Command Tank
Some commanders prefer leading from the safety of an armoured vehicle. This has its advantages and disadvantages, but is a valid approach, sacrificing concealment and manoeuvrability for protection, firepower and speed.
60 Points (60 Points per Vehicle)
Mv10 AV14 WS- FS4 HP2 Ld9 (25mmx15mm)
Vehicle, Command
Abilities: Tracked, Stubborn, PD(2), SHD(2)
This unit has a Command Range of 18"
This unit contains 1 Vehicle.
Each Vehicle is equipped with; Stabilizers
This unit can be equipped with any of the following:
- This Unit must take a weapon from the Vehicle Weapons List
- This Unit may take a weapon from the Support Weapon or Heavy Weapon Lists.
- This Unit may take up to two from the following list:
- Inspirational Symbol: - +50 points
- Jamming Systems: - +40 points
- Radial Scanner: - +50 points
- Stabilizer Reinforcement Protocols: - +30 points
- Targeting Arrays: - +30 points
PMC Commander
Many commanders of PMCs are highly capable, though also willing and able to invest in heavy protection and gear for themselves, far more than any military commander would be given freely. They are one-man squads, with plenty of firepower and plenty of systems to support.
70 Points (70 Points per Squad), 0-1, Unique
Mv5 Sv3+ WS5 FS5 SqM1 Ld11 (28mm Base)
Infantry, Command
Abilities: Stubborn, PD (2), Relentless, Tough
This unit has a command Range of 24"
This unit contains 1 Squads.
Each Squad is equipped with; 2 Heavy Coilrifles, Customized Armour
This unit can be equipped with any of the following:
- Improved Armour (2+ save) - +15pts
- Comms Array: - +20 points
- Fire Discipline: - +10 points
- This Unit may take up to three from the following list:
- Direct Comms Relay: - +15 points
- Inspirational Symbol: - +20 points
- Jamming Systems: - +20 points
- Orbital Comms Relay: - +15 points
- Radial Scanner: - +30 points
- Stabilizer Reinforcement Protocols: - +10 points
- Targeting Arrays: - +15 points
- This unit may take a weapon from the Heavy Weapons list, and two weapons from the Infantry Support Weapons list.
- This unit may replace any or all of its Heavy Coilrifles with Killbot LCBWs or Pneumatic Cannons
Bodyguard Squad
Fiercely loyal through values and money alike, bodyguard squads like these are highly trained to protect their charges. They are often allowed advanced equipment to forward this purpose, and tend to be hired by rich people, in wartime and peace as well.
80 Points (40 Points per Squad)
Mv4 Sv5+ WS4 FS3 SqM3 Ld8 (32mm Base)
Infantry
Abilities: Bodyguard, Stubborn
This unit contains 2 Squads. It can be increased to 6 for 40 points per Squad.
Each Squad is equipped with; 3 Coilrifles, Combat Armour, Fire Discipline
This unit can be equipped with any of the following:
- Each Squad may replace all of their coilrifles with Layered Chain Blade Weapons and coilpistols for no cost or Layered Chain Blades and Amprhan-Lock Shields for +20pts.
- Power Armour - +10 points per Squad
- HAST Suits - +15 Points per Squad
- If this unit takes HAST suits, it may also take an Orbital Insertion Backpack - +15 Points per Squad
- For every two Squads, one Squad may replace one Coilrifle and take a weapon from the Heavy Weapons list or Support Weapons list.
Troops
The grunts. They hold ground, take damage, and are the backbone of your army. Don't underestimate though.Troops
Troops
Infantry Platoon
The backbone of any army in human space is the humble infantry squad. While specifics vary immensely, these units are often simply equipped, lightly armoured, decently trained, these soldiers do the grunt work and, unfortunately, are often thrust into the role of cannon fodder, as well as generally being more disposable. Squads often also carry a special weapon of some sort.
75 Points (25 points per Squad)
Mv4 Sv5+ WS3 FS2 SqM3 Ld7 (28mm Base)
Infantry, Line
Abilities: -
This unit contains 3 Infantry Squads. It can be increased up to 9 for +25 points per Squad.
Each Infantry Squad is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
- Power Armour - +10 points per Squad
- For every three Infantry Squads, one Infantry Squads can replace one Coilrifle with a weapon from the Infantry Support Weapons List or Heavy Weapons List
- Inspirational Icon - +40 pts
- Each Infantry Squad may take a Disposable Rocket Set - +5pts
Scout Section
Where infantry squads hold the line or do other regular combat stuff, scout squads, well, scout ahead and sneak around. They're faster, but are generally less armed and not meant to fight very much.
30 points (15 points per Squad)
Mv6 Sv5+ WS3 FS2 SqM2 Ld7 (25mm Base)
Infantry, Line
Abilities: Scouts, Independent Operators
This unit contains 2 Scout Squad. It can be increased up to 6 for +15 points per squad.
Each Scout Squad is equipped with; 2 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
- One Scout Squad may replace one Coilrifle with a weapon from the Infantry Support Weapons List, an Eliminator Rifle, or an Obliterator Rifle
- Jetpacks - +15 points per Squad
- Comms Array - +45 pts
- Focus-Lock Rounds - +40 pts
Support Weapon Section
Some soldiers are given fire support roles. While still frontline units, these sections serve to provide more dedicated firepower when compared to the single weapons of normal units.
90 Points (30 points per Squad)
Mv4 Sv5+ WS3 FS2 SqM3 Ld7 (28mm Base)
Infantry
Abilities: Sniper
This unit contains 3 Support Weapon Squads.
Each Support Weapon Squad is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
- Power Armour - +10 points per Squad
- Each Support Weapon Squad can replace one of its Coilrifles with a weapon from the Infantry Support Weapons List. All must be the same weapon. These weapons only costs as much as one would.
Heavy Weapon Teams
Similarly to support squads, heavy weapons teams serve a fire support role. They manage the heavier weapons, naturally. Equipped with gun platform HISPs, they can bring accurate fire of powerful weaponry to bear against their enemies, while remaining mobile and, as small infantry squads, easy to conceal and cover.
105 Points (35 points per Squad)
Mv4 Sv5+ WS3 FS2 SqM3 Ld7 (28mm Base)
Infantry
Abilities: -
This unit contains 3 Heavy Weapon Teams.
Each Heavy Weapon Team is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
- Power Armour - +10 points per Squad
- Stabilizers - +15 points per Squad
- Each Heavy Weapon Team can replace one of its Coilrifles with a weapon from the Heavy Weapons List. All must be the same weapon. These weapons only costs as much as one would.
Close Combat Squads
While most warfare in the 29th century is conducted with firepower, via ranged weapons, melee weapons have their place. These squads are intended to close in on an enemy fast, be that in the cover of urban environments or transports. Their weapons are brutally powerful and cut through armour like butter, though are naturally limited by range.
75 Points (25 points per Squad)
Mv4 Sv5+ WS4 FS2 SqM3 Ld7 (28mm Base)
Infantry
Abilities: Close Combat Specialists, Fast
This unit contains 3 Close Combat Squads. It can be increased to 6 for +25 points per Squad.
Each Close Combat Squad is equipped with; 3 Coilpistols, Combat Armour, 3 Layered Chain Blade Weapons
This unit can be equipped with any of the following:
- Power Armour - +10 points per Squad
- For every three Close Combat Squads, one Close Combat Squad can replace replace all of their Layered Chain Blade Weapons with Pneumatic Cannons for +40 points.
- Each Close Combat Squad may take a Disposable Rocket Set - +5pts
Killbot Group
These mindless, often vaguely humanoid constructions are larger and better protected than a regular infantryman. They can carry heavy weapons with ease, firing them while pushing on in an inexorable advance, shrugging off small arms fire.
90 Points (30 Points per Squad)
Mv4 Sv3+ WS1 FS2 SqM2 Ld5 (25mm Base)
Infantry
Abilities: Relentless, Drones, Slow, Simple Programming, Stubborn, Tough
This unit contains 3 Killbot Squads. It can be increased to 9 for 30 points per Squad.
Each Killbot Squad is equipped with; 2 Coilrifles, Disposable Rocket Set, Customized Armour
This unit can be equipped with any of the following:
- For every three Killbot Squads, one Killbot Squad may replace all of its Coilrifles with two weapons from the Heavy Weapons List
Elites
More specialized troops, for special roles. From heavy infantry to support squads and fast moving scouts, there's a lot of variety here.Elites
Elites
Special Combat Platoon
The extension of regular infantry squads, these units are more elite and capable. They are often deployed to where fighting is thickest, able to really impact a fight with special weapons and by simply being better. That said, they are also more difficult and time-consuming to create, as well as being limited in use.
135 points (45 points per Squad) 0-2
Mv4 Sv4+ WS4 FS3 SqM3 Ld8 (28mm Base)
Infantry
Abilities: Stubborn, Thunderous Charge (1), Efficient Operators
This unit contains 3 Special Combat Squads. It can be increased up to 6 for +45 points per Squad.
Each Special Combat Squad is equipped with; 3 Coilrifles, Power Armour
This unit can be equipped with any of the following:
- Fire Discipline - +35 Pts
- Inspirational Icon - +50 Pts
- For every three Special Combat Squads, the unit can take a PD HISP - +20 points
- For every three Special Combat Squads, one Special Combat Squad can replace one Coilrifle with a weapon from the Infantry Support Weapons List
- One Special Combat Squad may replace a Coilrifle with a weapon from the Heavy Weapons List
- Each Special Combat Squad may take up to two Disposable Rocket Sets - +5pts
HAST squad
Heavy Assault Shock Troops are just that. They carry a variety of an arsenal, from heavy anti-tank guns to melee weapons, all easily useable due to the powered joints and systems of the power armour they wear. This armour, while heavy, also allows superb protection, protecting against all but the heaviest infantry-scale weapons, and even some larger ones.
100 Points (50 points per Squad) 0-2
Mv3 Sv2+ WS4 FS3 SqM2 Ld9 (25mm Base)
Infantry
Abilities: Close Combat Specialists, Stubborn, Relentless, Slow, Thunderous Charge (1)
This unit contains 2 HAST Fireteams. It can be increased up to 6 for +50 points per Squad.
Each HAST Fireteam is equipped with; 4 Coilrifles, HAST Suits
This unit can be equipped with any of the following:
- Any HAST Fireteam can replace any or all of its Coilrifles with either a Weapon from the Infantry Support Weapons List (maximum of two total per HAST Fireteam), a Layered Chain Blade Weapon for no cost, or two Disposable Rocket Sets for 5 pts each.
- Any HAST Fireteam can replace two Coilrifles for a Pneumatic Cannon or a weapon from the Heavy Weapons List, to a maximum of one per HAST Fireteam
- Orbital Insertion Backpack - +20 Points per squad
- Inspirational Icon - +50 Pts
Strike Drone Group
These small drone flyer squads are light, simple, and easy to carry, though packing appreciable firepower besides. This comes at the cost of very light construction, even if the height advantage gives some protection.
80 Points (20 points per Squad)
Mv8 Sv6+ WS1 FS2 SqM2 Ld5 (28mm Base)
Infantry
Abilities: Drones, Relentless, Flying, Simple Programming, Overwatch, Deployable
This unit contains 4 Strike Drone Pods. It can be increased up to 12 for 20 points per Squad.
Each Strike Drone Pod is equipped with; 2 Coilrifles
This unit can be equipped with any of the following:
- Each Strike Drone Pod may take up to two Disposable Rocket Sets - +5pts
- For every 4 Strike Drone Pods, one Strike Drone Pod may take up to two Missile Launchers, Icarus Missile Launchers, or Lance Missile Launchers
Mobile Walker Strike Team
The smallest of walker-type vehicles, these lightly armoured bipedal mechs are used for both scouting as well as manouverable firing platforms, much like their larger cousins. They can also be adapted with jetpacks, giving them extreme mobility.
120 Points (40 Points per Vehicle)
Mv12 AV9 WS2 FS2 HP1 Ld7 (28mm Base)
Vehicle
Abilities: Walker, Scouts, Small
This unit contains 3 Mobile Walkers. It can be increased up to 5 for 55 points per Vehicle.
Each Mobile Walker is equipped with; Coilrifle
This unit can be equipped with any of the following:
- three Mobile Walkers may take a weapon from the Support Weapons List
- One Mobile Walker may take an option from the Heavy Weapons List
- Jetpacks (taking this option removes the Small Keyword) - +20 points per vehicle
- Comms Array - +45pts
- Focus-Lock Rounds - +40 pts
Nanomancer Squad
A rare breed of soldier, often mercenaries and guns-for-hire, these reclusive warriors are augmented and trained to manipulate masses of nanomachines for attack, defense, and utility. They are very versatile, but very rare and expensive as well.
120 Points (60 Points per Squad), 0-2
Mv5 Sv5+ WS4 FS2 SqM1 Ld8 (25mm Base)
Infantry
Abilities: Nanomantic Manipulation, Walking Terror, Support Unit, Tough
This unit contains 2 Nanomancers. It can be increased up to 6 for 60 points per Squad.
Each Nanomancer is equipped with; Coilrifle, Nanomachine Swarm, Combat Armour
This unit can be equipped with any of the following:
- Power Armour - +10 points per Squad
- Each Nanomancer may replace its Coilrifle with a Improved LCBW and Coilpistol
Scout Fliers
The most mobile of any unit are those that fly, and the category of turbine-helos, like gunships or dropships, are considerably more versatile than planes. Thus, they are often found in scouting roles, as the sky is the greatest vantage point. They are also often equipped with certain weapons, for fire support.
30 Points (30 Points per Vehicle)
Mv40* AV8 WS- FS2 HP1 Ld7 (32mm Base)
Vehicle, Aircraft
Abilities: Flying, PD(1), Fire Support Craft
This unit contains 1 Scout Flier. It can be increased to 3 for 30 points per Scout Flier.
Each Scout Flier is equipped with;
This unit can be equipped with any of the following:
- The Unit can take two of the following;
- Jamming Systems - +50pts
- Radial Scanner - +40pts
- Comms Array - +45pts
- Each Scout Flier may take either a Missile Launcher for 15 points, an Icarus Missile Launcher for 15 points, a Laser Cannon for 10 points, an Autocannon for 15 points, or a Lance Missile Launcher for 20 points.
Mobile Heavy Support Squad
These are a cousin to HAST teams, in a way. They carry weapons just as heavy, but they sacrifice durability and having multiple weapons for speed, mobility, the ability to carry heavy ordnance along. They are very often equipped with experimental STUN tech, very new even in the Core Worlds.
100 Points (50 Points per Squad), Unique, 0-2
Mv6 Sv3+ WS3 FS3 SqM2 Ld8 (25mm Base)
Infantry
Abilities: Relentless, Independent Operators, Overwatch
This unit contains 2 Mobile Heavy Support Squads. It can be increased up to 4 for 50 points per Squad.
Each Mobile Heavy Support Squad is equipped with; 2 Plasma Rifles, Customized Armour
This unit can be equipped with any of the following:
- Each Mobile Heavy Support Squad may take a Weapon from the Support Weapons or Heavy weapons list
- Each Mobile Heavy Support Squad may take up to two Disposable Rocket Sets - +5pts
- Jetpacks: - +20 points per Squad
- Stabilizers: - +20 points per Squad
- Focus-Lock Rounds: - +40 pts
- Jamming Systems: - +70 pts
Mode Team
Modes are a strange and endlessly varied ideological group. Regardless, many tend to weaponize themselves for the fun of it. In wartime, this can be rather valuable, as many are intimately familiar with these weapons, often made or purchased by themselves. These Modes are also often rather robust.
210 Points (70 Points per Squad), Unique, 0-2
Mv4 Sv3+ WS3 FS2 SqM2 Ld8 (25mm Base)
Infantry
Abilities: Repair, Relentless, Stubborn, Efficient Operators, Tough
This unit contains 3 Mode Teams. It can be increased up to 5 for 70 points per Squad.
Each Mode Team is equipped with; Customized Armour, 2 Coilrifles
This unit can be equipped with any of the following:
- Two Mode Teams may take a weapon from Heavy Weapons list
- Each Mode Team can take two weapons from the Support Weapons list
- Each Mode Team may take up to two Disposable Rocket Sets - +5pts
- Jetpacks - +25pts per Squad
Cyber-Volunteers
The Coalition has no shortage of manpower, much of which is very dedicated to the cause. Dedicated enough to undertake major augmentations, to become more efficient soldiery. These augments primarily improve their physical abilities and especially accuracy, and do so considerably.
160 Points (40 Points per Squad), Unique
Mv4 Sv5+ WS2 FS3 SqM2 Ld8 (25mm Base)
Infantry
Abilities: Stubborn, Fast, Tough
This unit contains 4 Volunteer Teams. It can be increased to 8 for 40 points per Squad.
Each Squad is equipped with; 2 Coilrifles, Jamming Systems, Combat Armour
This unit can be equipped with any of the following:
- Power Armour - +10 pts per Squad
- For every two Volunteer Teams, one Volunteer Team may replace one Coilrifle with a Weapon from the Support or Heavy Weapon Lists
- Any Volunteer Team may replace both of its Coilrifles with Layered Chain Blade Weapons
- Each Volunteer Team may take a Disposable Rocket Set - +5pts
Old Cellean Elites
Remnants of the military of the old Cellean Empire, these veterans have survived thus far due to grit and skill in the unforgiving power struggles waged over the ashes of Cellea. They are fearless warriors, with a particular psychological impact upon their enemies.
150 Points (50 Points per Squad), Unique, 0-2
Mv4 Sv4+ WS6 FS3 SqM3 Ld9 (28mm Base)
Infantry
Abilities: Stubborn, Fast, Walking Terror, Thunderous Charge (1), Close Combat Specialists
This unit contains 3 Elite Squads. It can be increased up to 6 for 50 points per Squad.
Each Elite Squad is equipped with; 3 Coilrifles, 3 Layered Chain Blade Weapons, Power Armour
This unit can be equipped with any of the following:
- Each Elite Squad may take a Pneumatic Cannon for +15pts or a Thunderblast Hammer for +20pts
- One Elite Squad may take a weapon from the Support Weapons list
- One Elite Squad may replace its Layered Chain Blade Weapons with Improved LCBWs for +15 points
- Each Elite Squad may take a Disposable Rocket Set - +5pts
- Orbital Insertion Backpack - +15pts per Squad
- Inspirational Icon - +35 Pts
Eviscerators
An invention born of the often relaxed regard to conventions of war in the outer rim regions, Eviscerators are the unit one uses to dispose of enemy infantry quickly and efficiently, with no regard for codes of conduct or morals. Their weapons corrode enemy armour, morale, and equipment, be that via nanomachines, acid, or radioactive components.
120 Points (40 Points per Squad), Unique
Mv4 Sv5+ WS3 FS2 SqM3 Ld8 (28mm Base)
Infantry
Abilities: Stubborn, Corrosive Armaments
This unit contains 3 Eviscerator Squads. It can be increased to 6 for 40 points per Squad.
Each Eviscerator Squad is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
- For every three Eviscerator Squads, one Eviscerator Squad may replace all of their Coilrifles with Revenant Chem-Hurlers - +40pts per Squad
- Each Eviscerator Squad may replace all of their Coilrifles with Flamethrowers for no additional cost
- Power Armour - +10 Points per Squad
Sniper Squad
While sniper units are used in single fireteams in plenty of militaries, it's only in a few rim-regions where they are deployed en masse as proper formations. Often, the barren and sparse enviroments of those worlds necessitate mobility and long range.
90 Points (30 Points per Squad), Unique
Mv6 Sv5+ WS3 FS2 SqM1 Ld7 (25mm Base)
Infantry
Abilities: Scouts, Independent Operators, Overwatch
This unit contains 3 Sniper Squads. It can be increased to 6 for 30 points per Squad.
Each Sniper Squad is equipped with; Eliminator Rifle, Stabilizers, Combat Armour
This unit can be equipped with any of the following:
- Jetpacks - +15 points per Squad
- Focus-Lock Rounds - +40 pts
- Radial Scanner - +30 pts
- Each Sniper Squad in this unit may replace their Eliminator Rifle with an Obliterator Rifle for no cost
Scavenger Squad
The easily desolated warzones of the Rim regions force some to a life of scavengery. They prowl about the wastelands, looking for scrap and abandoned or forgotten material, using it to improve their own equipment and endure better.
90 Points (30 Points per Squad), Unique
Mv4 Sv4+ WS3 FS2 SqM1 Ld7 (25mm Base)
Infantry
Abilities: Slow, Independent Operators, Scavenge, Scouts, Efficient Operators
This unit contains 3 Scavengers. It can be increased up to 6 for 30 points per Squad.
Each Scavenger is equipped with; Power Armour, Coilrifle
This unit can be equipped with any of the following:
- For every two Scavengers, one Scavenger may may take a weapon from the Support Weapons List
- For every three Scavengers, one Scavenger may take a weapon from the Heavy Weapons List (this Squad cannot also take a Support Weapon)
- Fire Discipline - +20pts
Soano's Guard
Soano's empire was ruled with an iron fist, and principal to enforcing that rule was his Guard; genetically augmented highly trained supersoldiers. While the technology certainly exists elsewhere, the instability of their creation and moral issues have left them unfavoured, and now the remaining ones wander human space, often doing mercenary work.
160 Points (80 Points per Squad), Unique, 0-1
Mv6 Sv4+ WS5 FS4 SqM2 Ld9 (25mm Base)
Infantry
Abilities: Stubborn, Close Combat Specialists, Thunderous Charge (2), Tough
This unit contains 2 Guard Teams. It can be increased to 5 for 80 points per Squad.
Each Squad is equipped with; 2 Coilrifles, 2 Layered Chain Blade Weapons, Fire Discipline, Power Armour
This unit can be equipped with any of the following:
- HAST Suits - +10 per Squad
- Each Guard Team may take a Weapon from the Support or Heavy Weapons Lists
- Two Guard Teams may replace its Layered Chain Blade Weapons for Improved LCBWs -+10pts
- Each Guard Team may take a Disposable Rocket Set - +5pts
- Inspirational Symbol - +50pts
- Radial Scanner - +50pts
Indentured Soldiers
Certain clauses of very unfavourable contracts bind these soldiers to the company's will. Often poorly equipped and barely trained, these troops are the definition of expendable.
45 Points (15 Points per Squad), Unique
Mv4 Sv5+ WS2 FS2 SqM3 Ld6 (28mm Base)
Infantry
Abilities: -
This unit contains 3 Indentured Squads. It can be increased to 12 for 15 points per Squad.
Each Squad is equipped with; 3 Coilrifles, Combat Armour
This unit can be equipped with any of the following:
- Power Armour - 10pts per Squad
- For every three Indentured Squads, one Indentured Squad can replace one Coilrifle with a weapon from the Support Weapons List or Heavy Weapons List
- Orbital Insertion Backpack - +10 pts per Squad
Logimagi
These strange units of the Machine Legions are geared toward supporting their forces with complex and esoteric signals and radiations, able to severely hamper enemy vehicles and automated systems.
120 Points (40 Points per Squad), Unique
Mv5 Sv5+ WS2 FS2 SqM1 Ld5 (25mm Base)
Infantry
Abilities: Drones, Repair, Efficient Operators, Support Unit
This unit contains 3 Logimagi. It can increased to 6 for 50 points per Squad
Each Logimagos is equipped with; Coilpistol, Logic Plague Caster, Combat Armour
This unit can be equipped with any of the following:
- Every Logimagos in the unit may replace their Logic Plague Caster with a Incursion Data-Beam for +40 points.
- Power Armour: - +10 points per Squad
- HAST Suits: - +20 points per Squad
- If this unit takes HAST suits, it may also take an Orbital Insertion Backpack - +15 Points per Squad
- Stabilizers: - +20 points per Squad
- This Unit may take up to two from the following list:
- Comms Array: - +40 points
- Direct Comms Relay: - +25 points
- Jamming Systems: - +75 points
- Orbital Comms Relay: - +25 points
- Stabilizer Reinforcement Protocols: - +30 points
- Targeting Arrays: - +25 points
Sterilizer Unit
As brutal as the Machine's wars tend to be, there are times when the entirely and utterly want to destroy an opponent. For that, these troops are deployed. Experts at destroying infantry and clearing fortifications, their thick armour allows them to shrug off small-arms fire while they scour the area with nanomachine weapons.
120 Points (60 Points per Squad), Unique
Mv3 Sv3+ WS2 FS3 SqM3 Ld5 (28mm Base)
Infantry
Abilities: Drones, Nanomantic Manipulation, Relentless
This unit contains 2 Sterilizer Squads. It can be increased to 4 for 60 points per Squad.
Each Squad is equipped with; 3 Heavy Coilrifles, Customized Armour
This unit can be equipped with any of the following:
- Each Sterilizer Squad may replace all of its Heavy Coilrifles with weapons from the Heavy and Support Weapons Lists (A given Squad's Weapons must be the same)
- Stabilizers - +20pts per Squad
- Stabilizer Reinforcement Protocols - +30pts
- PD Hisp - +20pts
Transports
Stuff to transport your infantry around. Varies from heavy to fast to cheap.Transports
Transports
Truck Squadron
These transports are very rudimentary cars, simple as. Lightly armoured, decently fast, but above all, cheap. Variants exist to allow walker legs, giving them unparalelled mobility, though it is costly.
15 Points (15 Points per Vehicle)
Mv10 AV9 WS- FS2 HP1 Ld7 (20mmx8mm)
Vehicle
Abilities: Transport (2)
This unit contains 1 Truck. It can be increased up to 6 for 15 points per Vehicle.
Each Truck is equipped with; -
This unit can be equipped with any of the following:
- This unit can be upgraded to Walkers, in which case every Truck gains the Walker Keyword - +15 pts per Vehicle
APC Group
The most common of infantry transports, armoured personnel carriers are lightly armed and armoured vehicles, capable of carrying groups of infantry to the frontline as necessary.
60 Points (30 Points per Vehicle)
Mv10 AV11 WS- FS2 HP1 Ld7 (22mmx11mm)
Vehicle
Abilities: Transport (3)
This unit contains 1 Armoured Personnel Carrier. It can be increased up to 3 for 30 points per Vehicle.
Each Armoured Personnel Carrier is equipped with; Coilrifle
This unit can be equipped with any of the following:
- Each Armoured Personnel Carrier may replace its Coilrifle with a Heavy Coilrifle - +10pts
- Each Armoured Personnel Carrier may take up to two Disposable Rocket Sets - +5pts
Dropship Squadron
Dropships are your airborne option for transport. About as durable as an APC, they are far faster and have the advantages aircraft do; the ability to fly anywhere regardless of terrain and being difficult to hit.
50 Points (50 Points per Vehicle)
Mv30* AV11 WS- FS2 HP1 Ld7 (40mm Base)
Vehicle, Aircraft
Abilities: Transport (3), Flying
This unit contains 1 Dropship. It can be increased up to 3 for 50 points per Vehicle.
Each Dropship is equipped with; 2 Coilrifles, Micromissile Launcher
This unit can be equipped with any of the following:
- Improved Point-Defense - +10 points per Vehicle
Armour
Tanks. Armoured, heavy machines of war to take out heavy stuff while soaking damage as well.Armour
Armour
IFV Formation
These armoured vehicles are ideal for transporting troops to heavily contested regions; durable, fast, with decent firepower to spare. Their tracked construction and comparative simplicity makes them reliable and cheap, at least compared to other armoured units.
120 Points (60 Points per Vehicle)
Mv10 AV12 WS- FS2 HP2 Ld7 (23mmx14mm)
Vehicle
Abilities: Transport (2), PD (1), Tracked
This unit contains 2 Infantry Fighting Vehicles. It can be increased up to 5 for 60 points per Vehicle.
Each Infantry Fighting Vehicle is equipped with; Autocannon
This unit can be equipped with any of the following:
- Each Infantry Fighting Vehicle may take a weapon from the Support Weapons list.
- Each Infantry Fighting Vehicle may take a Lance Missile Launcher - +20 pts.
MBT Formation
The mainline armoured unit of the majority of militaries found in human space. Main Battle Tanks are incredibly reliable and versatile, capable of delivering heavy firepower in a compact, fast, and very durable package. This comes at decent cost, but is absolutely worth it. The crews of these vehicles are also trained to operate even in the toughest situations, remaining precise and undeterred by even heavy losses.
130 Points (65 Points per Vehicle)
Mv10 AV13 WS- FS3 HP2 Ld8 (25mmx15mm)
Vehicle
Abilities: Stubborn, SHD (1), PD (1), Tracked
This unit contains 2 Main Battle Tanks. It can be increased up to 5 for 65 points per Vehicle.
Each Main Battle Tank is equipped with; Heavy Coilrifle
This unit can be equipped with any of the following:
- Each Main Battle Tank must take an option from the Vehicle Weapons List
- Improved Point-Defense - +15 points per Vehicle
Destroyer Squad
An adaptation of ordinary MBTs, these tanks trade durability for raw power and range. Positioned in a good vantage point, they can deliver devastating attacks via their railcannons and missiles from further than their enemy, allowing a first strike advantage.
120 Points (60 Points per Vehicle)
Mv10 AV12 WS- FS3 HP2 Ld7 (25mmx15mm)
Vehicle
Abilities: PD (1), Tracked, Sniper, Overwatch
This unit contains 2 Destroyer Tanks. It can be increased up to 4 for 60 points per Vehicle.
Each Destroyer Tank is equipped with; Railcannon, Stabilizers
This Unit can be equipped with any of the following;
- Each Destroyer Tanks may be equipped with up to two Missile Launchers, or Icarus Missile Launchers for 15 points each, or up to two Lance Missile Launchers for 20 points each.
AB-FSP
The largest land combat vehicles outside special projects, these bipedal mechs are primarily found in fire support roles, though unlike destroyers, they posess both the speed and durability of MBTs, while carrying more firepower. Their complex construction, involving dual-layer shielding and corrective thruster setups, creates a lack of availability, and most militaries are limited in their ability to deploy these war machines.
105 Points (105 Points per Vehicle), 0-2
Mv12 AV13 WS6 FS3 HP2 Ld7 (32mm Base)
Vehicle, Massive
Abilities: Walker, SHD (2), PD (2), Thunderous Charge (3)
This unit contains 1 AB-FSP. It may be increased up to 3 for an additional 105 points per Vehicle.
Each AB-FSP is equipped with; Laser Cannon
This unit can be equipped with any of the following:
- Each AB-FSP must take either an option from the Vehicle Weapons List or an AB-FSP fist, twice
- Each AB-FSP may take a Micromissile Launcher - +15pts
Heavy-Duty Killbots
Reminiscent of their humanoid cousins, these killbots are vehicles more than anything else, even being shielded. They are variable, able to take heavy weapons as well as powerful melee options, and their designs and very presence strike fear into the soldiers they engage. Their small size allows them to enter transports, and despite needing a connection to central command, they are intellegent enough to do complex tasks.
135 Points (45 Points per Vehicle)
Mv8 AV11 WS4 FS2 HP1 Ld5 (28mm Base)
Vehicle
Abilities: Drones, SHD(1), Tracked, PD(2), Walking Terror, Small
This unit contains 3 Heavy-Duty Killbots. It can be increased up to 6 for 45 points per Vehicle.
Each Heavy-Duty Killbot is equipped with; 2 Coilrifles
This unit can be equipped with any of the following:
- Orbital Insertion Backpack - +25 Points per Vehicle
- This unit can be upgraded to Walkers, in which case every Heavy-Duty Killbot replaces their Tracked Keyword with Walker - +15 pts per Vehicle
- Any Heavy-Duty Killbot may be equipped with a weapon from the Heavy Weapons List
- Each Heavy-Duty Killbot may replace both their coilrifles with a Killbot LCBW for 15 pts or a Weapon from the Support Weapons List
- Each Heavy-Duty Killbot may take up to two Disposable Rocket Sets - +5pts
CAQ-FSP Team
A compact variant of the Autonomous Bipedal Fire Support Platforms, though these ones are Quadrapedal. Common in human space, these mechs are used for a similar purpose as their larger cousins; highly mobile, fairly durable, fire support. They are considerably smaller and less armoured than their larger counterparts, but are cheaper and just as mobile.
110 Points (55 Points per Vehicle)
Mv12 AV12 WS4 FS2 HP1 Ld7 (28mm Base)
Vehicle
Abilities: Walker, SHD (1), PD(2)
This unit contains 2 CAQ-FSPs. It can be increased up to 4 for 55 points per Vehicle.
Each CAQ-FSP is equipped with; Nothing
This unit can be equipped with any of the following:
- Each CAQ-FSP must take a Weapon from the Heavy Weapons list
- Each CAQ-FSP may take a Weapon from the Support Weapons list
- For every two CAQ-FSPs, one CAQ-FSP can take a weapon from the Vehicle weapons list.
- Stabilizers - +20 pts per Vehicle
- Focus-Lock Rounds - +40 pts
Executioner AB-FSP
An application of the regular AB-FSP, using peak Core Worlds tech, this highly advanced killing machine of a mech carries devastating plasma weapons as well as heavy shielding, coupled with significant mobility.
200 Points (200 Points per Vehicle), 0-1, Unique
Mv12 AV13 WS6 FS3 HP2 Ld7 (32mm Base)
Vehicle, Massive
Abilities: SHD(3), PD(3), Walker, Thunderous Charge (4)
This unit contains 1 Executioner AB-FSP. It may be increased up to 3 for 200 points per Vehicle.
Each Executioner AB-FSP is equipped with; 2 Executioner Plasma Cannons, Laser Cannon, Micromissiles
"Parallax Shift" Team
Fresh off Sol's hidden Oort Cloud military research projects, so new they still bear their codename, these highly experimental troops can incorporate incredibly heavy weaponry, combined with the usual mobility of infantry. They can also use extremely powerful experimental weapons.
180 Points (60 Points per Squad), Unique, 0-1
Mv3 Sv2+ WS2 FS3 SqM1 Ld8 (25mm Base)
Infantry
Abilities: Slow, Relentless, PD(2), Stubborn, Scouts, Tough
This unit contains 3 PS-Teams. It can be increased to 6 for 60 points per Squad.
Each Squad is equipped with; Heavy Coilrifle, Stabilizers, HAST Suits
This unit can be equipped with any of the following:
- Each PS-Team may take a weapon from the Support, Heavy, or Vehicle Weapons Lists or a Phased-Pulse Beam Cannon for +40pts
- Jetpacks - +30pts per Squad
- Jamming Systems - +25pts per Squad
- Focus-Lock Rounds - +20pts per Squad
Jury-Rigged Tank Squadron
These Main Battle Tank Equivalents are a cause of the Coalition's disparate and messy nature; vehicles are reinforced and repaired in an environment lacking supply, using heavier materials that often make the tank durable and tough, yet slower and more unwieldy.
140 Points (70 Points per Vehicle), Unique
Mv8 AV14 WS- FS3 HP3 Ld7 (27mmx16mm)
Vehicle
Abilities: Tracked, Slow, PD(1)
This unit contains 2 Jury-Rig Tanks. It can be increased up to 4 for 70 points per Vehicle.
Each Jury-Rig Tank is equipped with; Nothing
This unit can be equipped with any of the following:
- Each Jury-Rig Tank must take a weapon from the Vehicle Weapons list
- Each Jury-Rig Tank may take a weapon from the Heavy Weapons list
- Each Jury-Rig Tank may take up to two Disposable Rocket Sets - +5pts
Experimental Close Combat Squadron
An invention of the battle-hungry smiths of Cellea, long in the past, these platforms are small mechs, built as more enormous suits of power armour than any vehicle. They dive into combat with reckless abandon, slicing and burning everything in their way.
100 Points (50 Points per Vehicle), Unique
Mv10 AV11 WS5 FS2 HP1 Ld8 (32mm Base)
Vehicle
Abilities: Close Combat Specialists, Small, Fast, Thunderous Charge (2)
This unit contains 2 Close Combat Mechs. It can be increased up to 5 for 50 points per Vehicle.
Each Close Combat Mech is equipped with; Killbot LCBW
This unit can be equipped with any of the following:
- Each Close Combat Mech may take a Micromissile Launcher or Neurotoxin Cannon
- Each Close Combat Mech may take two Flamethrowers or Incineration Rifles - +10pts and +25pts respectively
- Orbital Insertion Backpack - +30 Points per Vehicle
Siege Automata
These hulking constructs are a Machine Empire sidegrade to AB-FSPs, carrying heavy firepower in a mobile and durable package. While far less durable than their human-born counterparts, they carry as much and more firepower, and their tracking algorithms allow them to fire their very powerful weaponry with incredible precision.
130 Points (130 Points per Vehicle), Unique, 0-2
Mv10 AV12 WS5 FS3 HP1 Ld5 (32mm Base)
Vehicle, Massive
Abilities: SHD(3), PD(3), Walker, Drones
This unit contains 1 Siege Automata. It can be increased up to 3 for 130 points per Vehicle.
Each Siege Automaton is equipped with; Iolos Logic-Mortar.
This unit can be equipped with any of the following:
- Each Siege Automaton may replace its Iolos Logic-Mortar for a Destructor Gun at no cost
- Each Siege Automaton may take a weapon from the Vehicle Weapons list
- Each Siege Automaton may take up to two weapons from the Support or Heavy Weapons lists
- Each Siege Automaton may take up to 8 Disposable Rocket Sets
- Focus-Lock Rounds - +40 pts
- Stabilizers - +20 pts per Vehicle
Support Elements
Various supporting tools, from artillery to aircraft and maybe exotic stuff.Support Elements
Support Elements
Artillery Battery
Artillery is one of the most important parts of a military. These platforms are manouvrable, lightly armoured, and above all, carry a piece of ordnance capable of reaching far and providing heavy firepower to far away, indirectly, be that single shells or rocket barrages.
160 Points (80 Points per Vehicle)
Mv10 AV10 WS- FS2 HP1 Ld7 (22mmx11mm)
Vehicle
Abilities: -
This unit contains 3 Artillery Platforms. It can be increased up to 6 for 80 points per Vehicle.
Each Artillery Platform is equipped with; Artillery Cannon, Coilrifle
This unit can be equipped with any of the following:
- Every Artillery Platform can replace their Artillery Cannon with a MLRS Rack - +15 points per vehicle
SAM Platforms
Built on the same IFV-derived carriages as artillery, these vehicles are loaded with anti-air missile systems, perfect for taking down encroaching aircraft from a safe distance.
80 Points (40 Points per Vehicle)
Mv10 AV10 WS- FS2 HP1 Ld7 (22mmx11mm)
Vehicle
Abilities: PD(1), Overwatch
This unit contains 2 SAM Platforms.
Each SAM Platform is equipped with; Icarus Missile Pod, Coilrifle
This unit can be equipped with any of the following:
- Each SAM Platform may replace its Icarus Missile Pod with two Laser Cannons for no cost.
- Stabilizers - +10 points per vehicle
Gunship
This heavy aerial vehicle carries very significant firepower while being substantially armoured. While not as effective for its cost compared to tanks or AB-FSPs when it comes to firepower or durability, it makes up for it by being an aircraft, and thus very fast and easy to reposition.
140 Points (140 Points per Vehicle)
Mv30* AV11 WS- FS3 HP2 Ld8 (40mm Base)
Vehicle, Aircraft
Abilities: Flying, PD(2), Fire Support Craft
This unit contains 1 Gunship. It can be increased up to 3 for 140 points per Vehicle.
Each Gunship is equipped with; 2 Machine Guns
This unit can be equipped with any of the following:
- Each Gunship may take two weapons from the Heavy Weapons List and one Weapon from the Vehicle Weapons list
- Fire Discipline - +30 points per Vehicle
- Jamming Systems - +60 points per Vehicle
- Each Gunship can take up to Three Guided Bombs - +10 points each
Strikecraft Squadron
The premier proper aircraft, these multirole fighters serve to deliver both interception as well as low-flying anti-air and anti-ground firepower. The weapons they carry are versatile, and their complex computer systems allow long-range combat.
100 Points (100 Points per Vehicle)
Mv40 AV10 WS- FS3 HP2 Ld7 (40mm Base)
Vehicle, Aircraft
Abilities: Flying, PD(1)
This unit contains 1 Strikecraft. It may be increased up to 3 for 100 points per Vehicle.
Each Strikecraft is equipped with; Heavy Autocannon
This unit can be equipped with any of the following:
- Each Strikecraft can take either Icarus Missile Pod or Missile Pod System
- Each Strikecraft can take 2 Guided Bombs - +10pts each
- Jamming Systems - +60 points per Vehicle
Mobile Engineers
Soldiers trained for repair and maintenance, these fighters are also still capable in combat, just focused on different areas of soldiery. Indeed, their repair equipment can be highly valuable, though it often makes them a target as well.
50 Points (25 Points per Squad)
Mv4 Sv5+ WS2 FS2 SqM2 Ld7 (32mm Base)
Infantry
Abilities: Repair, Efficient Operators, Support Unit
This unit contains 2 Engineer Teams. It can be increased up to 6 for 25 points per Squad.
Each Engineer Teams is equipped with; 2 Coilpistols
This unit can be equipped with any of the following:
- Power Armour - +10 pts per Squad
Medical Group
The precarious role of battlefield medical work is a dangerous, unpopular one. While near-universally agreed-to conventions of war protects those medical personnel who work behind the lines in full support roles, combat medics, being a hybrid role of a sort, are generally not included in these. Still, the role is a worthwhile one, and an attached unit can drastically improve the survivability of a combat force.
40 Points (40 Points per Squad)
Mv4 Sv5+ WS2 FS2 SqM2 Ld8 (25mm Base)
Infantry
Abilities: Support Unit
This unit contains 1 Medical Squads. It can be increased to 3 for 40 points per Squad.
Each Medical Squad is equipped with; 2 Coilpistols, Medical Gear
This unit can be equipped with any of the following:
- Power Armour: - +10 points per Squad
- Jetpacks - +20 points per Squad
- Inspirational Icon - +45 points
Destroyer Fighters
The Coalition's extreme vastness allows some strategies other nations would deem wasteful to be allowed. For example, these fighters are functionally just big guns strapped on small aircraft. Often found in large squadrons, they prowl on vulnerable targets, far from air defense.
55 Points (55 Points per Vehicle), Unique
Mv45 AV10 WS- FS3 HP1 Ld7 (32mm Base)
Vehicle, Aircraft
Abilities: Flying, Sniper
This unit contains 1 Destroyer Fighter. It can be increased to 6 for 55 points per Vehicle.
Each Destroyer Fighter is equipped with; nothing
This unit can be equipped with any of the following:
- Each Destroyer Fighter must a weapon from the Vehicle Weapons list.
- Each Destroyer Fighter can take a Guided Bomb - +10pts
- Jamming Systems - +20 points per Vehicle
Drop Jump Plane
As is their want, Celleans like getting in close, and this aircraft is designed to insert into any location, far more rapidly and precicely, as well as better protected, than other methods. They're also remarkably cheap to manufacture.
70 Points (70 Points per Vehicle), Unique
Mv30 AV11 WS- FS2 HP2 Ld8 (32mm Base)
Vehicle, Aircraft
Abilities: Transport (4), PD (3)
(Designer's note: This combo does mean that only units with Orbital Insertion Backpack can disembark from this Aircraft. That's the point, it's funny and very Cellean.)
This unit contains 1 Vehicles. It can be increased to 3 for 70 points per Vehicle.
Each Vehicle is equipped with; -
This unit can be equipped with any of the following:
- Jamming Systems - +30pts per Vehicle
- Each Model can take a Machine gun, a Laser Cannon, or an Autocannon
Superheavies
The big stuff. Mostly ruin-engines, but potentially also other stuff like really big tanks or mobile structures.Superheavies
Superheavies
Mobile Command Center
This enormous structure, hoisted on a hundred legs and fully mobile, is a complete functional command center and base of operations. It has impressive comms arrays, strategic computing systems, heavy defenses, and a complement of impressive weaponry to boot.
800 Points (390 Points per Vehicle)
Mv8 AV12 WS- FS5 HP5 Ld10 (40mm Base)
Vehicle, Massive
Abilities: Walker, PD(8), SHD(4), Stubborn, Slow, Transport (20)
This unit has a Command Range of 60". This command range applies to any units in the force.
This unit contains 1 Vehicles.
Each Vehicle is equipped with; Direct Comms Relay, Improved Communications Systems, Comms Array, Fire Discipline, 4 Machine Guns, 2 Missile Pod Systems, 3 MLRS Racks, Stabilizers.
Excitatus Iterum at Metendum Anima
Gvanhla Metsnieri's magnum opus, this Ruin-Engine was personally created by him from an already ancient design, dating back to the Cellean Empire's birth. It hates all and has the firepower to back that up. The Annihilation Cannon, for one, is an absurdly powerful WMD, deployable anywhere and anytime. Unfortunately, as a Ruin-Engine, it also despised being controlled, and will try to break out of that control if possible.
1200 Points (1200 Points per Vehicle)
Mv16 AV14 WS4 FS4 HP8 Ld11 (60mm Base)
Vehicle, Ruin-Engine, Massive
Abilities: PD(12), SHD(3), Walker, Walking Terror, Close Combat Specialists, Fast
This unit contains 1 Vehicles.
Each Vehicle is equipped with; Annihilation Cannon (contains Spread profile and Single profile; choose when Shooting), 5 Railcannons, 3 Missile Pod Systems, 2 Icarus Missile Pods, 2 MLRS Racks, Excitatus Plasma-Projector Array, 2 Excitatus Blades, Plasma Cannon, Machine Gun, Fire Discipline, Logic Plague Caster, Incursion Data-Beam
Judgemental Inferno
A machine made in the mid-rim of human space, near the Xizuang Cluster, Judgemental Inferno is a Ruin-Engine like any other. Employing very highly questionable weapons and a hateful mind to use them, it wants to reap lives and incinerate its opposition, its judgement for the crime of existing. So it says, and it never shuts up.
1000 Points (1000 Points per Vehicle)
Mv20 AV13 WS3 FS5 HP6 Ld10 (50mm Base)
Vehicle, Ruin-Engine, Massive
Abilities: PD(18), SHD(2), Tracked, Walking Terror
This unit contains 1 Vehicles.
Each Vehicle is equipped with; Inferno Cannons, Heavy Neurotoxin Projectors, 3 Railcannons, 2 Heavy Plasma Cannons, 5 Machine Guns, Plasma-Cutter Array, Fire Discipline, Logic Plague Caster, Incursion Data-Beam
Weapons
WeaponsWeapons
Weapons are divided into categories. They are also separated into various roles. Units select wargear from those roles (some are restricted to specific Allegiances), as follows:
Weapons not on this list are not selectable unless explicitly allowed to in the Unit's statsheet.
| Weapon | Range | A | AP | Ev | Keywords | Points |
|---|---|---|---|---|---|---|
| Melee Weapons | ||||||
| Layered Chain Blade Weapon | - | 1 | -/5 | - | Piercing (4+), Melee | - |
| Improved LCBW | - | 1 | 1/5 | - | Melee | - |
| Pneumatic Cannon | - | 1 | 2/7 | - | Stun, Melee | +15 |
| Killbot LCBW | - | 2 | 1/8 | - | Melee | +5 |
| AB-FSP Fist | - | 2 | 1/10 | - | Melee, Powerful | +20 |
| Thunderblast Hammer | - | 1 | 2/9 | - | Melee, Stun, Powerful, Risky (4+) | +30 |
| Plasma-Cutter Array | - | 4 | 1/8 | - | Melee | - |
| Excitatus Blades | - | 6 | 1/12 | - | Melee, Stun, Powerful | - |
| Coilgun Weapons | ||||||
| Coilpistol | 2" | 1 | -/- | 6 | - | - |
| Coilrifle | 6" | 1 | 6/3 | 5 | - | - |
| Heavy Coilrifle | 10" | 2 | 5/4 | 5 | Suppression | +10 |
| Machine Gun | 12" | 2 | 4/5 | 5 | Heavy, Suppression | +15 |
| Autocannon | 18" | 1 | 4/7 | 6 | Heavy, Piercing (6+), Suppression | +15 |
| Heavy Autocannon | 24" | 2 | 4/7 | 6 | Very Heavy, Piercing (5+), Suppression | +15 |
| Railgun Weapons | ||||||
| Railgun | 12" | 1 | 2/8 | 6 | Heavy, Stun, Powerful | +20 |
| Railcannon | 18" | 1 | 1/10 | 6 | Very Heavy, Stun, Powerful | +25 |
| Destructor Gun | 18" | 1 | 1/10 | 6 | Stun, Powerful, Magnetic Interference, Ignores Cover, Dangerous | - |
| Obliterator Rifle | 30" | 1 | 4/7 | 6 | Heavy, Piercing (6+), Stun, Magnetic Interference | +20 |
| Missile Weapons | ||||||
| Disposable Rocket Set | 12" | 1 | 4/6 | 3 | Limited (3), Piercing (6+) | +5 |
| Missile Launcher | 24" | 1 | 5/8 | 4 | Guided, Blast | +15 |
| Icarus Missile Launcher | 36" | 1 | 5/6 | 5 | Guided, Anti-Air | +15 |
| Lance Missile Launcher | 36" | 1 | 5/10 | 5 | Heavy, Guided, Limited (2) | +20 |
| Micromissile Launcher | 8" | 3 | 6/4 | 2 | Heavy, Blast, Suppression, Panic (1) | +15 |
| Missile Pod System | 36" | 2 | 5/9 | 5 | Very Heavy, Guided, Blast | +20 |
| Icarus Missile Pod | 36" | 2 | 5/8 | 5 | Anti-Air, Very Heavy, Guided | +20 |
| Ordnance Weapons | ||||||
| Grenade Launcher | 10" | 1 | 5/5 | 2 | Suppression, Blast, Indirect Fire | +10 |
| Mortar | 24" | 2 | 5/5 | 3 | Heavy, Blast, Suppression, Indirect Fire | +10 |
| Iolos Logic-Mortar | 24" | 2 | 3/8 | 5 | Suppression, Indirect Fire, Logic Plague Injection, Blast | - |
| Artillery Cannon | 24-60" | 2 | 3/7 | 4 | Suppression, Indirect Fire, Stun, Blast, Incineration(4), Panic (1), Ordnance | - |
| MLRS Rack | 24-60" | 3 | 6/5 | 3 | Suppression, Indirect Fire, Incineration(6), Blast, Panic (3), Ordnance | +20 |
| Skyshatter Cannon | 36" | 1 | d3/d6+4 | 4 | Powerful, Incineration (2d6), Indirect Fire, Very Heavy | +25 |
| Guided Bomb | 4" | 4 | 4/8 | 5 | , Limited (1), Incineration (6), Blast, Bomb | - |
| Annihilator Cannon - Spread Profile | 56" | 5 | 2/9 | 6 | Suppression, Incineration (10), Indirect Fire, Powerful, Blast, Limited (1) | - |
| Annihilator Cannon - Single Profile | 108" | 1 | - | - | Annihilation, Limited (1) | - |
| Plasma Weapons | ||||||
| Plasma Rifle | 4" | 1 | 2/7 | - | Magnetic Interference, Piercing (5+), Risky (6+) | +10 |
| Plasma Cannon | 6" | 2 | 1/9 | - | Heavy, Magnetic Interference, Incineration (2), Risky (6+), Dangerous | +25 |
| Heavy Plasma Cannon | 8" | 2 | 1/12 | - | Very Heavy, Magnetic Interference, Incineration (3), Risky (5+), Dangerous | +35 |
| Executioner Plasma Cannon | 16" | 2 | 1/12 | - | Very Heavy, Magnetic Interference, Incineration (4), Dangerous | - |
| Flame/Neurotoxin Weapons | ||||||
| Flamethrower | 3" | 2 | -/3 | - | Ignores Cover, Incineration (2), Dangerous, Rout, Panic (1) | +5 |
| Incineration Rifle | 6" | 1 | 4/- | - | Incineration(1), Dangerous, Ignores Cover, Risky (4+), Rout | +10 |
| Excitatus Plasma-Projector Array | 12" | 8 | 2/5 | - | Ignores Cover, Incineration (2), Dangerous, Rout, Panic (3) | - |
| Inferno Cannons | 12" | 8 | 3/8 | - | Rout, Panic (2), Incineration (3d6), Ignores Cover, Dangerous | - |
| Neurotoxin Cannon | 8" | 2 | -/3 | - | Ignores Cover, Neurotoxin, Heavy, Blast | +15 |
| Neurotoxin Projector | 18" | 2 | -/4 | - | Ignores Cover, Neurotoxin, Very Heavy, Blast, Indirect Fire | +20 |
| Proteus Neurotoxin Emitter | 24" | 3 | -/4 | - | Lingering Hazard, Blast, Ignores Cover, Indirect Fire, Neurotoxin | +30 |
| Heavy Neurotoxin Projectors | 24" | 4 | -/5 | - | Lingering Hazard, Incineration (10), Blast, Ignores Cover, Stun, Indirect Fire, Neurotoxin | - |
| Exotic Weapons | ||||||
| Arc-Flash Pistol | 2" | 1 | 5/8 | - | Powerful, Blast, Risky (5+), Dangerous | +10 |
| Nanomachine Swarm | 2" | 2 | -/6 | - | Piercing (5+), Rout, Incineration (5), Ignores Cover, Blast, Corrosion | - |
| Eliminator Rifle | 24" | 1 | 4/- | - | Heavy, Suppression, Panic (2), Piercing (5+) | +10 |
| Laser Cannon | 24" | 2 | 5/5 | - | Heavy, Anti-Air | +15 |
| Revenant Chem-Hurler | 6" | 2 | 2/3 | 3 | Heavy, Rout, Panic (1), Corrosion, Blast, Dangerous | +30 |
| Phased-Pulse Beam Rifle | 12" | 2 | 1/8 | - | Magnetic Interference, Risky (3+), Panic (1), Rout, Suppression | - |
| Phased-Pulse Beam Cannon | 18" | 2 | 1/10 | - | Heavy, Magnetic Interference, Risky (3+), Panic (2), Rout, Suppression | - |
Abilities
AbilitiesAbilities
Bodyguard
Money is a remarkable motivator, and those charged with a definite goal like the protection of an important person ought to put their all into it.
This unit must be taken as an option for an HQ unit, akin to a Transport Selection. If taken this way, it takes up no unit slot. In addition, when joined by an HQ Unit, it can re-roll any failed hit rolls (Guided weapons instead gain +1 BS) and every time a Squad in this Unit with this Ability would take Damage, roll a d6 for each point of Damage. On a 6+, it does not take that Damage.
Close Combat Specialists
These soldiers are masters of the unforgiving gauntlet of a proper skirmish, and few can match them within it.
This unit gains a +1 to Combat Initiative rolls in Close Combat.
Corrosive Armaments
Experimental and often controversial additions to weapons can be used for more harm than direct damage.
Models with this Ability add the Corrosion Keyword to all of their Weapons.
Deployable
Small, man-portable drones and platforms are very versatile, and very compact.
If this unit embarks into a Transport with friendly units within, each Squad within does not take up space for every other friendly Squad inside (i.e. Two Deployable Squads would gain two free transport spaces in a Transport with two other Squads inside. Each Squad gives one free space for the Deployable Unit).
Drones
These mindless automata are commanded remotely, and while they have some simple systems to manage without, their effectiveness drops sharply if not in contact.
While in Command Range, this Unit has a base Ld of 11.
Efficient Operators
Specialists and elites can often manage their focus well, multitasking even in the thick of combat.
This Unit can do both a Normal Move and Shooting Attack normally, even if it did an Action that round. If it does, it reduces its FS and WS by 1 for the Round.
Fast
Mobility is key in any war, and rapid repositioning can take many enemies off guard.
This unit moves a further 2" extra when issued the Advance Order or when Charging, and +1" to Pile In Moves.
Flying
Soaring above any puny terrain, these machines, or soldiers, are remarkably mobile and very difficult to target in motion.
Models with this Ability ignore any and all Terrain penalties and restrictions and cannot gain a Cover Save from them, unless they are Embarked into a City Block, in which case they behaves as normal. They can move over any Units or Impassable Terrain, but cannot end a Move inside them or within Close Combat Range unless they Charged. In addition, any attacks made against them (save for special rules) subtract 3 from the FS.
Fire Support Craft
Turret-mounted or otherwise wide coverage weapon systems allow this unit to support ground assaults from high in the sky, circling overhead like a vulture.
When not Hovering, this Aircraft ignores the fire arc restriction.
Independent Operators
Many units are plenty capable of managing themselves, even far beyond friendly lines.
This Unit is always treated as if it is in Command Range.
Nanomantic Manipulation
As widely used as nanomachine technology is in human space, directly applying them to warfare is a rare sight. It is still very useful, if highly specialized.
In the Command Phase, this Unit may choose between three effects:
Overwatch
Ever watchful, these units are most specialized into intercepting enemy movement and protecting allied troops.
This Unit gains +2 Ld when making Leadership tests for Reactions and models with this Ability do not take FS penalties when making the Suppressive Fire or Return Fire Reactions.
PD (x)
Laser point-defense has long since proved invaluable in any aspect of warfare. No longer do missiles and drones dominate the field, even if they still definitely have their place.
Each Model in this Unit has x PD. See PD in rulebook.
Relentless
Reinforced in structure and stature, these soldiers do not need to set up their heavy weapons or rely on external platforms like HISPs. They instead simply carry them around, firing on the move.
Squads with this Ability can fire Heavy weapons at full FS even despite having moved. In addition, when making a Shooting Attack, they count their SqM as being twice what it normally would be.
Repair
Field repairs may be the most temporary solution around, but they can be vital in keeping a warmachine in the fight.
A unit may choose to do an Action to use this ability on a friendly Vehicle within 2". If it does so, roll a d6 for each Squad or Vehicle with this Ability in the Unit. For each roll of 6, restore 1 HP in the targeted Unit. If restored when all Vehicles are at full HP, place a new Vehicle of the same type into the unit within Cohesion, with 1 HP remaining. This Vehicle is part of the target unit, and behaves as normal. New Vehicles may only be added up to as many as the original number of them in the Unit.
Scavenge
Those with the technical know-how can repurpose enemy weapons and equipment are remarkably common in many rim-regions.
When an enemy Unit is destroyed within 24" of this Unit, place a token on one of the Squads or Vehicles to be destroyed. When this unit is within 2" of that token, it may do an Action and gain one of the following:
Scouts
Expert use of natural cover and quick movements add a surprising amount of surviveability and mobility to any unit.
This unit gains a +1 to any Cover Save it has and enemy Units shooting it reduce their FS by 1. In addition, when deploying, this Unit may deploy anywhere on the battlefield at least 12" from Enemy Units without Line of Sight to them or 18" from Units with Line of Sight to them.
SHD (x)
Hardened plasma shielding is a key part of any heavier warmachine. The utility of yet another layer of armour at next to no loss of mobility is an easy choice for any designer.
Each Model in this Unit has x SHD layers. See SHD in rulebook.
Simple Programming
Even among the autonomous units employed by militaries, these ones stand apart as particularly unintellegent, devoid of any but the most basic insticts.
This Unit always passes Leadership Tests (except for Reactions). However, if outside of Command Range, it must move, shoot, and charge, if possible, toward the closest enemy Unit as long as it is not in Command Range. If Joined by a Unit that does not have this Ability, this Ability has no effect.
Slow
Heavy armour has its price. As valuable as mobility is, sometimes good plating is better.
This Unit cannot Advance.
Small
Not all vehicles are enormous warmachines. Some can comfortably fit within an infantry transport or building.
Unlike other Vehicles, this Unit may gain Cover Saves from Terrain. In addition, a Vehicle with this Ability may embark upon a Transport. If it does so, it takes up the space of two Squads.
Sniper
Sophisticated targeting and prediction systems allow weapons to be used far above their ordinary range.
When selecting targets for this Unit, treat its Weapons' Range as double what it normally would be.
Stubborn
Some soldiers are truly dedicated to their cause, whatever it may be. Their nervers will only fail them in the most dire situation, where others would have long since fled.
This Unit ignores the first Injury Mark it gains in the Shooting Phase. It also rolls one die less whenever it Retreats (including when doing so because of the Rout Keyword).
Support Unit
Units in support roles are rarely seen alone, instead being intended to operate as part of another more combat role.
Models with this Ability may Join a Unit of its own type, like a Command Unit can.
Thunderous Charge (x)
The momentum of a proper charge can be reused in the most physical way, especially when a vehicle is used.
When a Model in a Unit with this Ability Charges an enemy Unit, it can immediately make x unarmed close combat attacks (if x is 1, then even if the profile says 2 attacks, they only make 1).
Tough
Often via extensive augmentation or specific mechanical construction, certain individuals can take far more damage than a normal human would, pressing on even with debilitating wounds.
A Squad in a Unit with this Ability treats its SqM as twice what it would be for taking Damage. In addition, Powerful Weapons deal two Damage to them.
Tracked
The tried and true way to traverse rough ground is via tracked vehicles, ever since the ancient days of the Cradle's many wars.
A Vehicle in a Unit with this Ability does not roll for damage when Advancing through Terrain.
Transport (x)
Infantry are, quite frankly, slow and bad at moving long distances. What better a solution than a vehicle that never tires or needs rest, to travel upon?
A Vehicle in a Unit with this Ability can transport x Squads within it.
Walker
Superior to even tracks in mobility, legs are an obvious solution to where ground is normally non-navigable. Nature truly is a stupendous inspiration for mobile designs.
A Vehicle in a Unit with this ignores all Terrain penalties to Movement, and does not does not roll for damage when Advancing through Terrain.
Walking Terror
A soldier charging straight at you is scary enough, but these units take it to another level, whether through sheer size or simple brutality and reputation.
Enemy Units in Close Combat Range of this Unit reduce their Ld by 2.
Keywords
KeywordsKeywords
Annihilation:
WMDs of all varieties are rather common, and they destroy the forces they are used against and leave great tracts of land ruined and desolate.
After rolling to hit, the controlling player of this weapon must choose a Squad or Vehicle from the target unit of this weapon's attack. Place a marker there. If the attack Hit, continue, if it did not, then scatter it d6" like a Deep Strike, then continue. Any non-Aircraft units, enemy or friendly, within 6" of the marker take five 1/12 Hits (Blast(3), Ignores Cover). Every Unit within 12" takes 2 2/10 (Blast (3)) hits. Any Terrain Features except City Blocks and Impassable Terrain within 12" is destroyed and removed from the board, and any City Blocks and Impassable Terrain within 6" is removed the same. The entire area save for other Terrain Features within 6" of the marker is considered Dangerous Terrain and 18" of the marker is considered Difficult Terrain from then on to the end of the game.
Anti-Air:
Complicated and sensitive targeting systems allow these arms to be used against vehicles flying kilometers in the sky.
This Weapon can fire at non-hovering Aircraft. When targeting Flying units, this weapon ignores the FS penalty from the Ability.
Blast:
Explosive weapons are very common, though lose effectiveness against smaller targets, as spreading out attacks is not useful in hitting a single target like that.
For each Hit from this Weapon, the target Unit suffers as many Hits as its majority SqM if it is an Infantry Unit, and 1 if it is a Vehicle Unit.
Bomb:
Drop.
This Weapon can be shot as if the Unit is anywhere on the path it moved this turn (i.e. if it moved past an enemy unit and was 3" from it at closest, you can shoot the weapon as if it was at that closest point, assuming it was in range).
Corrosion
Using corrosive and radioactive substances in ammunition ensures lasting damage even beyond the shots themselves.
At the end of the Shooting Phase, a unit that suffered a wound due to attacks from one or more Weapons with this ability reduces either its Sv, Ld, or FS and WS characteristics by 1. The attacker decides this.
Dangerous
The wake of these weapons is devastating enough that anyone caught in it is no safer than the target itself.
After attacks made with this Weapon are resolved, draw a line from each Model that had a Weapon with this Keyword that was shot, to the target Unit. Any Squads or Vehicles underneath any line suffer a single hit from that Weapon.
Guided:
Directed by computer systems and detection sensors, these munitions can guide themselves to their target.
The hit rolls for this attack may be re-rolled once.
Heavy:
Some weapons are very robust, efficiently useable only with braces and preparation, hindering their mobility.
If an Infantry Squad firing this weapon has moved, it can only hit on rolls of 6 at best this Turn in attacks with this Weapon.
Ignores Cover:
Whether through billowing flames, floating gases, or sheer power, these weapons simply do not care about the cover that protects their targets.
No cover saves can be made against Attacks made with this Weapon.
Incineration (x):
These weapons have such a wide area of effect that it spills over past their target.
For each Unit (that is not the target Unit) within x" of any Squad or Vehicle in the target unit, roll a d6. On a 4+ for Infantry and 3+ for Vehicles, that Unit takes d6 hits with the AP of the original weapon, except with AP against Infantry reduced by 1 and the AP against Vehicles halved (1/12 -> 2/6). Armour and Cover Saves are allowed against this as normal.
Indirect Fire:
Thing goes up, thing goes down. Assisted by computers, but inaccurate.
This Weapon may be fired even if the firing unit does not see the target. When choosing to fire, any Models in the Unit may fire Indirectly or Normally. When firing Indirectly, before making attacks, pick any point within 1" of the Target Unit's Models. Then, scatter (with the same process as Deep Strike, scattering 2D3", D3" if any Friendly Units can see the target point.). Then, from that point, measure the same distance as the weapon's Incineration(x) rule's value (2" if none listed), subtracted by 2 (to a minimum of 2") in every direction. Do this once, and use the resulting point for all of the same type of Weapon in the Unit. If any Squads of the target unit are within it, the attacks proceed as normal, following all normal rules and keywords. Any non-target Units that are within the area, friendly, enemy, or othewise, are hit the same way.
Lingering Hazard:
A number of weapons leave behind dangerous residue in their wake. While these weapons are often frowned upon, their value in area denial is considerable.
Once the attack sequence is complete but before any Squads are removed, choose one destroyed Squad. When it is removed, place a marker in its place. For the next d3 rounds, the entire area within 3" is treated as Difficult Terrain.
Limited (x):
Single use weapons are common, though often found in multiples.
This Weapon can only be used x times per battle.
Logic Plague Injection:
The strange data-based weaponry of the Machine can damage automated systems just by the munitions connecting.
Any Vehicle or Drones Unit that suffers a wound from this weapon reduces their Ld, WS, FS, and Mv, by 2 until the end of its next activation.
Magnetic Interference:
Hardened Plasma shielding is partly based around magnetic fields. Some weapons, especially plasma, disrupt that, and reduce a very important layer of protection to nothing.
This weapon ignores every SHD when targeting an enemy Vehicle. Those SHD are not destroyed, but when this weapon is used to attack it, they acts as if they were destroyed.
Melee:
Melee weapons are an ancient form of tool, for close range murder and slaughter. They are useless at range.
This weapon can only be used in Close Combat Range, in the Fight Phase.
Neurotoxin:
The term "neurotoxin" in this context is a slight misnomer. What weapons called such really are is fast-acting corrosive nanomachines, combined with neurotoxin compounds and acidic gas, making them useful against both the living and machine, though useless against any real armour.
When this weapon attacks Infantry, do not roll to save as normal. Instead, the attacker rolls a d6 for each hit. On a 2+, the weapon inflicts 1 wound. If the target has Power Armour, the roll is 3+, and for HAST Suits, the roll succeeds on a 5+. Against targets with the Drones Keyword, the roll target is increased by 2. (i.e Power armour becomes a 5+, HAST suits become a 7+ and thus impossible). It cannot target Aircraft.
Ordnance
Certain weapons trade accuracy for the ability to fire at drastic ranges.
This weapon must be fired as Indirect Fire. When doing so, do not make normal attacks. Instead, note down the target, and next round, when this Unit can Fire, the normal attack sequence happens. When scattering, roll 4d3", reducing to 2d3" if this Unit has the Take Aim Order.
Panic (x)
Human minds are fragile, and heavy fire and dangerous circumstances aren't the best fit for it.
When making a Leadership Test for Suppression or Rout caused by a Weapon with this Keyword, that Enemy's Leadership is reduced by x for that roll.
Piercing (x)
Some weapons are best as striking small weakpoints in armour and plating.
For each hit against an Infantry Unit scored by a hit with this Weapon, roll a d6 before the target rolls Saves. Every roll of x or higher results in that attack improving its AP to 1.
Powerful:
Some weapons simply do more damage than others. Very little can survive the damage from one.
When damaged by this weapon, Vehicles take two HP of damage instead of one.
Risky (x)
Certain weapons are just too powerful to be safely used. While these may usually be left aside, some of them are just far too useful to disregard.
Every time an Infantry Unit attacks with this Weapon, after the attacks are resolved, roll a d6 for every weapon with this Keyword that was used. If you meet the target, the weapon overheats, and causes a single hit with AP -/-, to the user. No Cover Saves may be taken against this attack.
Rout
Sheer panic and fear of death overwhelms even the greatest soldiers, and forces them to run and hide from enemy fire.
When an Infantry Unit suffers a Wound from this Weapon, it must make a Leadership Test after the Shooting Attack is over. If failed, it Retreats (as described in the Morale Phase rules) 2d3" away from the Attacking Unit.
Stun:
These weapons can force even armoured vehicles down for a time, whether that be through sheer force or some esoteric technology.
When an attack wounds a Vehicle successfully, that Vehicle suffers a -2 FS and -2 WS (if it has a WS stat) penalty, and cannot be included in Reactions that involve Shooting Attacks, until the end of its next activation.
Suppression:
Weapons like this cause such disarray in their targets that they simply cannot operate at full capacity while under the pressure of the firepower.
If an enemy Infantry unit suffers a Wound from an attack due to this weapon, that unit must make a Leadership Test. If failed, it reduces its WS and FS by 1 and halves its movement and cannot React until the end of its next activation. In addition, attackers in combat against the target gain a +1 to Combat Initiative tests until the end of the next Round. Suppressed Units must make a Leadership Test before using any Command Wargear it may have.
Very Heavy:
These weapons, meant for machines of war to wield, are simply too heavy for any human to wield efficiently on the move.
An Infantry Squad that has moved this Turn may not fire a Weapon with this Keyword.
Wargear
WargearWargear
Armour Choices
These can be selected as permitted on a Unit's profile. This is referred to as an Armour Choice.
Combat Armour:
Ordinary plate carrier systems or more intricate unpowered armour, the category of "combat armour" is a broad one, but is, ultimately, protective gear that neither restricts nor assists movement.
Confers a 5+ Armour Save .
Power Armour:
Full-body, sealed, and supporting its own weight, power armour is ubiqitous and efficient. It does not weight the user down and offers protection from small arms, yet does nothing to help against truly heavy weapons.
Confers a 4+ Armour Save.
Customized Armour:
Various suits of armour, specifically built either by custom enchancements or role specialization, this equipment is impossible to properly categorize.
The specifics of these are included in their respective unit information. For the purpose of all other rules, this Wargear is considered Power Armour.
HAST Suit:
The heaviest type of armour useable by a single person, HAST suits offer exceptional protection as well as the strength to carry and use heavy weapons with ease, at the cost of greatly reduced mobility.
Confers a 2+ Armour Save , -1Mv, and the Relentless and Slow Abilities.
Generic Wargear
These Wargear choices may be taken in any army list, as listed in a Unit's profile.
Fire Discipline:
These specific units can split fire accurately and reliable, be that due to training or specialized targeting equipment.
This unit may target up to two different units, and split their weapons fire between them.
Focus-Lock Rounds:
Special targeting systems embedded into ammunition allow efficient targeting of opponents.
When an enemy Unit is successfully damaged by a Unit with this Wargear, they are Focus-Locked. Until the start of the next Round, when a friendly Unit attacks it, it reduces that Unit's Cover Save by -1.
Improved Point-Defense:
Extra point-defense turrets on vehicles give a valuable extra layer of protection.
Improves this unit's PD(x) ability by 1. Adds the PD(1) ability if the unit has none.
Incursion Data-Beam:
The Machine's signal-cast based weaponry is strange, but powerful, capable of overloading systems in catastrophic failures.
A Unit where all Squads or Vehicles are equipped with this wargear (ones in Joined Units do not need to have it, and vice versa) may choose to use it instead of Shooting. When it does so, select one enemy Vehicle or Drones unit within 24". Roll as many d6 as the attacking unit's FS (including bonuses from e.g. the Take Aim Order), and for each 5+, the target unit suffers a single attack which hits automatically, at AP 2/9 (Magnetic Interference). The unit must also take a Leadership Test, as if affected by a weapon with the Suppression and Stun Keywords, regardless of any saves were made or wounds were inflicted.
Inspirational Symbol:
Banners and standards may be an remnant of an ancient age, but they still bolster morale reliably.
Choose one Squad within this Unit. While that Squad is present, this Unit gains +1 Ld and falls back one less d6 when rolling to Fall Back. (If this reduces the amount to 0, the Unit does not fall back. (This stacks with Stubborn.))
Jamming Systems:
Radio-jammers and chaff dispersal equipment can severely reduce enemy efficacy at range.
Enemy Units targeting this Unit reduce their FS by 1. In addition, enemy Models (except when firing Indirect Fire) may only target this Unit if they are within 24".
Logic Plague Caster:
As one of the Machine's signal-weapons, this one beams the vital systems of targets with aggressive code and noise, drastically hampering them.
A Unit where all Squads or Vehicles are equipped with this wargear (ones in Joined Units do not need to have it, and vice versa) may choose to use it instead of Shooting. When it does so, select one enemy Vehicle or Drones unit within 24". Roll as many d6 as the attacking unit's FS (including bonuses from e.g. the Take Aim Order), and for each 5+, the target Unit suffers a penalty of -2 Ld, -1WS, and -1FS, as well as -1AV if it is a Vehicle, until the end of its next activation.
Jetpacks:
Used only by particularly brave troops, jetpacks allow unparalled mobility and evasion, though at the cost of being very obvious and demanding great skill.
When selected to Move, a unit where all models are equipped with this wargear may choose to increase its Mv Value by 4" and gaining the Flying Ability for this Round's Movement and Shooting Phases. For that Round, that Unit, if it is an Infantry Unit, reduces their FS by 1 and may not fire Heavy Weapons unless they have the Relentless Ability.
Medical Gear:
Injuries sustained by soldiers can be remedied in the field. It's not a good permanent solution, but gets a soldier back in the field for the moment.
Once per Phase, when this Unit is targeted by a Shooting Attack or Close Combat Attack, it can ignore the damage from as many failed armour saves as the Unit with this Wargear has Squads in it. for the duration of that Attack (Damage from failed Cover Saves or ignored Armour Saves cannot be ignored, nor can damage from attacks with the Powerful keyword).
Orbital Insertion Backpack:
In a move considered borderline suicidal, specialized troops can often be deployed directly from above, though not without risk.
If every model in this Unit is equipped with this Wargear, It may be placed into Deep Strike. In addition, this unit may jump from a Aircraft Transport it is embarked in that is not Hovering, When doing so, they are treated as having made a Deep Strike manouvre being placed anywhere on the line where the Transport moved that Turn., and scatter 2d3 instead of the regular amount. All other rules apply.
PD HISP:
The same gun platforms used for heavy weapons are often retrofitted into mobile point-defense platforms.
Improves this unit's PD(x) ability by 1. Adds the PD(1) ability if the unit has none.
Stabilizers:
Heavy stabilizing struts and gyroscope systems allow for improved accuracy, though only when stationary.
When ordered to Take Aim, improve FS by a further +1.
Command Wargear
These Wargear choices may be used in the Command Phase, and only once per Unit per Turn.
Comms Array:
Communication between units allows for pinpoint targeting of artillery.
In the Command Phase, a Unit with this wargear may select an enemy unit within 24" that they can see. Until the end of the turn, attacks made with weapons with the Ordnance Keyword may make a Shooting Attack against that target without needing the normal targeting attack. In addition, weapons firing Indirect Fire (that do not have the Ordnance Keyword) may subtract their FS from the scatter distance.
.
Direct Comms Relay:
Operations in the backline of a battle are often necessary, and a connection to command elements are quite useful.
In the command phase, this Unit may select one friendly unit on the board. Until the next Command Phase, that unit is treated as if it is always in Command Range.
Orbital Comms Relay:
Dropping stuff from orbit is difficult and complicated, so a relay on the ground is incredibly useful.
In the Command Phase, this Unit can activate this Wargear. Until the end of the Shooting Phase, any scatter rolls (deep strike, indirect fire) targeting a point or Unit within 18" and in Line of Sight of this Unit may re-roll the scatter roll.
Radial Scanner:
Broad-spectrum scanners identify optimal firing trajectories and predictive targeting solutions to enemy movement and positions.
In the Command Phase, this Unit can choose an enemy Unit within Line of Sight. Until the end of the Shooting Phase, all friendly Units make Shooting Attacks at that Unit gain +1 to their FS.
In addition, Once per Round, this Unit may make the Suppressive Fire or Overwatch Fire reactions, ignoring the reaction limit (being able to react despite a unit having reacted, or another unit being able to react after this one, in the same phase).
Stabilizer Reinforcement Protocols:
Specialized backup sub-routines in weapon stabilizing equipment can be invoked in emergencies to keep a weapon firing properly.
In the Command Phase, this Unit can activate this Wargear. Until the end of the Shooting Phase, this Unit can ignore any modifiers to its FS (excluding penalties from Reactions).
Targeting Arrays:
Sharing data of targeting solutions with field units lets them hit more reliably.
In the Command Phase, this Unit can improve the FS of a friendly Unit within 6" by 1 until the end of the Round.
Unique
These Wargear choices are locked behind specific Allegiances, listed in that Allegiance.
Core Engineering
Enhanced Power Armour:
(Armour Choice)
Core Worlds technology has improved power armour designs enough to significantly increase a soldier's endurance. They also incorporate advanced methods of protection.
Confers a 4+ Save and +1 Mv, and gain +1 to Cover Saves (or a 6+ Cover Save if they have none) when not issued the Dig In order.
Subatmospheric Dispersion Targeting Arrays:
(Command Wargear)
This very high-tech, rapidly deployable array of low-atmosphere drones assist troops in targeting enemy forces, even through thick cover.
In the Command Phase, the controlling player of this Wargear can choose two enemy Units currently on the board. Until the end of the round, those Units must re-roll successful Cover Saves.
Nano-Scale Composite Shielding:
(Generic Wargear)
Utilizing nanomachines to form adaptive plating for armour allows it to withstand almost anything for a moment, provided the shielding can form in time and in the right places.
This Unit gains a 5+ Cover Save. This Cover Save cannot be improved, though Cover Saves gained from something like Terrain can also be used instead. Against Weapons fired as Indirect Fire, the Unit worsens the AP of the Weapon by 1.
The Wargear of the Thousand Worlds
Prototypical Exo-Armour:
(Armour Choice)
Power armour technology, ubiqitous as it is, only helps so much. Soldiers need truly heavy gear to carry heavy weapons easily. To this end, some experimental projects within now-Coalition Space have made affordable, light, and powerful gear to do so.
Confers a 5+ Save. A Unit Equipped with this Wargear gains the Relentless Ability and the PD(1) ability.
Veteran Sergeant:
(Generic Wargear)
The Fifth World War has been raging for decades now, and many among the fighting forces have particularly distinguished themselves as leaders.
This Unit gains +1 Leadership, and, once per round, this Unit can choose to pass a Leadership Test, regardless of the roll. One Squad also gains 1 Improved LCBW.
Cellean Relics
Obliterax-Class Rifle:
(Generic Wargear)
Utilizing similar miniaturized plasma weapons found in the Core, these combination coil- and plasma-rifles are rare relics in this region.
A Squad or Vehicle with this Weapon gains a Plasma Rifle and Coilrifle.
Cluster Frag Cannons:
(Generic Wargear)
The roar and thunder of these cannons disturb enemy lines and prevent them from correctly reacting to the subsequent assault from up close.
When a Unit with this Wargear charges, the charging Unit gains +1 to the following Combat Initiative Roll, and the Target Unit reduces their WS by 1 and Ld by 2. This affects Reactions.
Rimward Innovations
Heavy Armour:
(Armour Choice)
The barren wastes of unterraformed worlds grant soldiers little natural protection, forcing innovate armour designs.
Confers a 3+ Save and the Slow Ability (If a unit has the Fast ability, it instead loses it and does not gain the Slow ability). For all other rules purposes, this armour is considered a HAST Suit.
Etriaris Pattern-Composites:
(Generic Wargear)
The barren wastes of unterraformed worlds grant soldiers little natural protection, forcing innovate armour designs.
This Unit gains +1 to its Sv Value if it is Infantry, and Vehicles gain +1 AV. If the Unit already has a 2+ Save, it instead worsens the AP of incoming attacks by 1.
Rad-Caster:
(Generic Wargear)
This complicated weapon beams heavy streams of targeted radiation to compromise the integrity of enemy armour, leaving them vulnerable to further attack.
In the Shooting Phase, instead of shooting, the models of a Unit with this Wargear can choose an enemy Unit within 24". Until the end of the Round, that enemy Unit worsens its Save by d3.
Reinforced Communication Lines:
(Generic Wargear)
The harsh environment of the endless wastes of a barren world is often bathed in solar radiation, forcing stronger and more resilient methods of communcation, which tend to emerge better in less dangerous environments.
Any Unit within 18" of this Unit can use its Leadership value for Leadership Tests.
Special Purchases
Machine Signal-Casters:
(Generic Wargear)
This piece of technology was acquired some time ago in an arms deal with contacts from the elusive Machine civilization. Much is not known of it, but it works.
This Unit may have all of its Squads or Vehicles equipped with either a Logic Plague Caster or Incursion Data-Beam.
Amprhan-Lock Shield:
(Generic Wargear)
A fiercely guarded commercial secret, the blueprints for these shields, based on hardened plasma technologies, have regardless leaked to many parties.
If the majority of Squads in this Unit are equipped with this Wargear, each Squad gains +1 to Armour Save Rolls (Note: This does not improve the Save itself, so it does not affect AP). In addition, this Unit gains +1 to Cover Saves when it is given the Move Out or Charge Order, and reduces the WS of enemy units making melee attacks toward this Unit by -1.
High-Density Disruption Arrays:
(Generic Wargear)
Complicated and powerful sets of signal disruption systems make communication between units and forces difficult.
Enemy Units within 18" of the models of a Unit with this Wargear reduce Leadership by -1 and, at the start of the round, must make a Leadership Test. If failed, they do not benefit from any beneficial aura (Effects that affect things in a radius from a certain point) effects until the end of its next activation.
Nanomantic Discipline:
(Generic Wargear)
Nanomancers are a rare but not uncommon sight, and, technically, anyone can use the weapons they use, especially someone with capital to use.
This model gains the Nanomachine Swarm Weapon and Nanomantic Manipulation Ability.
Esoteric Machine-Tech
Control Node:
(Generic Wargear)
The logistical demands of the Machine command network are greatly enhanced by equipping specific field units with relays systems. This, though, necessitates a level of independence from them.
This Unit and Units within 12" of this Unit are considered to be within Command Range.
Nano-Alloy Construction:
(Generic Wargear)
The Machine may not be that much more technologically advanced than its neighbors, but it has the advantage of being able to channel far more power into reactive armour systems, otherwise restricted by meager flesh of the people inside the vehicles.
This Unit can repair itself as if it had the Repair Ability, rolling four d6. If it is a Vehicle, it may do an Action to use Repair.
Titan of Steel:
(Generic Wargear)
Some particular units within the Machine Empire are given special autonomous functions and capabilities. Perhaps the strange intellegences that guide the machines have some sense of pride in their excellent forces.
This Unit loses the Drones Ability, gaining a Leadership of 10, and gains the Independent Operators Ability and improves its SHD(x) ability by 1. It also gains +1 FS and +1 WS.
Structure-Carbon Reinforcement:
(Generic Wargear)
Improved central structures for infantry units the Machine deems special allow them to shrug off damage that would destroy their contemporaries.
Every time a Squad in this Unit would take Damage, roll a d6 for each point of Damage. On a 5+, it does not take that Damage.
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