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Published byMalcolm George Modified over 6 years ago
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+5 PTS Ben Dixon Class: Standard Veritech Pilot Special Abilities: Selfless (When a mecha within 4 inches of Ben’s mecha is hit, hit player may choose to have ben take the hit instead.
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+10 PTS Jack Archer Class: Standard Veritech Pilot Special Abilities: Natural Pilot (Can boost his SPD once automatically each turn without paying Command Points or making a Piloting roll), Dead Eye Shot (If Pilot remains stationary he gains Accurate for his weapons during that activation).
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+7 PTS Rick Hunter (Recruit)
Class: Standard Veritech Pilot Special Abilities: +1 PIL, Natural Pilot (Can boost his SPD once automatically each turn without paying Command Points or making a Piloting roll.
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+5 PTS Rick Hunter (Lieutenant)
Class: Officer Veritech Pilot Special Abilities: +1 PIL, Natural Pilot (Can boost his SPD once automatically each turn without paying Command Points or making a Piloting roll.
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+5 PTS Rick Hunter (Commander)
Class: Commander Veritech Pilot Special Abilities: +1 PIL, Natural Pilot (Can boost his SPD once automatically each turn without paying Command Points or making a Piloting roll.
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+30 PTS Roy Fokker (Commander)
Class: Commander Veritech Pilot Special Abilities: +1 GN, +1 Leadership, Double Ace (Roy may attempt to Dodge twice per turn without paying any Command Points), Iron Will (When his mecha runs out of MDC, roll a D6. On a roll of 4+, his mecha isn’t destroyed until the end of the next turn, and will remain on the board, even if he suffers more damage until then.
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+8 PTS Max Sterling (Recruit)
Class: Standard Veritech Pilot Special Abilities: +1 GN, Prescient (Can re-roll all of his dodge rolls that fail. Remember, no single roll can be re-rolled more than once.), True Love (While character is within 4 inches of Love interest, and in the same army, he gains one of his/her abilities.
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+10 PTS Max Sterling (Lieutenant)
Class: Officer Veritech Pilot Special Abilities: +1 GN, Prescient (Can re-roll all of his dodge rolls that fail. Remember, no single roll can be re-rolled more than once.), True Love (While character is within 4 inches of Love interest, and in the same army, he gains one of his/her abilities.
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+10 PTS Miriya Sterling (Lieutenant)
Class: Officer Veritech Pilot Special Abilities: Aggressive (Can re-roll all of her Strike rolls that fail. Remember, no single roll can be re-rolled more than once.), True Love (While character is within 4 inches of Love interest, and in the same army, she gains one of his/her abilities.
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+5 PTS Freeman Davidoff Class: Destroid Pilot Special Abilities: Itchy Trigger Finger (When piloting a unti with a weapons system with Rapid Fire he may fire one additional time as per Rapid Fire each turn. So he can attack with the weapons system a total of 3 times per turn, at the standard cost of one Command Point per additional attack.
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+5 PTS Kain Weller Class: Destroid Pilot Special Abilities: Charge (Character can boost his SPD automatically once each turn without paying Command Points or making a Piloting roll), Hand to Hand Specialist (Can make one additional hand to hand attack per turn for free.)
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+7 PTS Magnus Class: Standard Veritech Pilot Special Abilities: Slow and Steady (If the Character has not moved yet during a turn, his PIL is 3.
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+5 PTS Azonia (Commander)
Class: Zentraedi Commander Special Abilities: +1 Leadership
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+20 PTS Breetai (High Lord)
Class: Zentraedi High Lord Special Abilities: 5 Leadership, +2 PH, +2 GN, High Lord (Whenever a High Lord is taking damage, any amount of it may be redirected to friendly mecha within 4 inches of him/her in any combination that his/her player chooses. Hand to Hand attacks made by High Lords do double their normal damage, and they can make 2 additional hand to hand attacks per turn for free.
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+20 PTS Breetai (High Lord)
Class: Zentraedi High Lord Special Abilities: +2 Leadership, +2 PIL, +2 GN, High Lord (Whenever a High Lord is taking damage while in a mecha, half the amount of it may be redirected to friendly mecha within 4 inches of him/her in any combination that his/her player chooses.. This does not include any shielding bonuses or Rolling with Impact) Breetai may also fire an extra weapons system each turn for free due to his prowess ans experience.
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+5 PTS Grell (Commander)
Class: Zentraedi Commander Special Abilities: Calling for Reinforcements (Regults destroyed within 8 inches of the character may be put aside to return as reinforcements even if he/she does not have line of sight to them. The character may set aside Regults from his squadron as Reinforements no matter what mecha he/she is piloting).
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+10 PTS Khyron Kravashera (Commander)
Class: Zentraedi Commander Special Abilities: +1 PIL, Backstabber (When character’s squadron activates, he/she may destroy a mecha from his/her squadron within 8 inches of him/her to gain 3 Command Points. Regults destroyed in this way cannot be set aside to possibly return as reinforcements).
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+7 PTS Maloquinn Class: Zentraedi Soldier Special Abilities: Leadership 1, Watch the Skies (when piloting a Nousjadeul-Ger the pilot gains the Anti-Missile ability with the 32mm Plasma Machine Pistol and also carries a second pistol).
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+10 PTS Miriya-Parina (Commander)
Class: Zentraedi Commander Special Abilities: +2 Leadership, Aggressive (Can re-roll all of her Strike rolls that fail. Remember, no single roll can be re-rolled more than once).
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+20 PTS Pirion-Galarr Class: Zentraedi Soldier Special Abilities: Swarm (Once per game, when Pirion-Galarr’s squadron is activated, all of the mecha in the squadron can automatically boost their SPD once that turn without paying any Command Points or making Piloting rolls.
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+5 PTS Polus-Mjor Class: Zentraedi Soldier Special Abilities: +1 PIL, Up Close and Personal (Pilot may make an additional hand to hand attack each turn for free), Shock Batons (Pilot may also use UEDF Spartan Shock Batons when piloting a Nousjadeul-Ger.
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+7 PTS Sulreen-Tehr Class: Zentraedi Soldier Special Abilities: Experienced Pilot (When turning in an Aircraft the pilot can turn the mecha and face in any direction.
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+15 PTS Geraro Class: Zentraedi Soldier Special Abilities: +1 PIL, +1 GN, +1 Leadership
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+20 PTS Arn Class: Zentraedi Officer Special Abilities: +1 PIL(PH), +1 Leadership, Tactics Expert (When in a Squadron of Mecha without support squads or with 12 or less Gluu-Ger or Serau-Ger, that Squadron can use the rules for strategic deployment regardless of the Scenario being played, and may enter the board from any table edge, not just the controlling player’s deployment zone).
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+15 PTS Grell (Commander)
Class: Malcontent Commander Special Abilities: +1 PIL, +1 GN, Devastating Firepower (All of the character’s weapon systems gain Overwhelming and Rapid Fire abilities).
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+20 PTS Arn Class: Malcontent Officer Special Abilities: +1 PIL(PH), +1 Leadership, Tactics Expert (When in a Squadron of Mecha without support squads or with 12 or less Gluu-Ger or Serau-Ger, that Squadron can use the rules for strategic deployment regardless of the Scenario being played, and may enter the board from any table edge, not just the controlling player’s deployment zone).
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+7 PTS Azonia (Commander)
Class: Malcontent Commander Special Abilities: +1 PIL, +1 Leadership
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+20 PTS Khyron Kravashera (Commander)
Class: Malcontent Commander Special Abilities: +1 PIL, Maniacal (This Character can boost his SPD and Re-Roll all his attacks once per game), Mean Streak (This Character excels at seeing weaknesses and knows where and when is the best moment to strike, his attacks all have their damage increased by one, including one per missile on missile weapons, and it costs two command points to Roll with Impact against his attacks).
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