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ALTERNATIVE ARMIES...THE INVENTIVE ALTERNATIVE

DEATH RAYS AT DAWN

No5 By Alex Self

Welcome to `Death Rays at Dawn' number five, for the game Alien Squad Leader written by Alex Self. In this extended bulletin we give you new additional rules and five new Army Templates. These being `Alien Warrior Caste', `Tripods', `Cyborg Enslavers', `Outlaw Gangs' and the `Imperial Strike Force'. So as the stalwart killers of new solar systems assemble for conquest we present......DEATH RAYS AT DAWN! Alternative Armies -

The Fiercest Five

New Army Templates

for Alien Squad Leader

Death Rays at Dawn #5 Unofficial Rules for ALIEN SQUAD LEADER BY ALEX SELF

This issue of Death Rays at Dawn is a little bit special, as we have decided to reveal five - yes five brand new army templates! As regular members of the ASQL Yahoo group will know, some of these armies have been undergoing playtesting for some time, and we thought that it was about time that players were given a chance to try them out for themselves. Therefore, although strictly speaking "unofficial", these lists are almost in their final form, and very unlikely to change. We would also like to introduce a number of rules amendments which are meant to improve gameplay and allow for the abilities of new unit types. In particular, it was felt that the abilities of Power Armoured Infantry should be improved, and that of Primitives reduced slightly. It was also felt that firefights between stands in cover were too inconclusive - hence lower cover saves. Such changes also helped to make the Imperial Strike Force a viable army for play. These amendments can be considered "official" as long as all players in a game agree to use them. Here is a lengthy article some time in the making, and what a worthwhile addition to the growing wargaming community for Alien Squad Leader. Firstly some great additional rules that you can add to your copy of ASQL; and if all players agree use in your battles. These rules include new units, sections on shooting, visibility and close assault and special additions and alterations. Secondly five, yes five supplementary Army Templates for use in Alien Squad Leader, Alien Warrior Caste, Tripods, Cyborg Enslaver, Outlaw Gangs and the Imperial Strike Force; use them wisely for with great lists comes great responsibility!

© 2006 Alector Ltd

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SUPPLEMENTARY RULES FOR ASQL AMENDMENTS

NEW RULES: TROOP CLASSIFICATION:

Mobile Artillery @ (12 points each) Mobile Artillery are Armoured Vehicles capable of making an indirect fire attack, in a similar way to Human Imperial Indirect Fire Support described on page 23 of the rules. However, their effect is less powerful, and, as a unit represented on-table, subject to restrictions. Mobile artillery have a hull-mounted weapon that is designed to fire at a high trajectory. They are capable of both direct and indirect fire, but It is assumed that the weapon cannot depress sufficiently to shoot at ranges under 25cm, so they have a range of 25cm - 100cm. They may use direct fire at these ranges, although they cannot be used to shoot at Flyers. Their ammunition is not designed to penetrate armour, and armoured targets get +1 to their armour save. If firing at a target that it cannot see (ie. indirectly), Mobile Artillery will require a command stand to act as a spotter. (see indirect fire rules under Shooting). If firing directly, it will not need a spotter. If firing direct, roll to hit the target stand, and all other stands (friendly or enemy) with a base edge within 3cm of the target stand, whether they are seen or not. Mobile artillery cannot aim their weapons quickly, and cannot go on overwatch. Assault Tank @ (14 points each) Assault Tanks are large armoured vehicles that fit on a 75 x 100 mm base. Consequently, if shooting at them, they are +1 to hit, unless targeted by indirect fire. However, they are also able to absorb more punishment than smaller vehicles, and can absorb the first hit taken (after failed armour saves, energy shields, etc) as if it did not happen, and do not need to make a reaction move to it, whether caused by shooting or close assault. However, further and subsequent hits affect them as normal. This effectively gives them four hits. In close assault, they may overrun against upto two stands at a time if they are in the path of the vehicle. However, the following close combat can only be made against one enemy stand. Assault Tanks are are designed to support infantry assaults, and armed with heavy weapons. A maximum of 1 Assault Tank can be taken per 100 points, and counts towards the army's total of Armoured Vehicles. Walkers Typically with two to four long legs, Walkers are slower and more ungainly than conventional vehicles, but their height makes them useful for scouting and close support roles. They can see and be seen over intervening units and linear obstacles in the same way as Giant Mechs. Crawlers Vehicles with six or more legs that travel close to the ground with more stability than Walkers, and capable of a greater turn of speed (ie; they do not get the - 5cm that Walkers do). This makes them very useful in difficult going. They move 20cm in all circumstances and cannot fast move.

© 2006 Alector Ltd

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Crushing/Impact Weapons Huge close combat weapons fitted to such as huge mechanical crushing claws, impact hammers or powered lances. They are designed to penetrate armoured targets, and reduce enemy armour saves in close combat by -2.

NEW RULES: VISIBILITY

Visibility Within Cover Note that visibility into or out of cover is now 5cm for all cover types. Any other terrain inbetween the shooter and the target blocks line of sight. However, units that are uphill or taller, such as Battle Mechs and Walkers can see over bad going, so it also follows that they can see into bad going without restriction. However, units that they target within bad going will still get their cover saves as usual. Stands in Partial and Full Cover If a target stand has all four corners of it's base in cover, then it may count as being in full cover, unless it is a Vehicle, Defensive Weapon, or Battle Mech occupying bad going, raised ground, or behind a linear obstacle, for which they can only count partial cover. If a firer has an unobstructed view of a target stand that has less than half it's base area in cover, the target is counted as being in the open. If a firer's view of the target stand is partly obscured in any way, either by friendly or enemy stands, or terrain, and/or the target stand has at least half it's base area within cover, but not all four corners, then the target counts as being in partial cover.

NEW RULES: SHOOTING

Indirect Fire In order to conduct indirect fire the following conditions must be met (1) Only Mobile Artillery and Human Imperial off-table artillery are allowed to use indirect fire. (2) A command stand that is not taking part in a close assault must act as a spotter. The command stand may issue other orders both before and after spotting for indirect fire. (3) The target point must be a unit visible to the spotter, and within range of the firing stand using indirect fire. (4) The firing stand must remain stationary that turn, and cannot have already moved or fired. (5) The spotter must successfully pass an unmodified command test of 7+, indicating that they have successfully relayed the co-ordinates of the target point to the firer. (6) Roll to hit the target stand, and all other stands (friendly or enemy) with a base edge within the blast range of the target stand, whether they are visible or not. Whether the target point is in full or partial cover is irrelevant to indirect fire, as the firer cannot see the target. However, a modifier applies if the firer has taken a hit already.

© 2006 Alector Ltd

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INDIRECT FIRE TABLE _____________________________________________________ Range Score for Score for Blast Command Test On-Target Range _____________________________________________________ 25 - 100 cm 7+ 8+/ 9+* 3cm

Mobile Artillery Human Imperial Indirect Fire Support

Whole Battlefield 7+ 7+ 5cm ______________________________________________________ * Score required to hit if firer has taken damage.

Shooting at Fast Vehicles A unit using overwatch to shoot at a light vehicle that is making a full move (ie; over 25cm distance) must add +1 to the score required to hit such a target." Hits and Saving Throws Cover saving throws are 5+ for hard cover, and 6+ for soft. This represents the chance of cover physically stopping or absorbing incoming fire. Power Armoured Infantry now have 5+ armour save. Combined Saving Throw Table Stand in soft cover Stand in hard cover Robotic Infantry, Beasts Riders, Thralls 6 5,6 -1 No cover save

NB. Power Armoured Infantry, Robotic infantry, Armoured Carapace and Armoured Thralls, all have a 5+ armour save. OPEN SOFT HARD Power Armoured Infantry Robotic Infantry Armoured Thralls Beasts with armoured carapace Beasts without armoured carapace 5,6 5,6 5,6 5,6 4,5,6 5,6 5,6 5,6 3,4,5,6 4,5,6 5,6 4,5,6 6

© 2006 Alector Ltd

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NEW RULES: CLOSE ASSAULT

Primitives Primitives are assumed to generally lack the technology to effectively deal with modern armour. Therefore, armoured targets get +1 armour save against Primitive close assaults as well as from shooting. Power Armoured Infantry Power Armoured Infantry that have lost a close assault will not flee - they will fallback a normal move instead. Combat Modifier Changes Vehicles, except Crawlers in difficult going Riders in open ground Armour Saving Throws A hit in close assault from a Crushing/Impact Weapon reduces an armour save by -2 -1 +1

NEW RULES: SPECIAL RULES

Telepathic Command Each Psionic stand using Telepathic command now limited to commanding 1d6 +1 Thralls/groups of Thralls per turn. Alien Enslaver Army List Thralls now cost 2 points instead of 3.

SUPPLEMENTARY ARMY LISTS

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© 2006 Alector Ltd

ALTERNATIVE ARMIES...THE INVENTIVE ALTERNATIVE

ALIEN WARRIOR CASTE

Unique Units: Upgrades: Special Rules: Command: None Command Stand, Jump Packs, Heavy Weapons, Turret-Mounted Weapons Warrior Code, Small Arms, Personal Bodyguard 5+, Riders 5+, other Primitives 6+

A warlike alien society that believes in the honour of face-to-face combat, but which has been forced to adapt it's traditional warrior code to the realities of long range weaponry. Consequently, the warrior class carry small arms, and have resorted to wearing powered armour for protection, but will prefer to fight hand-to-hand as soon as the opportunity arises. Lower caste, cowardly mechanicals operate their mobile artillery and other ancillary vehicles, which are supposed to bombard the enemy from afar and soften them up for a charge by their betters, who claim all the glory. The ruling class very much admire the martial qualities of primitive societies, sadly missed from a bygone age. Rather than train up regular soldiers, they prefer to enlist from ferocious subject races and enhance their capabilities. The bulk of these troops are infantry supplied with cheap but effective modern small arms. It has become fashionable for commanders to select the best of these feral fighters to form a personal Honour Guard armed with their traditional weapons. The use of Droids in war is frowned upon - there is no honour in allowing a machine to do the fighting for you. Every 100 points must include 1 Power Armoured Infantry stand upgraded to a command stand @ +5 points 3 High Caste Warriors, Power Armoured Infantry, warrior code @ 10 points each 1 Low Caste Mechanicals, Mobile Artillery @ 12 points each The remaining points may be chosen from the following units High Caste Warriors, Power Armoured Infantry, warrior code @ 10 points each Feral Fighters, Shooters, with small arms @ 5 points each Feral Nobility, Riders @ 4 points each Feral Flyers, Close Flyers @ 9 points each Low Caste Mechanicals, Light Vehicles @ 7 points each Low Caste Mechanicals, Light Transports @ 7 points each Low Caste Mechanicals, Mobile Artillery @ 12 points each Low Caste Mechanicals, Armoured Vehicles @ 11 points each Low Caste Mechanicals, Armoured Transports @ 11 points each Upto 1 stand of Honour Guard can be purchased for each command stand in the army, Honour Guard, Fighters, personal bodyguard @ 4 points each Power Armoured Infantry may be upgraded with jump packs @ +1 point each Armoured Transports may be upgraded with heavy weapons @ +1 point each Mobile Artillery, Armoured Vehicles and Armoured Transports may be upgraded with turret-mounted weapons @ +1 point each Upto one extra stand of Power Armoured Infantry or Riders may be upgraded to a command stand @ +5 points, or, if a Primitive, @ +4 points

© 2006 Alector Ltd

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Alien Warrior Caste Special Rules Warrior Code During the Free Actions phase, units following the Warrior Code must charge an enemy stand if they can see it, and it is within charge distance. If there is a choice of more than one potential target, the player may choose which stand to charge. If there are enemy within 10cm that cannot be charged, a unit following the Warrior Code must move towards them. If they are currently pinned, such is their desire for close combat that they become unpinned if subject to this compulsory movement. Units following the Warrior Code may make a follow-up move in the same way as Primitives, as described on page 28 of the rulebook (under "Winning Stand"), and in addition, must do so whenever possible. Personal Guard A commander's personal guard are more resolute than other Primitives, and may select a pinned/fallback reaction result from firing instead of flee if within 10cm of a commander. Small Arms An upgrade for Shooters who have been equipped with modern small arms. Range 50cm rather than 25cm. Stands so equipped can affect armoured targets as if non-primitives with small-arms, even in close assault (they are assumed to have been given close-range anti-tank weapons).

© 2006 Alector Ltd

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TRIPODS

Unique Units: Upgrades: Special Rules: Command: None Primary Weapons System, Superior Energy Shields Wide-Beam Energy Weapons 5+

The Tripods are a vulnerable, tentacled race that need to be encased in protective multi-legged armoured spheres in order to survive. It is a mystery how they managed to evolve to such a high level of technology - perhaps they have physically degenerated over the centuries, and were not always so dependent on their vehicles. On land, their ungainly walkers can often leave them at a disadvantage against more numerous, faster, and longer-ranged opponents. However, their technology and political astuteness has enabled them to survive, and in space they can combat their enemies on more equal terms. Even so, circumstances sometimes dictate that their military arm has to take to the field. Tripod armies are unique in that all their units are armoured vehicles. Their soldiers are few in number, and relatively slow with mostly short-ranged weapons, and so they tend to rely on their armour and energy shields to absorb damage until they can get up close. They will then try to stand off and use their heat beams to cause maximum damage. Their Crabwalkers lack energy shields, so are less well-protected, but provide a fast-moving attack force which can make an early assault on potentially dangerous enemy vehicles. As all other race's forces include a minimum number of infantry, the challenge for opponents is how to use these effectively to assist their longer-ranged heavier weapons in knocking out the walkers before they get too close. Every 100 points must include 1 Tripod Commander, Assault Tank, walker, with wide beam energy weapon, energy shields @ 20 points each A Tripod Commander is a mobile command centre. 3 Tripod Soldiers, Armoured Vehicle, walker, with wide beam energy weapon, energy shields @ 11 points each The remaining points may be chosen from the following units Tripod Soldiers, Armoured Vehicle, walker, with wide beam energy weapon, energy shields @ 11 points each Crabwalker, Armoured Vehicle, crawler, crushing/impact weapons @ 11 points each Tripod Commanders may upgrade thier wide beam energy weapon to a primary weapons system @ +2 points each Tripod Commanders and Tripod Soldiers may be upgraded with superior energy shields @ +1 point each

© 2006 Alector Ltd

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Tripod Special Rules Base Size Tripod Commanders fit on a 75 x 100 mm base. Depending on the model, you may choose whether to have the short or the long edge as the front edge. Either is acceptable, as long as all Tripod commanders are based the same way. Other Tripod units must be based on 50 x 50 mm bases, and are an exception to the usual base size for Armoured Vehicles. Wide Beam Energy Weapons Secondary weapons systems that sacrifice longer range in order to divert energy towards a beam that widens to a small circular area of effect capable of engaging several closely grouped targets at once. A unit armed with wide beam energy weapons has it's range reduced to 50cm, but can shoot at upto two enemy stands at once, provided that they are both within sight of the firer, and spaced no further than 3cm apart. Crabwalkers Crabwalkers do have any ranged weaponry - having replaced thier heavy weapons with heavy crushing claws that reduce enemy armour saves in close combat by -2.

© 2006 Alector Ltd

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CYBORG ENSLAVERS

Unique Units: Upgrades: Special Rules: Command: None Armoured Thralls, Human Levy Drivers Psionic Powers 6+

Apparantly derived from small numbers of renegade psionics who were forced to flee and eke out an existence on barren planets, Cyborg Enslavers have evolved armies consisting almost entirely of technologically enhanced Thralls. These technical achievements, while modest by the standards of many other races, are nevertheless effective enough in the hands of huge numbers of implacable zombie infantry, and their raids on nearby planets have increased, with conquered peoples being enlisted in their armies as unenthusiastic, but occasionally useful levies. They have managed to revive the rudiments of intelligence necessary for their Thralls to manipulate modern weapons, although the accuracy of their shooting leaves something to be desired. These lobotomised creatures are even capable of operating slow-moving vehicles of simple design. However, the weakness of Cyborg forces remains the relative vulnerability of the psionic masters themselves, who have found it necessary to equip their bodyguards with powered armour. Ordinary, unenhanced thralls are also available to throw into the fight and make up numbers. Every 100 points must include 1 Psionic Master, Power Armoured Infantry, Psionic, command stand, 17 points 4 Cyborg Soldiers, Thralls, small arms, armoured thralls, 16 points The remaining points may be chosen from the following units Subject Race Levies, Inferior Infantry @ 5 points each Cyborg Soldiers, Thralls, small arms, armoured thralls @ 4 points each Cyborg Heavy Weapons Squads, Thralls, heavy weapons, armoured thralls @ 5 points each Cyborg Heavy Weapon Platforms, Floaters, driven by thralls @ 6 points each Transport Barges, Light Transports, air-lifted, driven by thralls @ 5 points each Raw Material, Thralls @ 2 points each Upto one extra Psionic Command Stand may be taken @ 17 points Raw Material Thralls may upgrade to armoured thralls @ +1 point each Light Transports may be upgraded to have human levy drivers @ +1 point each Cyborg Enslaver Special Rules Heavy Weapons An upgrade for Thralls who have been equipped with heavy weapons of some description, either oneman portable types, or less manageable weapons that require more crew to operate (there is no difference in game terms). Stands so equipped can affect armoured targets as if non-primitives, even in close assault. However, Thralls with heavy weapons get a -2 factor in close assault, and a further -1 for carrying heavy weapons, for a total of -3! They are also not good shots, and add 1 to the score required to score a hit. Armoured Thralls Armoured Thralls get a 5+ armour save.

© 2006 Alector Ltd

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Driven by Thralls Thralls have slow reaction times, therefore vehicles driven by them can only travel at normal speed, and may not fast move or make overruns. In addition, the vehicle will replace it's normal factor in close assault with a -2 factor, and react in the same way as Thralls (ie; will ignore being shot at or losing combats). They can only be commanded by Psionics using Telepathic Command. Human Levy Drivers Compared to Thralls, Human drivers suffer the disadvantage of running away when shot at, but at least they can drive at full speed. Treat the vehicle as per the normal rules for it's type. Cyborg Enslaver Break Point Cyborg Enslaver armies, although mostly made up of Thralls, are commanded by their Psionic Masters, who will decide to leave the field of battle, abandoning their non-sentient troops if they feel that all is lost. Consequently, unlike Alien Enslaver armies, all Thrall units do count towards the army's break point. Cyborg Enslaver Psionics Cyborg Enslaver command stands work in the same way as Alien Enslaver command stands. They may take the following psionic ability in addition to those listed for Alien Enslaver armies:Psychic Vigour The Psionic can flood the minds and bodies of a group of Thralls with invigorating energy that enables them to perform at an enhanced level for a short period of time. They become more fully aware during this period, but are too confused to do anything but do as they are commanded. This effect is harder to accomplish at greater distances. Any friendly Thrall unit on the table can be selected as the target point. This ability does not require line-of-sight, and will also affect all friendly Thrall units within 5cm of the target stand, causing whole groups to benefit. Roll 2D6. The score required for success is as follows:Range 20cm or less Range from 21 - 40 cm Range 41 - 60 cm Per hit taken by Psionic 6+ 7+ 8+ +1

If successful, the target stand and all other friendly Thralls within 5cm may add 5cm to their movement rate, shoot without the -1 penalty to hit, and fight in close assault at -1 penalty instead of -2. If unsuccessful, the target stand cannot be issued any other orders that turn, but others within 5cm can.

© 2006 Alector Ltd

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ALTERNATIVE ARMIES...THE INVENTIVE ALTERNATIVE

OUTLAW GANGS

Unique Units: None Upgrades: Loonies, Heavy Weapons Special Rules: Warlord, Gang Leader, Gang Leadership, Shoot on the Run, Loonies Command: 6+ The irregular and savage forces of once thriving human communities, who either eke out a living on harsh colony planets that the civilised authorities have forgotten, or within desolate and windswept wastelands ruined by war. Nevertheless, such places often harbour needed resources, such as mineral deposits, or abandoned research sites, that provide a means of trade, and a target for raiding parties, or even full-scale invasions. These are bitterly contested by alliances of outlaw gangs, who bury their differences in order to fight the common foe, and appoint a warlord to lead them. Outlaw gangs are full of scavengers, rebels and mercenaries who use whatever weapons they can find. They are woefully short of decent small arms and armoured vehicles, and usually try to overcome their opponents with a fanatical rush of their most expendable followers. If this does not work, or is inappropriate, they will try to achieve victory by attacking like a swarm of angry bees, constantly wearing their foes down. They are lightly equipped, extremely fast, and can close with an enemy quickly. They rely heavily on following the heroic example set by gang leaders, and will only run when most of their leaders have been cut down. A favorite upgrade for their numerous, but vulnerable light vehicles is to mount a heavy weapon, giving them support against better armoured opponents. Every Outlaw Gangs army must include a Warlord to lead them 1 Outlaw Gang Inferior Infantry, Fighter, Shooter, or Light Vehicle stand upgraded to a command stand, warlord @ + 5 points There is no limit to the number of gang factions that may be included, except the total points value of the army. Every gang faction must include a single Gang Leader, plus at least 3, and no more than 10 other stands from the following list 1 Outlaw Gang Inferior Infantry, Fighter, Shooter, or Light Vehicle stand upgraded to a command stand, gang leader @ + 4 points Mercenaries, Inferior Infantry, gang leadership, shoot on the run @ 5 points each Scavengers, Shooters, gang leadership, shoot on the run @ 4 points each Low Life, Fighters, gang leadership @ 3 points each Easy Riders, Light Vehicles, gang leadership, shoot on the run @ 6 points each Truckers, Light Transports, gang leadership @ 6 points each Shooters, Fighters or Light Vehicle stands may be upgraded to Loonies @ +1 point each Light Vehicles may be upgraded with heavy weapons @ +2 points each Up to one Armoured Vehicle may be taken per army to represent a rebel tank crew or customised AFV @ 10 points, or 11 points with a turret-mounted weapon

© 2006 Alector Ltd

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Outlaw Gangs Special Rules Warlord One gang leader is nominated as a Warlord - the commander-in-chief. He has a command range of 60cm (regardless of unit type) and can command any gang unit. Gang Leader Apart from the Warlord, The army can have an unlimited number of commanders, or Gang Leaders with the restriction that each one must lead a gang of at least three other stands. Gang Leaders each have a restricted leadership range of 30cm (regardless of unit type), and are only able to command their own gang members. Gang Leadership Outlaw Gang armies represent a loose coalition of gangs, brought together to fight a common enemy. Each gang within the army is called a faction, which consists of a command stand representing the Gang Leader, plus at least three stands representing his gang members. There is no limit upon the number of factions allowed within an Outlaw Gang army, provided that each faction includes the minimum number of stands, and the total points value of all the factions in the army does not exceed the limit that has been agreed. Outlaw Gang armies are not broken by loss of unit stands, but by loss of leaders. The enemy must kill half the total number of Gang Leaders (rounded up) in order to break the army. The numbers of other units killed are irrelevant, unless using victory points to determine who won. Taking objectives held by the army confers victory points, but not break points. Shoot on the Run Outlaw Gang units are rather excitable, and with a tendency to totally disregard ammunition supply, and shoot on the run. Therefore they are allowed to shoot even when making a fast move, but at -2 to hit. If they make a normal move and shoot, they get -1 to hit as normal. Gang members can try to offset this lack of accuracy by advancing quickly to point-blank range. Loonies Loonies are addicted to the thrill of fighting, and need little encouragement to charge into hand-tohand combat if they are faced with an enemy that they think they can beat. Loonies must close assault any enemy Inferior Infantry, Regular Infantry, Shooters or Fighters that come within charge range, and do not need to pass a command test in order to do so. This move is therefore made during the free actions phase.

© 2006 Alector Ltd

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ALTERNATIVE ARMIES...THE INVENTIVE ALTERNATIVE

IMPERIAL STRIKE FORCE

Unique Units: None Upgrades: Command Stand, Assault Weapons, Heavy Weapons, Aiming Device, Jump Packs, Elites Special Rules: Sudden Strike, Assault Weapons, Elites Command: Elites 4+, otherwise 5+ The imperial armed forces of both humans and aliens retain elite cadres especially trained for hit-andrun shock tactics. These are typically loyal and fanatical soldiers clad in suits of powered armour, although Alien Imperials often make use of the best of their auxiliary units as well. Lightly equipped, an Imperial Strike Force is capable of covert movement that often allows them to surprise the enemy, and reach the best tactical positions before an engagement begins. They contain small numbers of well armed and highly motivated soldiers, who, if used correctly, can hit the enemy very hard indeed. However, the break point of the army is typically low, and will need careful handling to utilise it to it's strengths, while avoiding enemy firepower. It is important to start well, and keep the momentum going with this army, as it's effectiveness is quickly compromised by casualties. Every 100 points must include 1 Power Armoured Infantry stand upgraded to a command stand @ +5 points 3 Shocktroopers, Power Armoured Infantry stands, 30 points 1 Strike Force Scout Bike, Light Vehicle, 7 points or 1 Strike Force APC, Armoured Transport, 11 points The remaining points may be chosen from the following units Shocktroopers, Power Armoured Infantry @ 10 points each Strike Force Assault Troops, Power Armoured Infantry, Assault Weapons @ 11 points each Strike Force Support Squads, Power Armoured Infantry, Heavy Weapons @ 12 points each Strike Force Scout Bikes, Light Vehicle, @ 7 points each Strike Force APC, Armoured Transport, @ 11 points each Strike Force Assault Troops may exchange their small arms for jump packs at no extra points cost. Any Power Armoured Infantry may be upgraded with aiming devices @ +1 point each Any Power Armoured Infantry may be upgraded with jump packs @ +1 point each Any Power Armoured Infantry may be upgraded to Elites @ +1 point each Any Vehicles may be upgraded to Elites @ +1 point each Any Vehicles may be upgraded with aiming devices @ +1 point each Armoured Transports may be upgraded with heavy weapons @ +1 point each Up to one extra Power Armoured Infantry stand may be upgraded to a command stand @ + 5 points Alien Imperial Strike Force All Power armoured Infantry must be upgraded to carry superior energy weapons, superior energy shields @ +2 points each All Vehicles must be upgraded to carry superior energy weapons, superior energy shields @ +2 points each An Alien Imperial Strike Force may also take the best auxiliary infantry to accompany them Auxiliary Shocktroopers, Regular Infantry @ 8 points each

© 2006 Alector Ltd

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Imperial Strike Force Special Rules Sudden Strike An Imperial Strike Force is trained to make lightning-fast raids and will always count as the attacker. In addition, a strike force specialises in fast-moving surprise attacks, and is often able to infiltrate enemy positions before its units are spotted. Consequently, after deployment, and at the start of the attacker's first move, each stand in the army may make one extra normal move (but may not fast move or shoot, as they are trying to move quietly) without having to pass a command test, before commencing the game in the normal way. This extra movement can be interrupted by enemy on overwatch, if applicable. Typically, a strike force will setup all of it's stands hidden from view, and then use the extra move to improve their positions, or reveal themselves without taking enemy fire from units on overwatch. Assault Weapons Imperial Strike Force Assault troops have specially modified weapons that are capable of penetrating heavily armoured opponents at close range. Enemy armour saving throws are at -1 when fighting in close assault against these troops. Elites An Imperial Strike Force can include highly motivated and experienced veterans classed as elites, who may pass command tests on a 4+ rather than 5+.

© 2006 Alector Ltd

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