Army creation

To create an army, you have two different parts: the first that defines the army in general (technology, supply level...etc) and has a global effect, and each individual unit, which are the forces that will be used on the battlefield. Those units can be leaders, infantry and vehicles.

Note: While it's possible to make each unit completely different from the rest, it's recommended to make them similar to each other. This makes your list easier to understand, easier to play, and much more lore-friendly (for whatever universe you are playing).

A fielded army can spend the points however it wants in Army section and fielded Units, but a minimum of a third must be spent on the Support section. If you don't want to spend points on anything on the Support section, you may field more units, but they will be Support units and will be fielded as reinforcements.

Example: A 1000pt army spends 150 points on army characteristics, 500 on troops, 350 on support section, of which 100 are support salvos and 250 are more troops.

Army chacteristics

You have to choose one level in each, all are obligatory.

Technology level

Determines the military technology of this army. Armies of high technology level can use lower tech, but not the other way around.

Tech level Cost Notes
1 0 Old technology, usually found in "third world" armies. They probably depend on other factions for weapons, and they aren't hot stuff. Aliens without proper technology also use this.
2 50 Standard futuristic technology. They have simple gravitic vehicles, although they will use mostly land. Some elite groups may be connected to the Grid, but it's not as integrated. Power armor may exist in the form of exoskeletons.
3 100 The technology of tomorrow, today! Humans greatly enhanced, cyborgs, full Artificial Intelligence, in vehicles or even in robot form. All kind of physic-defying flying vehicles, and of course, everything connected in the Grid (TL3 without grid should be rare).

Initiative

Representing the capability of decision making in a combat scenario, this value determines who starts each turn. The value represents what kind of die they throw when determining the initiative.

Initiative level Cost Notes
Low (D6) 0 Militias, barely trained groups
Normal (D8) 25 Standard army troops, well trained
High (D10) 50 Elite forces, special troops
Elite (D12) 100 Enhanced elite humans, advanced robots with full control of the battlefield

NOTE: This value should be, in general, equal to the most common Troop Quality of the units in the army.

Supply level

This represents ammunition, medic supplies, engineer stuff, replacement parts... etc. A force needs to be well supplied to be effective!

The supply level doesn't have just a fixed cost, but also each unit will have to pay a tax (or have it's cost reduced) depending on this option. It can be Poor, Normal or Abundant.

Supply level Cost Notes
Poor -50 Should be rare.
Normal 0 Should be the option in most cases.
Abundant 50 Should be rare.

Support section

Grid

Having the Grid enabled costs 100 points, and applies for all the army.

Air control

Determines the capability of both air vehicles off-the-board (like fighters) and antiair deployed around the scenario. It also affects the scenario itself.

Quality Cost
Low 0
Medium 25
High 50

The final Air Defense in a match is calculated using the difference. If both have the same level, both sides will have Medium Air defense, but if one has Low Air control, and the other High, one player will have Overwhelming Air defense against the other, and the other No (meaningful) Air defense at all.

Artillery Support

Artillery salvo strikes available off-board. Each salvo costs the following points, which determine radius and damage.

Salvo Type TL1 TL2 TL3
Light mortar 27 45 62
Medium mortar 56 88 120
Heavy mortar 132 204 276
Light artillery 168 264 360
Heavy artillery 288 448 608
Heavy artillery (AT) 312 472 632
Missile salvo 480 720 960

Operational CRAM

C-RAMs are active defense systems that try to defend the area from incoming missiles.

Level Cost
TL1 60
TL2 120
TL3 180

Counter battery

Offboard artillery that actively targets enemy artillery (on board or not).

Level Cost
TL1 300
TL2 600
TL3 900

Air power available

Each represents a strike from one or more aircraft to the ground.

Type Cost Description
Interface strike 150 May be called only once. Requires grid. Up to 3 TACs can call targets before calling the airstrike. When the Interface fighter is actually called, if the called targets are still seen, they suffer (and all units, buildings, etc within 6") a 12D firepower attack. Use Danger Close rules. Affected units are pinned and have a negative die shift to morale, and allied units gain a positive die shift to morale, this turn. Considered a heavy gun against vehicles
Strafing run 150 May be called only once. Select one point on one edge as entry and another as exit when calling. Every unit within 6" of the line will be affected. The aircraft avoids Danger close, so it won't shoot if there's an allied unit within 4" from the target. Each unit sufferes a 8D firepower attack. Affected units have a negative die shift to morale, and allied a positive die shift, during this turn. Considered a medium gun against vehicles.
Pylon Gun runs 100 May be called once, but persists on board. Designate the target when calling. When the aircraft comes, every unit within 8" of that point sufferes a 8D firepower per turn at the start of each round, including the one when the aircraft appears. Units engaged by this have a negative morale die shift during that turn. The aircraft doesn't lose dice each time it fires, it's always a 8D attack. Considered a medium gun against vehicles.
Light PGM Strike 150 May be called any number of times. All units within 4" of the target point suffer a 8D attack. All affected units are pinned and gain a negative die shift to morale this turn. They are medium guns.
Medium PGM Strike 250 Like the Light PGM Strike, but 8" radius and 10D10 firepower. They are heavy guns.

Strategic Dropship

A dropship is at your dispossal to deploy your reinforcements. When you have one of your reinforcements, you instead have only one unit to deploy, a large dropship. In that turn, place the dropship anywhere on the board. The dropship is landing that turn, and can be shot as a normal unit. It has 4D10 on all sides. It's considered in the air like any flying unit for vision. If it's destroyed, so does all the units inside.

The next turn, the dropship has landed and all reinforcements can be deployed from it like they were passengers in any vehicle. If it's destroyed, they evac from the dropship as normal. Note that you can carry units inside to evac them. The dropship is considered on the ground.

After that turn, the dropship evacs and is considered on the air again. At the end of that turn, the dropship disppears from the table. It costs 100 points, and has unlimited transport capacity (for normal games, for larger games, use a transport capacity within reason).

Unit creation

After spending a bunch of points in the army, we should have the majority of points left. We have to spend it on the actual forces which will be deployed in the battlefield. Units can be of different types: Leader, Infantry Units, and Vehicles. An army must follow this structure:

  • 1 or more Leaders
  • 1 or more Infantry Units
  • 0 or more Vehicles

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