Presentation is loading. Please wait.

Presentation is loading. Please wait.

Infantry: Arcs: All Infantry have 360 degree arcs can attack from all sides. Defense: Infantry have a DF of 4 and take on the DF of any building that is.

Similar presentations


Presentation on theme: "Infantry: Arcs: All Infantry have 360 degree arcs can attack from all sides. Defense: Infantry have a DF of 4 and take on the DF of any building that is."— Presentation transcript:

1 Infantry: Arcs: All Infantry have 360 degree arcs can attack from all sides. Defense: Infantry have a DF of 4 and take on the DF of any building that is greater than 4 while they are inside the building. Combat: Infantry take half damage when attacked and they are inside a building. Infanty cannot Roll with Impact when attacked unless is it in Hand to Hand against another squadron of infantry. Hand to Hand Combat: Infantry only take one MD from any single hand to hand attack. Infantry do D6 damage to each other in hand to hand. Infantry cannot damage mecha in HTH unless stated otherwise. Losses: When an infantry is lost it is assumed that they will do their best to man the heaviest of weapons so when a trooper is lost the next man will take up the heavier weapons. There is no need to track individual infantry troopers. Damage is simply marked off from left to right starting with the first trooper. In the case of infantry that can take multiple hits, wounded infantry are no longer effective in battle but can still take damage. Blast: Infantry cannot dodge attacks with the Blast trait. Infantry and Structures: Infantry may enter a building. If the building is destroyed a piloting roll can be made to see if they survive. They must roll a 6+ adding the die result to their PIL. If the roll fails the infantry are destroyed in the collapse. If the roll is successful the infantry are placed adjacent to the fallen building. The player using the infantry can choose where to place them.

2 Vehicles: (Hand to Hand Change and Vehicle Addition) Engaged in Hand to Hand Combat – Once a mecha is in base to base contact with an enemy figure, the two are considered to be engaged in hand to hand combat unless one of the two mecha has the Vehicle or Aircraft traits. If in base to base contact mecha cannot attack with weapons systems at all. Additionally, mecha that are in base to base contact cannot be attacked by other mecha with weapon systems unless the conditions are met with regards to the Life Is Cheap Trait. If either mecha wishes to move out of base to base contact, then, its player must pay one Command Point to do so. The exceptions are Aircraft are Never engaged in Hand to Hand and mecha attacking vehicles can choose to engage in Hand to Hand combat or not. Note: A figure may move, or change facing, as long as it doesn’t move out of base to base contact with the figure that it is engaged with. If a figure is in base to base contact with multiple enemy figures, it costs one Command Point for each enemy figure in base to base contact with it to be able to move out of hand to hand combat Vehicles: Vehicles are mecha that drive on wheels, tracks, hover sleds or a variety of other methods. They often have the Cumbersome trait which limits them from crossing Rough terrain. They cannot engage mecha in Hand to Hand combat but can only perform a Body Block or Ram attack as normal by moving into base to base contact with another mecha. IF a vehicle attacks with a Body Block/Ram attack the mecha that they attack may choose to engage the attacking vehicle in Hand to Hand at the time of being attacked. Mecha engaged in Hand to Hand with vehicles are not required to pay a Command Point when disengaging from Hand to Hand combat with a vehicle. Amphibious Trait: Units with this trait can move through deep water as if it was Rough Terrain and are considered to be on the surface of the water. Vehicle: Vehicles are prohibited from entering water even if the terrain is considered open terrain.

3 Asteroid and Debris Field rules: Asteroids are dangerous, and require cautions movement
Here are some notes and ideas from me ...Static fields: Asteroids and debris are fixed relative to the board. Dynamic Fields: Here the Asteroids are always on the move, before the game starts the players should decide on the speed and direction of asteroid flow relative to the battle. This can be done by consensuses or random. Randomly determining speed: Rolling 2D6 to determine the number of inches the asteroids move each round. Direction: (if you have one, roll a D12 to determine clock direction the asteroids are moving towards, 12 o'clock should be determined before rolling the dice). Each turn after the filling of the command pools, the asteroids are then moved by their speed and direction. Asteroids in motion can ram any model in play effectively doing a body block with the asteroids speed/2 as the damage inflicted (so an asteroid moving at speed 12 will inflict a body block doing 6 damage). Anyone being rammed by an asteroid can spend a command point to allow the mecha to avoid the asteroid untouched. Any Asteroid leaving the table will reenter the table at the point directly opposite where it exited the table. Line of Sight: Small asteriods and debris do not affect line of site, nor do they provide any cover unless the Mecha is in close proximity of the asteroid (within 2 inches). (this is because thrusters can be used to move up and down, allowing visibility behind most small asteroids) Larger asteroids (anything over 5-6" in size) offer a larger shadow to hide in, doubling the shadow (4 inches). Asteroids can be targeted and be blown up, but have double the normal MD as military structures, debris has the same MD as normal structures.

4 Alternate Missile Types

5 Support: UEDF Standard Infantry Squadron
Point Cost = 10 1 2 3 4 Type Trooper # RN MD Spec Assault Rifle x6 4 1 (Inf) Heavy Machine Gun x2 8 1 / 2(Inf) Unit MV PIL GUN DF Special Trooper 1 4 Infantry

6 Support: Mobile Infantry Response Squadron
Point Cost = 15 1 2 Type Trooper # RN MD Spec Infantry Assault Rifle x4 4 1(Inf) Light Machine Gun x1 6 2(Inf) Heavy Machine Gun 8 1 / 2(Inf) LAV 25MM Auto-Cannon 12 3 Rear Fire Unit MV PIL GUN DF Special Wheeled LAV 5 2 4 Vehicle, Cumbersome Unit MV PIL GUN DF Special Trooper 1 2 4 Infantry

7 Support: Mobile Infantry Attack Squadron
Point Cost = 15 1 2 Type Trooper # RN MD Spec Upgrade Infantry Assault Rifle x4 4 1(Inf) Light Machine Gun x1 6 2(Inf) Heavy Machine Gun 8 1 / 2(Inf) LAV 25MM Auto-Cannon 12 3 M-223 9 1 Anti-Armor Missile 15 5 Immobile Unit MV PIL GUN DF Special Tracked IFV 4 2 Vehicle, Cumbersome Unit MV PIL GUN DF Special Trooper 1 2 4 Infantry

8 Support: Mobile Infantry Assault Squadron
Point Cost = 15 1 2 Type Trooper # RN MD Spec Infantry Assault Rifle x4 4 1(Inf) Light Machine Gun x1 6 2(Inf) Heavy Machine Gun 8 1 / 2(Inf) LAV 105MM Cannon 18 Unit MV PIL GUN DF Special Tracked LAV 4 2 Vehicle, Cumbersome Unit MV PIL GUN DF Special Trooper 1 2 4 Infantry

9 Core: Main Battle Tank Squadron Point Cost = 20 Command Points = 1
3 4 Unit MV PIL GUN DF Ldr Special Commander 4 1 2 5 Cumbersome, Vehicle Tank Type RN MD Spec Main Cannon 24 5 Heavy Machine Gun 8 1 / 2(Inf)

10 Support: Main Battle Tank Squad Point Cost = 10 Command Points = 0
2 Unit MV PIL GUN DF Ldr Special Battle Tank 4 1 2 5 Cumbersome, Vehicle Type RN MD Spec Main Cannon 24 5 Heavy Machine Gun 8 1 / 2(Inf)

11 Core: Advanced Battle Tank Squadron Point Cost = 25 Command Points = 1
3 4 Unit MV PIL GUN DF Ldr Special Commander 4 1 2 5 Cumbersome, Vehicle Tank Type RN MD Spec Main Cannon 24 6 Heavy Machine Gun 8 1 / 2(Inf)

12 Support: Advanced Battle Tank Squad Point Cost = 15 Command Points = 0
2 Unit MV PIL GUN DF Ldr Special Tank 4 1 2 5 Cumbersome, Vehicle Type RN MD Spec Main Cannon 24 6 Heavy Machine Gun 8 1 / 2(Inf)

13 Core: Convoy Vehicle Squadron
Point Cost = 6 1 2 3 4 Unit MV PIL GUN DF Special Convoy Vehicle 4 1 - Vehicle, Cumbersome

14 Support: Convoy Vehicle Squad
Point Cost = 3 1 2 Unit MV PIL GUN DF Special Convoy Vehicle 4 1 - Vehicle, Cumbersome

15 Support: Ground Support Squadron Point Cost = 16 Command Points = 2
X 3 X X  Ground Attack allows the plane to make a second turn after the plane has moved at least half its SPD. The second turn is up to 45 degrees. Unit MV PIL GUN DF LDR Special Warthog 14 2 5 Flight, Aircraft, Afterburner, Ground Attack Type RN MD Spec Upgrade 30mm Autocannon 12 6 Rapid Fire Overwhelming Ammo(10) Short-Range Missiles 21 2 Missile Volley(X) Ammo(4) Air Only Missile Lock 1 Or Short Range Guided Bombs 15 4 Ground Only Medium Guided Bombs 24 5 Volley(3) Or Medium-Range Missiles 30 3 Or Heavy Guided Bombs Blast

16 Support: Medium Range Defense Squad Point Cost = 15 Command Points = 2
X 2 X 2 Unit MV PIL GUN DF LDR Special Hornet 10 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 9 3 Medium-Range Missiles 30 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 or Short-Range Missiles 15 4 Volley(2) 2 Or Medium Range Guided Bombs 24 5 Ground Only Or Short-Range Missiles 21 Ammo(3)

17 Support: Improved Medium Range Defense Squad
Point Cost = 18 Command Points = 2 1 2 X 2 X 2 Unit MV PIL GUN DF LDR Special Super Hornet 11 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 9 3 Medium-Range Missiles 30 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 or Short-Range Missiles 15 4 Volley(2) Ammo(3) Or Medium Range Guided Bombs 24 5 Ground Only Or Short-Range Missiles 21 2 Ammo(4)

18 Support: Air Superiority Support Squadron
Point Cost = 20 Command Points = 2 1 2 X 2 X 2 Unit MV PIL GUN DF LDR Special Eagle 12 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 9 3 Short-Range Missiles 21 2 Missile Volley(X) Ammo(4) Air Only Missile Lock Medium Range Guided Bombs 24 5 Volley(4) Ammo(2) Ground Only 4 Medium-Range Missiles 30 Or Medium Range Guided Bombs Ammo(3) 6

19 Support: Perimeter Interceptor Support Squadron
Point Cost = 18 Command Points = 2 1 2 X 2 4 X 2 4 Unit MV PIL GUN DF LDR Special Tomcat 11 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 9 3 Short-Range Missiles 21 2 Missile Volley(X) Ammo(4) Air Only Missile Lock Or Long Range Missiles 48 4 Ammo(2) Medium-Range Missiles 30 Volley(2) Or Medium Range Guided Bombs 24 5 Volley(4) Ammo(3) Ground Only 6

20 Support: Advanced Multi-Role Squad Point Cost = 24 Command Points = 2
1 2 X X Unit MV PIL GUN DF LDR Special Lightning 11 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 25mm Autocannon 12 3 Overwhelming Short-Range Missiles 21 2 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 Medium-Range Missiles 30 Or Long Range Guided Bombs 24 5 Ground Only Long Range Missiles 48 4 Ammo(4) 42 6

21 Support: Stealth Fighter Squad Point Cost = 30 Command Points = 2
1 X 2 X Unit MV PIL GUN DF LDR Special Raptor 12 2 6 Flight, Aircraft, Afterburner, Stealth, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 9 3 Short-Range Missiles 21 2 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 Medium-Range Missiles 30 Ammo(6) Or Medium-Range Guided Bombs 24 5 Ground Only Ammo(8) Lose Stealth 4

22 Support: Multi-Role Support Squadron
Point Cost = 18 Command Points = 2 1 2 2 X 2 X Unit MV PIL GUN DF LDR Special Mig-35 11 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 9 3 Short-Range Missiles 21 2 Missile Volley(2) Ammo(4) Air Only Missile Lock Or Medium-Range Missiles 30 Volley(X) Ammo(6) Or Guided Bombs 24 5 Ground Only Medium-Range Missiles Ammo(8) 4 Or Ground Effect Missiles

23 Support: Multi-Role Support Squadron
Point Cost = 20 Command Points = 2 1 2 X X Unit MV PIL GUN DF LDR Special Mig-35 12 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 9 3 Short-Range Missiles 21 2 Missile Volley(2) Ammo(4) Air Only Missile Lock Or Medium-Range Missiles 30 Volley(X) Ammo(6) Or Ground Effect Missiles 24 5 Ground Only Medium-Range Missiles Ammo(8) 4

24 Support: UEDF Standard Infantry Squadron
Point Cost = 20 1 2 3 4 Type Trooper # RN MD Spec M-21 x7 4 1 M-223 x2 6 1 / 2(Inf) Unit MV PIL GUN DF Special Trooper 1 4 Infantry

25 Support: Fixed Heavy Infantry Squadron
Point Cost = 15 1 2 3 4 Type Troopers RN MD Spec Cost/Squad M-21 x5 4 1 M-223 x2 6 1 / 2(Inf) M-225 8 2 M-227 replaces M-223 or M-225 12 2 Man Crew Mk. 17 replaces M-223 or M-225 18 Missile Ammo 4 Volley 1 Ground Only 3 Mk. 18 replaces M-223 or M-225 5 Air Only 0.50 cal replaces M-223 or M-225 10 Unit MV PIL GUN DF Special Trooper 1 4 Infantry

26 Support: Mobile Infantry Squadron Vehicle, Cumbersome, Amphibious
Point Cost = 15 1 2 Type Trooper # RN MD Spec Infantry M-21 x5 4 1 M-223 x1 9 1 /(2 Inf) M-225 2 LACV-60 M-227 12 3 Unit MV PIL GUN DF Special LACV-60 5 2 4 Vehicle, Cumbersome, Amphibious Unit MV PIL GUN DF Special Trooper 1 2 4 Infantry

27 Support: Mobile Infantry Response Squadron
Point Cost = 20 1 2 Type Trooper # RN MD Spec Infantry M-21 x5 4 1 M-223 x1 9 1 /(2 Inf) M-225 2 LAV 25MM Auto-Cannon 12 Unit MV PIL GUN DF Special Wheeled LAV 5 2 4 Vehicle, Cumbersome Unit MV PIL GUN DF Special Trooper 1 2 4 Infantry

28 Support: Mobile Infantry Attack Squadron
Point Cost = 20 1 2 Type Trooper # RN MD Spec Infantry M-21 x5 4 1 M-223 x1 9 1 /(2 Inf) M-225 2 LAV 25MM Auto-Cannon 12 Unit MV PIL GUN DF Special Tracked IFV 4 2 Vehicle, Cumbersome Unit MV PIL GUN DF Special Trooper 1 2 4 Infantry

29 Support: Mobile Infantry Assault Squadron
Point Cost = 20 1 2 Type Trooper # RN MD Spec Infantry M-21 x5 4 1 M-223 x1 9 1 /(2 Inf) M-225 2 LAV 105MM Cannon 21 3 Unit MV PIL GUN DF Special Tracked LAV 4 2 Vehicle, Cumbersome Unit MV PIL GUN DF Special Trooper 1 2 4 Infantry

30 Core: Main Battle Tank Squadron Point Cost = 45 Command Points = 1
2 3 4 Unit MV PIL GUN DF Ldr Special Commander 4 1 2 5 Cumbersome, Vehicle Tank Type RN MD Spec Main Cannon 24 7 Top-Mounted Maching-Gun 6 1 Rapid Fire

31 Support: Main Battle Tank Squadron Point Cost = 20 Command Points = 0
1 2 Unit MV PIL GUN DF Ldr Special Battle Tank 4 1 2 5 Cumbersome, Vehicle Type RN MD Spec Main Cannon 24 9 Top-Mounted Machine-Gun 6 1 Rapid Fire

32 Core: Advanced Battle Tank Squadron Point Cost = 50 Command Points = 1
2 3 4 Unit MV PIL GUN DF Ldr Special Commander 4 1 2 5 Cumbersome, Vehicle Tank Type RN MD Spec Main Cannon 24 8 Top-Mounted Machine-Gun 6 1 Rapid Fire, Anti-Infantry

33 Support: Advanced Battle Tank Squad Point Cost = 25 Command Points = 0
1 2 Unit MV PIL GUN DF Ldr Special Tank 4 1 2 5 Cumbersome, Vehicle Type RN MD Spec Main Cannon 30 10 Top-Mounted Machine-Gun 6 1 Rapid Fire, Anti-Infantry

34 Core: Convoy Vehicle Squadron
Point Cost = 10 1 2 3 4 Unit MV PIL GUN DF Special Convoy Vehicle 4 1 - Vehicle, Cumbersome

35 Support: Convoy Vehicle Squad
Point Cost = 5 1 2 Unit MV PIL GUN DF Special Convoy Vehicle 4 1 - Vehicle, Cumbersome

36 Point Cost = 60 Command Points = 5
Core: F-203 Dragon II Squadron Point Cost = 60 Command Points = 5 6 4 X 1 6 4 X 2 F-203 Dragon II x4 6 4 X 3 6 4 X 4  Flight, Aircraft, Afterburner Type RN MD Spec Upgrade F-203 Dragon II M-65 Rotary Cannon 12 4 Wing-Hardpoints Standard Medium Range Missiles 24 9 Missile Volley(4) Ammo(3) Short-Range Missiles 18 6 Volley(6) Anti-Missile 8 Long-Range Missiles 49 Volley(X) Ammo(6) Blast 15 Unit MV PIL GUN DF LDR Special F-203 Leader 10 3 6 1 F-203 2

37 Point Cost = 30 Command Points = 2
Core: F-203 Dragon II Squad Point Cost = 30 Command Points = 2 F-203 Dragon II x2 1 2  Flight, Aircraft, Afterburner 6 4 X 6 4 X Type RN MD Spec Upgrade F-203 Dragon II M-65 Rotary Cannon 12 4 Wing-Hardpoints Standard Medium Range Missiles 24 9 Missile Volley(4) Ammo(3) Short-Range Missiles 18 6 Volley(6) Anti-Missile Long-Range Missiles 49 Volley(X) Ammo(6) Blast 8 Unit MV PIL GUN DF LDR Special F-203 10 2 6

38 Support: Ground Support Squadron Point Cost = 22 Command Points = 2
1 2 X 3  Ground Attack allows the plane to make a second turn after the plane has moved at least half its SPD. The second turn is up to 45 degrees. Unit MV PIL GUN DF LDR Special Warthog 15 2 5 Flight, Aircraft, Afterburner, Ground Attack Type RN MD Spec Upgrade Pulse Cannon 18 6 Rapid Fire Overwhelming Short-Range Missiles Missile Volley(X) Ammo(4) 2 Medium-Range Missiles 24 9 Volley(3) Or Long-Range Missiles 48 Blast 8

39 Support: Improved Medium Range Defense Squad
Point Cost = 22 Command Points = 2 1 2 X 2 X 2 Unit MV PIL GUN DF LDR Special Super Hornet 12 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 12 5 Medium-Range Missiles 24 9 Missile Volley(X) Ammo(2) 2 or Short-Range Missiles 18 6 Volley(2) Ammo(3) Or Short-Range Missiles Ammo(4) 4

40 Support: Air Superiority Support Squadron
Point Cost = 26 Command Points = 2 1 2 X 2 X 2 Unit MV PIL GUN DF LDR Special Eagle 13 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 12 5 Short-Range Missiles 18 6 Missile Volley(X) Ammo(4) 2 Medium Range Missiles 24 9 Volley(4) Ammo(2) 4 Medium-Range Missiles

41 Support: Perimeter Interceptor Support Squadron
Point Cost = 24 Command Points = 2 1 2 X 2 X 2 Unit MV PIL GUN DF LDR Special Tomcat 12 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 12 5 Short-Range Missiles 18 6 Missile Volley(X) Ammo(4) 2 Or Long Range Missiles 48 9 Ammo(2) Blast Medium-Range Missiles 24 Volley(2) 8

42 Support: Stealth Fighter Squad Point Cost = 36 Command Points = 2
1 X 2 X Unit MV PIL GUN DF LDR Special Raptor 13 2 6 Flight, Aircraft, Afterburner, Stealth, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 12 5 Short-Range Missiles 18 6 Missile Volley(X) Ammo(2) 1 Medium-Range Missiles 24 9 Ammo(6) Ammo(8) Lose Stealth 8

43 Support: EBSIS Multi-Role Support Squadron
Point Cost = 22 Command Points = 2 1 2 2 X 2 X Unit MV PIL GUN DF LDR Special Mig-35 11 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 12 5 Short-Range Missiles 18 6 Missile Volley(2) Ammo(4) 4 Or Medium-Range Missiles 24 9 Volley(X) Medium-Range Missiles Ammo(8) 8

44 Support: EBSIS Multi-Role Support Squadron
Point Cost = 24 Command Points = 2 1 2 X X Unit MV PIL GUN DF LDR Special Mig-35 12 2 6 Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec Upgrade 20mm Autocannon 12 5 Short-Range Missiles 18 6 Missile Volley(2) Ammo(4) 4 Or Medium-Range Missiles 24 9 Volley(X) Ammo(6) 3 Medium-Range Missiles 30 Ammo(8)

45 Special: UEDF Cat’s Eye Recon Point Cost = 90 Command Points = 6
 Theater Recon Suite 1. Provides Friendly Forces an Initiative Bonus of Recon removes either the +1 to strike for flanking bonuses or rear attack bonuses BUT only one, not both on all friendly units within 36 inches. 3. Allows one Free Steal Activation or Prevents one from being stolen once per turn. Unit MV PIL GUN DF LDR Special Cat’s Eye 9 2 5 Aircraft, Flight, Theater Recon Suite, Electronics Attack Suite, Jamming Suite

46 Support: UEDF Comanchero Squadron Point Cost = 30 Command Points = 2
1 2 6 4 X 6 4 X Unit MV PIL GUN DF LDR Special Comanchero 9 2 5 Hover, Flight, Aircraft Type RN MD Spec Upgrade Comanchero Gsh-30-4A1 30mm Autocannon 12 3 Spinal Mount Mounted Rotary Cannons 9 2 Short-Range Missiles 18 6 Missile Volley(4) Ammo(3) Anti-Missile Medium-Range Missiles 24 Volley(X) Ammo(6) Long-Range Missiles 48 Blast 10 Mini-Bombs Bomb Fly Over Overwhelming Ammo(15) Volley(6)


Download ppt "Infantry: Arcs: All Infantry have 360 degree arcs can attack from all sides. Defense: Infantry have a DF of 4 and take on the DF of any building that is."

Similar presentations


Ads by Google