Human Command Skills. LIEUTENANT 1.PSIONIC SPECIAL CORPS 1.1 Lieutenant becomes Psionic specialist and get Special ammunition marksman rifle
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2 Human Command Skills LIEUTENANT.PSIONIC SPECIAL CORPS. Lieutenant becomes Psionic specialist and get Special ammunition marksman rifle. Lieutenant gets Psionic shield power (Friendly unit gets + to ()). Lieutenant get +. Lieutenant gets Guiding projectiles power (Friendly units within get + and + ()). P-i operators unit can have one more Psionic power from the list. P-i operators unit gets +. Lieutenant gets Stealth field ability. Lieutenant gets Mind trap power (Enemy model must use command order to activate next turn ()). Lieutenant gets +.0 Lieutenant gets Psionic explosion (All enemy units in receive hits with no saves allowed()) Backslash effect for this power will take effect on rolls or instead of only.. MECHANIZED INFANTRY COMMANDER Humanity is a relatively young civilization among the stellar nations. But ambitious and audacious as hell. Born in the little-studied sector of the Universe, mankind presented itself to the galactic community as a strong and self-sufficient nation with a powerful military force and balanced economy capable of affording a mighty stellar fleet. Lieutenant Command Skill:, Orders Special skill: Once per game can double the amount of orders. Default equipment: Each Commander is armed with a W and an Marksman Rifle Lieutenant Marksman Rifle W - Despite its name the human state is more a confederation than an empire. Colossal distances and lack of decent communication means make it impossible to maintain a strongly centralized power system... Astroborn cost 0pts less... Scorpion and Hound get + against models whose is more than.. Scorpions get + against targets that did not move... rs get + and cost 0 pts less. Lieutenant gets + and + Command Focus, 0 Command.. Vehicles that did not move and pivot are hard targets (+)... Mule weapon upgrades and shields are free.. All Vehicles and Drones self-repair D at the end of the owning player s turn... rs and r Sharpshooters can get the Mule drone in their unit( for profile and upgrades use Astroborne rifleman unit profile) and can take him under control..0. If the Lieutenant is killed, nominate a new one (cant be units from Noble house, Hounds and Scorpions).. NOBLE HOUSE OFFICER NOBLE HOUSE UNITS BONUSES.. Allows to allocate Command Orders on Noble House units. And can buy himself a Squire armor for 00 pts. If he do it he get + and 0.(must buy a weapon from the Knight weapons list).. Noble House Sergeants weapons cost 0 pts less... Noble House Sergeants get + against models whose is more than. Noble House units get +... Lieutenant become receives a Knight armor +, and magnetic shield(must buy a weapon from the Knight weapons list) and can use knight Stances for command order. (Use Knight model now instead of Lieutenante model) (To use Knight stances in opponent turn Lieutenante must have as unspend order).. Noble House units cost 0pts less.. Armor bearers can take Mule drones for pts each(for profiles and upgrades use Astroborne Riflemen squad profile) and are able to take him under control.per game... Noble House Squires, Knights and Paladins get +... Leiutenante becomes Chevalier Banneret and can use Knight Stances for command order. Chevalier Banneret All Squires, Knights and Paladins in the army become Command Units with + Command Focus Formally, at the head of the state stands the Emperor who chooses his heir among the candidates proposed by the noble houses. The House of Lords then votes to approve the heir as the Crown Prince and Grand Duke of Mars. From this moment the prince loses all ties with the family. Refuses all other titles, standings and heritage. Since that moment the Empire is his life. Of course, this political system breeds rivalry between the noble dukes and the houses of the Empire.
3 ASTROBORN WING ASTROBORNE INFANTRY SQUAD WITH MULE FWP 0 PTS x Sergeant, x infantry, x Mule Drone Sergeant Rifleman Default equipment: Each rifleman is armed with a W and an Assault Rifle. ASTROBORNE INFANTRY SQUAD WITH MULE FWP PTS Mule FWP * * + 0 Mule FWP Support weapon: Drone is armed with a Heavy Beamer can change his weapon to ATGM or Mortar for 0 pts. pts. Mule FWP Shield: pts. Grants + to the Drone.. ** Mule FWP may fire its weapon using other model s BS from its unit, if that model does not fire or fight in close combat that turn. Mobile cover: all hits from shooting attacks against this unit are distributed to the drone first, unless the controlling player decides otherwise. Mule FWP Heavy Beamer - ATGM Mortar Iron leg - AOE Special skill: Once per game all models in the unit may double the amount of attacks when they shoot. Special ability: Aim :Infantry models with Sergeant still alive have + if they did not move that turn. Can get infantry drone Mule FWP for pts WEAPON Riflemen Assault Rifle Assault Rifle (AP) W -
4 NOBLE WING NOBLE HOUSE: KNIGHT 0 PTS x Squire NOBLE HOUSE: SQUIRE 0 PTS x Squire Squire Knight A separate stratum of the population is the nobility. Since maintaining and developing the army at space distances is a task of utmost difficulty, the Empire had to actually restore feudalism. Besides the standard institutions of society there are noblemen. This is a caste of professional warriors that are the first to answer the call, the first to blaze a trail. L Arm Knight Heavy Beamer -sv Plasma Sword -, Reroll, handed R Arm Plas. Spike hammer -sv + 0 Special Skill: Three times per game, before the Knight makes any close combat attacks or before an enemy model attacks the Knight, the controlling player may choose one of the following stances: Defence stance: + against close combat attacks, for own close combat attacks Weapons: can exchange his default equipment to Plasma sword (free). - Armed for pts - R Arm Knight Rail Cannon AP Knight Rail Cannon HE Armed for pts Plasma Pollaxe -, Sweep, handed Armed for 0 pts Plasma Sword -, Reroll handed Armed for 0 pts Armed for pts Squires can not benefit from command orders,if the origin of order is not from the Nouble House unit, but are able to activate their Special Skill without Commander s order. May take one two-handed weapon or maximum of one-handed weapons from the knight weapon list. Can use Knight fist istead of other melee weapon. R Arm Plas. Spike Hammer - L Arm Knight Heavy Beamer Attack stance: +, - in close combat Balanced Stance: + and + Stance effects last until the end of the turn in which this special skill was activated. Special ability Armor Bearers : If at the end of the movement where is a friendly Squire within Knight can use Squire weapon profile instead of his own KNIGHT WEAPONS LIST Knight Fist Default equipment: Plasma Spike hammer and Knight heavy Beamer. Magnetic shield: Lowers attacks attribute by (- becomes - ) Attack stance: +, - in close combat Balanced Stance: + and + Stance effects last until the end of the turn in which this special skill was activated. Armed for pts Special Skill: Once per game, before the Squire makes any close combat attacks or before an enemy model attacks the Squire, the controlling player may choose one of the following stances: Defence stance: + against close combat attacks, - for own close combat attacks Knight can not benefit from command orders,if the origin of order is not from the Nouble House unit, but are able to activate his Special Skill without Commander s order 0 -, handed 0 AOE - two handed Heavy Beamer - - sv Armed for 0 pts ATGM
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6 RANGERS 0 PTS x rs r Infantry Assault Rifle Assault Rifle (AP) Marksman Rifle W -sv -sv RANGER SHARPSHOOTERS 00 PTS x rs, x RFD r RFD Weapons: Sharpshooter 0-0 Scoped Marksman Rifle W RFD Heavy Sniper Rifle Heavy Sniper Rifle AP -sv Special Skill: once per game in any time during their activation they can place Relay beacon base to base with one of the squad member. (can be used without spending command order) Relay beacon has of +,, and Command. Commander can use its command range to allocate orders even if the Relay beacon is outside of Commander s command range. Special ability: Ambush Hard Target () Spotters - units can fire their weapons using LOF from the rs. Distance is still measured from the firing unit. Equipped with Assault Rifle May take Marksman Rifle for pts per model. Special Skill: Once per game may substitute the attribute of their ranged weapon with - rs and RFDs are equipped with Thermo-optical camo cloaks and are a Hard Target (-). If rs and RFDs did not move, they get + to and are a Hard Target (-). Special ability: Ambush rs and RFDs disengage without free strikes. P-I OPERATORS SQUAD O PTS x Poltergeist Psionic P-i operators 0 P-i operators Special ammunition marksman rifle W - sv Backslash: if a model passing a mental test rolls a, it receives a wound with no saves available. Special skill: Once per game P-i operators unit can use up to three psionic powers from the list in one round and all friendly units within from friendly Pi-operator can use Pi-operators for mental power tests. POLTERGEIST ARE THEY EXIST? Poltergeist squad are Psionic specialists and can use one psionic power each round. Unit knows only one power from the list. To use a power nominate a model is the squad which uses the power, than pass a mental test, as described in main rules Mental power section. Each nobleman can choose from two ways of life. Abandon the title and live a normal life like all others. Or keep the title and get the knightly privileges with obligation to take up arms whenever the Empire calls, and be the force that stands in harm s way. Obviously, the presence of such a privileged population stratum creates social friction. But due to its wise and farsighted policy the Empire managed to defuse crisis situations so far. Most of them. PSIONIC POWERS LIST: Sniper - sniper Psionic attack Psionic shield Strengthening Effect : Enemy unit suffers - and. () : Friendly unit gets + () Friendly unit gets +. () NOBLE HOUSE: SERGEANTS 0 PTS x Sergeants Sergeants + 0 UNDER CONSTRUCTION Special Skill Protect the master : Once per game, when a friendly Knight Squire or Paladin are charged or shot at, a unit of Sergeants may react and charge the enemy unit that declared the charge (after resolving its movement) or shoot at an enemy unit that declared the shooting attack (after resolving enemy attacks) (Sergeants are still counting as counter-attacking). Each Sergeant must carry only one weapon (excluding rail cannon) from the Knight weapons list. Then using such weapon reduce the Attack of the melee weapon by. Sergeants cannot use weapon special rules such as (Sweep or Reroll). They can get the weapon using prices in knights weapon list 0 0
7 HOUND MAIN BATTLE TANK 0 PTS SELF-PROPELLED HOWITZER SCORPION 0 PTS Main Unmanned Tank МА Hound Main battle tank of the Earth s military. An agile and fast vehicle, remotely controlled by a human operator. The tank can also function in a stand-alone mode, executing the onboard AI s commands. While having lighter armor than most of its other races rivals of the same class, Hounds rely on speed, agility and firepower superiority. Self-propelled Unmanned Artillery М0 Scorpion A rare weapon system that the Astroborne infantry corps uses when CAS and orbital support are not available. Scorpions are fast and stealthy vehicles that can quickly move up, fire and reposition before the enemy strikes back. High mobility and a wide firing angle range of the rail howitzer make it exceptionally versatile. The turret is only partially armored, providing protection only for the loading mechanism and breech assembly. The hull of the Scorpion is relatively low-profile, with six crawler wheels. It also has four support stands to ensure stabilization on uneven surfaces when firing in any direction. x Hound x Scorpion Tank + 0 Rail Cannon AP Rail Cannon HE 0 0 Heavy Beamer Ram base - AOE - Special skill: Once per game can regain up to to a maximum of. grade: if a model has - remaining, its, and characteristics are reduced by. Weapons: Armed with a Heavy Beamer and a Rail Cannon with two firing modes: May replace the Rail Cannon with heavy Beamers: 0 pts. Hard target () Tank Special Skill: Once per game may receive + until the end of the your turn. Weapons: Rail Howitzer with two following firing modes: Rail Howitzer HE Rail Howiter AP Ram base AOE - AOE Ram
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