Anti-Tank 6, Armor Piercing, Auto Fire, High Tech Ammo, Lethal vs. Soft Targets, Move & Shoot,Range: Long, Stable.
Left Flamer Points:71
Armor Piercing, Combat +4, Flamethrower Pack, High Tech Ammo, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread
2 Shoulder SLAM Points: 44 each.
Armor Piercing, Grenade Combat 5, High Tech Ammo, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread.
Vehicle, arm guns & slams = 374
Walker |
Points 96 | Quality 4+ | Combat 4 |
| Armored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Vehicle |
Anti Personel/light armour gun Points:57 Armor Piercing, Auto Fire, Combat +4, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread, Stable
Anti armour gun Points:40 Anti-Tank 4, Armor Piercing, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Stable
Vehicle, 2 guns = 193
Crustie Trooper Leader |
Points 62 | Quality 3+ | Combat 2 |
| Climber, Leader, Sprinter |
Crustie Trooper |
Points 24 | Quality 4+ | Combat 2 |
| Climber, Sprinter |
Crustie Infantry Rifle
Points:28
Armour Piercing, Auto Fire, Combat +2, Range: Medium, Select Fire
Armoured Crustie Trooper |
Points 102 | Quality 3+ | Combat 2 |
| Body Armor, Climber, Combat Fiend, Long Move, Strong |
Crustie light support Points:39
Armor Piercing, Auto Fire, Combat +4, Range: Long, Spread
Blaster Points:19
Armor Piercing, Grenade Combat 4, Range: Long
2x BFO's 748
2 x walkers 386
2 x 3 armoured infantry. 2 teams 2 with LS & 1 Blaster @ 400 = 800
I leader with LS = 186
2,120
United Nations Space Command
Armour
MBT |
Points 184 | Quality 3+ | Combat 6 |
Total 290 | Ablative Armor, Armored +6 (Extra Thick), Gyro Stabilization, Long Move, Off-Road, Vehicle |
Main Plasma Gun Points:71
Anti-Tank 8, Armor Piercing, Grenade Combat 5, Move & Shoot,
Lethal vs. Soft Targets, Range: Long, Stable
Point Defence Gun Points:35
Armor Piercing, Combat +3, Move & Shoot, Range: Medium, Sniper Scope, Spread,
Stable
Light Tank |
Points 154 | Quality 3+ | Combat 4 |
Total 246 | Ablative Armor, Armored +5 (Thick), Gyro Stabilization, Long Move, Off-Road, Vehicle |
Main Plasma Gun Points:41
Anti-Tank 4, Armor Piercing, Grenade Combat 4, Lethal vs. Soft Targets,
Max Range 3 Medium, Move & Shoot, Stable
Secondary Rail Gun Points:51Anti-Tank 6, Armor Piercing, Lethal vs. Soft Targets, Move & Shoot,
Range: Long, Sniper Scope, Stable
Point Defence Gun Points:17
Combat +1, Max Range 2 Medium, Move & Shoot, Sniper Scope, Spread, Stable
APC |
Points 148 | Quality 3+ | Combat 3 |
Total vec. 205 | Ablative Armor, Armored +5 (Thick), Gyro Stabilization, Long Move, Off-Road, Personnel Carrier 6 passengers, Vehicle |
Plasma Gun Points:40
Anti-Tank 4, Armor Piercing, Grenade Combat 4, Lethal vs. Soft Targets,
Max Range 2 Medium, Move & Shoot, Stable
Point Defence Gun Points:17
Combat +1, Max Range 2 Medium, Move & Shoot, Sniper Scope, Spread, Stable
UNSC Standard Power Armour. I’m putting this in here - the standard infantry design
is different than the vehicle design process. Here’s both.
Trooper - Personality |
Points 192 | Quality 3+ | Combat 3 |
| -Fragmentation Grenades, -Light Machine Gun, -Pistol, Body Armor, Chucker, Crack Shot/Marksman, Danger Sense, Elite, Long Move, Personal Communication Device, Specialist, Steady Under Fire, Stealth, Strong |
Standard UNSC Power Armour |
Points 102 | Quality 3+ | Combat 3 |
| Armored +1 (Thin), Gyro Stabilization, Long Move, Vehicle |
UNSC Power Armour Jump Pack Weapon Load Y rack Points:46Anti-Tank 3, Armor Piercing, Grenade Combat 4, Lethal vs. Soft Targets,
Move & Shoot, Range: Long, Stable
UNSC Personal weapon Points:33
Armor Piercing, High Tech Ammo, Move & Shoot, Range: Long, Select Fire,
Sniper Scope, Spread, Stable
UNSC Laser Sniper weapon Points:27
Armor Piercing, Lethal vs. Soft Targets, Range: Long, Silent, Sniper Scope, Stable
UNSC Missile weapon Points:62
Anti-Tank 8, Armor Piercing, Grenade Combat 3, Lethal vs. Soft Targets,
Range: Long, Sniper Scope, Stable
2 MBT 580
2 LBT 492
3 sizes of UN power armour. Left light, middle standard, right heavy. First 2 are GZG and last Brigade Models: https://www.brigademodels.co.uk/15mmSF/Figures.html
Game 1 - the start.
Now this the biggest mostly vehicle game we've done. Stretching the rules and the makers to -
and beyond the limit.
So - what happened-
Matt had the Crusties and started.
FYI ground is a rather nice piece of material 'er in doors found as a remnant.
Moving into position--
Moving and shooting - I lose 2 vehicles.
A bit of the old common sense house rule, most grav vehicles fly at short or medium. Going between one height is an action.
So here's the crux. The -4 rule for armour piercing ammo. You can give a musket armour piercing and you're going to mess up a super heavy grav tank. In this instance my grav could take out both walker no problem.
Revised Rules game 1B
Matt Hay tore into the rules, took our usual mods and came up with this variant for armour heavy.
Area weapon. Grenade (blast*) combat, can be indirect. D6 + C + Mods.
Target D6 +2 mod.
Less - deviation.
Damage Equal = hit.
Beats +1. Odd. +2 Even.
Double +3
Shooter D6 + weapon + mods.
Target D6 + armour + mods.
Anti-armour direct fire penetrator. This includes infantry weapons. D6 +C + Mods
Target D6 + Armour + Mods.
We use a mod for spotter. +1 for officer/tech or +2 for designated spotter.
Damage.
Shooter D6 + weapon + mods.
Target D6 + armour + mods.
Less than - bounce.
Equal = stunned.
Beats Odd = stunned Even bail test, pass = stunned.
+3 out of action.
Double = brewed.
* This includes flame and plasma style weapons that can "splash" while SLAM and mortar systems use "spread" to hit multiple targets in a spread.
So here we go -
Crusty SLAM system stuns the MBT and launcher!
Crusty infantry pay the butchers bill via the light tanks plasma weapon. Tank recovers but shoots wide. Another SLAM salvo also misses. OK, I forgot smoke!
You lose it here and you're in a whole world of hurt.
Clang! Stunned-.
More damage - MBT crew debus. I'm getting clobbered.
2 stuns and the light tank sinks.
Light walker moves in close. Damn close.
Just what I needed. The reaction method post dates these rules, adding them speeds everything up.
It's contagious.
Another light goes down.
On reaction - Clang!
I need to get this one up - one action then swap.
Infantry moves in.
Walker - jumps out of the window and there's the crash rules. Scratch one APC!
Partial revenge, shooting towards and through the building stalls the walker.
Infantry faces MBT.
Light tank gets its act together, finally.
Walker gets its act together - damn.
Note its mate just visible through the ruin.
- which is the one to thump me MBT.
Game 2 This was a quicky 'cos of time constraints. Swapsies and a bit of rearranging.
Ka - blam!
Up, but still not functional.
Rounds bounce of the walker.
The crew has managed to jump start the walker.
Discretion--
Walkers and infantry come under plasma weapon attack, another suffers the rail gun.
APC and infantry blaster duel in the rubble while UN infantry advance.
Deja vous all over again. Rats--
A bit of overkill-
And up, cover from one. But that short range rail gun is lethal--
That feeling again, different tank, different walker!
The lights have to get close--
Small walker loses the bail roll, then the pilot gets greased.
Advance by fire & movement.
Small walker stuns the APC. Crusty infantry advance, officer in the centre.
Don't - breath!
That large building is a vehicle magnet.
Small walkers make good snipers.
what ruleset is this? looks cool
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