Hello to all the Overlord Computers, UNE Commanders, Black Empire Nobles, Fantasian Starshinas, Infranite War Chiefs I am the UNE Gremlin. I thought that it might be a good idea to post the units and rules that the folks from Tech Factory put into their magazines. I combed through all the old magazines to and retyped (as close as I could) all the units and rules I could find. I have include the issue number that each unit or rule comes from. I am happy to post these here as to bring back to the light what was once forgotten. I hope these units and rules bring an interesting and fun play to your table top.
***DISCLAIMER***
I in no way created these units and rules. All rules below were published in Tech Factory Magazine. Though I do own a set of the Issues and am related to one of the people who worked on Tech Factory, I am not claiming these as my own.
Tech Factory Issue #7
Top Secret
U.N.E. Intelligence Report #420110
Operation Planetstorm
Machine Construction
During Operation Planetstorm, U.N.E. operatives discovered the following files with the designs and specifications detailing several new machine variants. All U.N.E. Commanders should instruct their troops on these possible variants, and plan accordingly.
Mark-1 A9 Assault Fiend: (121 UPV)
The Mark-1 A9 Assault Fiend is designed for close combat assaults. Heavily armored, the Assault Fiend can get into close range, where it can use its close-range weaponry. Equipped with the typical Fiend hand to hand melee weapons of the Power Trident and Molecular Bayonet, the Mark-1 A9 replaces the Napalm X with the deadlier Ice Rifle.
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPV
Mark-1 A9 -1 2 5 - - - 1 121
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
M-7 Ice Rifle 2 - 3 10 20 30 40 50 0 +2 +3 o
M-H1 Molecular
Bayonet 1 1 - - - - - - 0 +2 0 n/a
M-H2 Power
Trident 1 1 - - - - - - 0 +2 0 n/a
Kill Number - 2+ 3+ 4+ 5+ 6+ 7+ 8 - - - -
Unit Summary (Full Combat Load)
Mark-1 A9:
Ice Rifle Power Trident Molecular Bayonet 1 EW
G1S1 Nightmare (55 UPV)
The G1S1 Nightmare is another close in specialist. Each arm has been replaced with a Spaz Rocket Launcher. Each arm carries two Spaz Rocket packs. Each pack fires a single burst of two rockets. If the G1S1 auto fires all of its packs at a single target, annihilation is almost assured. However, the units’ weakness its’ complete lack of functionality after the Spaz Rockets have fired. Even the Nightmare’s typical Nachmacher was removed because the unit has no way to throw it. For this reason, the G1S1 almost becomes a one-shot wonder – a unit that is used on suicide missions, where it should be able to take out a more heavily armored Behemoth or Volcano B.A.P.
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPV
G1S1
Nightmare 0 1 4 - - - 0 55
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
4 Spaz 8 Missiles -
Rocket Pods 2 3 5 10 15 20 25 30 0 +2 0 No Reloads
Kill Number - 2+ 3+ 4+ 5+ 6+ 7+ 8 - - - n/a
Unit Summary (Full Combat Load)
G1S1 Nightmare:
4 x Spaz Rocket Packs (8 Missiles) 0 x Nachmacher Grenade
G1S2 “Nightmare” (47 UPV)
The G1S2 Night is an attempt to provide Succubot weaponry and firepower, on a machine frame that is not quite so frail. The G1S2 Nightmare replaces its left arm with a Spaz Rocket Launcher, with the arm carrying two Spaz Rocket packs. Each pack fires a single burst of two rockets. In addition to the Spaz Rockets, the G1S2 carries an M-1 A2 Deadbolt Carbine. While inferior to the Deadbolt Launcher, the lighter carbine provides identical firepower at short range. Lacking one arm, it became impossible for the unit to reload its carbine, so the extra reload was removed. Likewise, the Nachmacher was removed, as it could not be thrown without having to “holster” the carbine.
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPV
G1S2
Nightmare 0 1 4 - - - 0 47
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
2 Spaz 4 Missiles -
Rocket Pods 2 3 5 10 15 20 25 30 0 +2 0 No Reloads
Deadbolt
Carbine 1 - - 15 25 35 45 55 0 +2 +1 No Reloads
Kill Number - 2+ 3+ 4+ 5+ 6+ 7+ 8 - - - -
Unit Summary (Full Combat Load)
G1S2 Nightmare:
2 x Spaz Rocket Packs 1 x Deadbolt Carbine (No Reloads)
Recce Blocker Commando (46 UPV)
U.N.E. Commanders soon realized that quick units – with the ability to deploy multiple Forcewall grenades, could easily sway the balance of most battles. To this end, they requested the development of a grenade launcher that could be used to accurately place Forcewall grenades at nearly any range. To further enhance its effectiveness, the Blocker GL is carried by a Recce Trooper using PathFinder P.B.A. – giving a commander the potential for a quick Forcewall deployment. Two E.M.P. grenades were also carried by the trooper. These grenades must be thrown by conventional means and are not hooked up in any way to the Blocker, however they do give the commando the ability to daze or destroy multiple machine targets.
Unit Summary (Full Combat Load)
Recce Blocker Commando:
PathFinder P.B.A. Blocker-GL with8 Forcewall Grenades. 2 E.M.P. Grenades 1 EW
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPV
Recce Blocker
Commando +1 1 5 - - - 1 46
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
Blocker GL 1 - 5 10 20 30 40 50 0 -2 8
Kill Number - 2+ 3+ 4+ 5+ 6+ 7+ 8 - - - -
2 E.M.P. Grenades
*****Editor’s Note***** We have been advised by Global Games, that these units are fine for use in most “pick up” games where players purchase units with UPV. However, players are cautioned that these units may unbalance certain scenarios.
NEW EQUIPMENT
Machine:
D-Saw: A handheld circular saw that uses the same principles as the Black Empire’s Disintegrator Blade. The D-Saw can be held by a Nightmare’s free hand. A Nightmare so equipped may not throw grenades. ROF 1, Kill Number 3+.
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
D-Saw 1 1 - - - - - - 0 0 0 o
Kill Number - 2+ 3+ 4+ 5+ 6+ 7+ 8 - - - -
U.N.E.
Blocker GL: A grenade launcher that is loaded with Forcewall Grenades. It has a magazine capacity of 8 grenades. ROF 1, (No auto-fire). A weapon chart is provided below.
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
Blocker GL 1 - 5 10 20 30 40 50 0 -2 8
Kill Number - 2+ 3+ 4+ 5+ 6+ 7+ 8 - - - -
Tech Factory Issue #9
Top Secret
U.N.E. Intelligence Report #420111
Operation Planetstorm
Machine Construction
During Operation Planetstorm, U.N.E. operatives discovered the following files with designs and specifications detailing several new machines variants. All U.N.E. commanders should instruct their troops on these possible variants and plan accordingly.
G1-E Nightmare with Thunder Cannon: (60 UPV)
The G1-E Nightmare is a specialty unit of Machine origin. Based on a standard Nightmare frame, the Deadbolt Launcher had been replaced by the Electromagnetic Pulse weaponry of the M-E4 Thunder Cannon. This unit is usually employed in Acquisition Hordes, where the objective is to capture enemy units for use in the Machine Mind Vaults.
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPV
G1-E
Nightmare 0 1 4 - - - 0 60
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
Thunder Cannon 1 - 4 8 12 16 20 24 0 0 0 o
EMP Modifier - - -1 0 +1 +2 +3 +4 - - - -
1 Nachmacher Grenade
Unit Summary (Full Combat Load)
G1-E Nightmare:
Thunder Cannon 1 Nachmacher Grenade 0 EW
M-E4 Thunder Cannon:
The M-E4 Thunder Cannon is a smaller, less power variant of the M-E2 Thunder Lance. Operating under the same principles, the M-E4, using an electrical discharger, can literally throw lightning bolts. These bolts discharger, can short out and fuse electrical circuits with a similar effect to an E.M.P weapon. The M-E4 Thunder Cannon has a rate of fire one and is capable of automatic fire. It can only target one figure at a time but may use spread fire to affect two units in a single fire action.
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
Thunder Cannon 1 - 4 8 12 16 20 24 0 0 0 o
EMP Modifier - - -1 0 +1 +2 +3 +4 - - - -
EMP Effect Chart
Roll Effect
2 or less No Effect
3 Dazed: -1 to fire and -2 MP until the end of the figure's
next action phase, +1 on further EMP effects.
4 Stunned: Lose all actions and leadership. At the end of
the figure's action phase, roll a die:
1-3: Figure is dazes 4-6: Figure remains stunned
5 or more Burnout: Target is immobilized. Effectively killed unless other
optional or special rules are being used.
Top Secret
U.N.E. Intelligence Report #420112
Operation Planetstorm
New U.N.E Units
The following new Commandos are being deployed in several U.N.E. sections. U.N.E. commanders and their troops should be aware of the new units. Squadron Commanders should quickly learn to integrate them into their squads and plan their tactics accordingly.
Recce Grenade Commando: (46 UPV)
U.N.E. researchers, intent on satisfying front line commander requests for quick units able to deploy multiple grenades developed a variant of the PathFinder P.B.A Armor that was able to hook on a reduced sized Auto-GL. The Auto-GL is literally built into the PathFinder Armor, and is controlled with power assisted prosthetics, thus making it possible for a man-sized unit to wield the cumbersome Auto-GL.
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPV
Recce Grenade
Commando +1 1 5 - - - 1 46
Weapon ROF PB+ PB S M L X XX PI LV CC Ammo
Auto-GL w/
Plasma Grenades 1 - 10 20 30 45 60 75 0 0 +2 6 o 2
Kill Number - 2+ 3+ 4+ 5+ 6+ 7+ 8 - - - -
2 Forcewall Grenades
Unit Summary (Full Combat Load)
Recce Grenade Commando:
PathFinder P.B.A. Auto-GL with Plasma Grenades 2 Forcewall Grenades 1 EW
Tech Factory Issue #10
Rules for XENOMORPHS in Legions of Steel
1.0 Basic Rules
1.1 Movement
1.1.A Xenomorphs have a +1 general modifier, 1 kill, and a walking speed of 6”; Xenomorphs are sprint capable (move 3 times walking, no leadership allowed for movement, same as running except maneuvers cost 3). Xenomorphs may move through each other with no penalty, and up to two Xenomorphs may occupy a single square, if both have the face facing.
1.2 Weapons
1.2.A All Xenomorphs have a grab-and-bite attack; this is a hand-to-hand weapon, ROF 2, that kills PI on a 4+.
1.3 Figures
1.3.A Note: All Xenomorphs are morphologically identical, so that there is no way of distinguishing, for example, “Warriors” from “Sentients”.
1.3.B DRONES are basic Xenomorphs and cost 25 UPV each.
1.3.C WARRIORS are Xenomorphs with one hero point and cost 33 UPV each.
1.3.D SENTIENTS are the brood leaders of the Xenomorph Warriors; they have one hero point and one leadership. Sentients cost 45 UPV each.
1.3.E A WARRIOR BROOD consists of 5 Warriors and 1 Sentient and costs 210 UPV (Three broods cost 630 UPV, or two more OPV than one UNE Commando Section).
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPV
Drone +1 1 6 - - - - 25
Warrior +1 1 6 1 - - - 33
Sentient +1 1 6 1 1 - - 45
Weapon ROF PB+ PI LV CC
Grab-and-Bite 2 1 0 0 -
Kill Number - 4+ - - -
1.4 Special Rule: “Acid Splash”
1.4.A When a Xenomorph is killed, it sprays acid (Exception: Xenomorphs killed with flame-throwers do not spray acid). Treat the acid as a separate grenade attack: the “impact square” is the location of the Xenomorph.
PB+ PB S M L X
- - 1 2 3 -
1.1.A General modifiers apply, and two kill figures receive an additional -1 modifier. If exactly the kill number or the kill number +1 is rolled, the acid “disrupts” (as per a disruptor grenade); when the disruption actually takes effect, one kill is inflicted. If the kill number +2 or higher is rolled, the figure is immediately receives one kill. Xenomorphs are unaffected by acid sprays.
2.0 OPTIONAL RULES
2.1 “Hissing”
2.1.A Xenomorphs locate prey by “hissing”, during which they emit and detect pheromones. This process is done fairly quickly, but it does take time – time during which a Marine can save himself by firing off a quick shot. As soon as a Xenomorph is activated, roll 1d6. On a 1, the Xenomorph loses all movement points and immediately considered “FIRED”; it may still move using hero points or leadership (If using this rule, it is recommended that the Xenomorphs have a general modifier of 0 instead of +1).
2.2 “Grabbing”
2.2.A How “grabbing” occurs: Xenomorphs do not kill helpless victims. If any roll for a grab-and-bit attack on a one kill figure is 8+, the Xenomorph has completely overpowered the victim, and the victim is considered to be “grabbed”.
2.2.B Effects of “grabs” on one kill figures
2.2.B.1 “Grabbed” figures automatically receives a wound, as per wounding rules; this may result in the figure being killed (through no fault of the Xenomorph). If the victim survives the grab attack, then further special rules apply:
2.2.B.2 *The victim loses all movement, fire action, heroism, and leadership.
2.2.B.3 *The victim may NOT be attached by any Xenomorph while grabbed.
2.2.B.4 *The grabbing Xenomorph may NOT attack other figures
2.2.B.5 *The Xenomorph MAY drag the helpless victim off the board
2.2.C Rescuing “grabbed” victims
2.2.C.1 Shots fired at a Xenomorph that has “grabbed” a one kill figure may hit the grabbed victim. When shooting the Xenomorph, both figures (the Xenomorph and the victim) are attacked; roll separately. The shooter may use a hero point or leadership to add 1 to the attack dice against the Xenomorph; the shooter may also use an additional hero point or leadership to subtract 1 from the attack dice against the victim. If the Xenomorph survives and the victim dies, the Xenomorph loses all movement points and is considered “FIRED”; it may resume moving and attacking normally next turn.
2.2.C.2 If the Xenomorph is killed and the figure survives, there is a chance of an acid splash; not that the “grabbed” figure is attacked at a 4+ (On the other hand, if there is a leader within line of slight of the grabbed victim, leadership MAY be used to move the figure before resolving acid effects). If the figure survives, place it in the appropriate square; it loses all movement points and is considered “FIRED”; it may move and attack normally next turn.
3.0 New Figures: Psychers
3.1 Basic Rules
3.1.A PSYCHERS are Xenomorphs that have psionic abilities. Psychers have a +1 general modifier, 1 kill, and a walking speed of 6”. Psychers are sprint capable. Psychers may move through other Xenomorphs with no penalty. Psychers are weaker in HTH combat than their Warrior brethren; Psychers claw attacks are ROF 2 and kill PI on a 5+. Psychers do not have hero points or leadership, nor may leadership be assigned to them. Psychers each have one psionic attack; see below.
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPV
Psycher +1 1 6 1 1 - - 45
Weapon ROF PB+ PI LV CC
Grab-and-Bite 2 1 0 0 -
Kill Number - 5+ - - -
3.1.B Psionic Attacks
3.1.B.1 The intended victim(s) must be in the forward arc of the attacking Xenomorph. Psionic attacks require concentration, so movement modifier apply. Also psionic abilities decrease with distance, so range modifiers apply. Finally, intervening figures can dampen or disrupt a psionic attack, so there is the usual penalty for firing through other figures. On the other hand, psionics are not a function of armor penetration, so LOS and general modifiers do not apply, and there is no penalty for “firing” through corners. Psionic attacks may use spread fire and may be made as a covering action: psionic attacks may never auto fire, and only “Shock” and “Terror” psionic attacks may be used to suppress.
3.1.B.2 Targets affected by psionic attacks are more susceptible to psionic attacks, as per the EMP rules.
Psionic Attacks ROF PB+ PB S M L Notes
Blast 1 - - - 15 30 1*
Shock 2 - - - 6 12 2*
Terror 2 - - - 3 6 3*
1.1.A.1 Notes:
1.1.A.1.1 1* adjacent figures are also attacked at -1
1.1.A.1.2 2* all figures in the front arc are attacked
1.1.A.1.3 3* treat “burnout” as “controlled”
1.1.A.1.4 Rolling exactly the kill number means the target is “dazed”, and rolling the kill number +1 means the figure is “stunned”. In the case of “Blast”, “Shock”, and “Terror”, rolling the kill number +2 or higher means the figure is catatonic (mental “burnout”). In the case of “Control”, rolling the kill number +2 or higher means the figure will be under the mental control of a Xenomorph.
1.1.A.1.5 As soon as a victim is “controlled”, it is immediately considered “FIRED” and immediately loses all hero points and leadership. At the beginning of the Xenomorph player’s next turn, the victim may move and fire as a normal figure (but still does not have any heroism or leadership). Control lasts as long as the victim starts the turn within the controlling Xenomorph’s line of sight. If, at the start of the Xenomorph player’s turn, the controlled figure is not within line of sight of the controlling Xenomorph, the victim immediately becomes “stunned”.
1.1.B Psychers cost 41 UPV each.
1.2 Xenomorph Queen
1.2.A Basic Rules
1.2.A.1 The Xenomorph Queen has a -1 general modifier, 3 kills, and a walking speed of 3”; the Queen is sprint capable.
1.2.A.2 The Queen has 2 fire actions: claws (HTH ROF 2, 2+), and a tail (HTH ROF 1, 2+ out to range 2) in addition, the Queen has 2 leadership points.
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPVUnit
Queen -1 3 3 - 2 - - 550
Weapon ROF PB+ PI LV CC
Grab-and-Bite 2 1 0 0 -
Kill Number - 2+ - - -
1.2.B Special Rules: Regeneration
1.2.B.1 Each time the Queen receives a “kill”, place a “one kill” marker next to the Queen, and immediately roll for acid splash. If the Queen has taken three or more kills, she immediately loses all movement points and her fire action. While down, she may still be subjected to further “kills”. During initial phase, determine the status of the Queen as follows. For each “kill” the Queen has taken, roll 1d6. For each die that comes up “1” or “2”, one kill is removed. If the Queen then starts the turn with three or more kills, remove her from the board – her wounds have overwhelmed her. On the other hand, I the Queen starts the turn with three or fewer “kills”, she may move and attack normally.
1.2.B.2 The Queen costs 550 UPV (or so).
1.3 Reinforcements
1.4 Method
1.4.A There is an “Alien Reinforcements” Track, as follows:
1.4.B [0] [1] [2] [3] [4] [5] [6] [7]
1.4.C Alien reinforcements start somewhere within the Track. At the beginning of the Alien player’s turn, move all reinforcements down by one: Aliens in Box 6 get moved to Box 5, Aliens in Box 5 get moved to Box 4, etc. When Xenomorphs move from the Box 2 to Box 1, place a Bogey counter next to a reinforcement point: this is where the Aliens will arrive.
1.4.D If the Alien reinforcement box is empty (i.e. the Alien(s) for that track have just deployed on- board), first roll to determine WHAT the reinforcements are; then roll to determine WHEN the reinforcements arrive, and place the reinforcements on the appropriate square along the Track.
1.4.E Possible Xenomorph Reinforcement Schedule
1.4.E.1 It is suggested that the Xenomorphs arrive in “swarms” of two or three; one possible reinforcement schedule is as follows:
1.4.E.2 Roll 1d6
1.4.E.2.1 1: 3 Warriors
1.4.E.2.2 2: 2 Warriors + 1 Sentient
1.4.E.2.3 3: 1 Warrior + 1 Sentient
1.4.E.2.4 4: 2 Warriors
1.4.E.2.5 5: 2 Warriors
1.4.E.2.6 6: 1 Warrior + 1 Psycher (or 2 Warriors)
1.4.E.3 This works out to an average of 82 (or 81) UPV per die roll.
1.4.F Xenomorph Reinforcement Rate Multipliers
1.4.F.1 Depending on how often Xenomorphs arrive, the UPV value of the reinforcements may be decreased – after all, troops arriving late are worth less than troops arriving on time. The left column tells where to place reinforcements along the Reinforcement Track (see Reinforcement Track above); the right column tells the appropriate multiplier.
1.4.F.1.1 1d6 0.41
1.4.F.1.2 1d6+1 0.27
1.4.F.1.3 min(2d6) 0.55
1.4.F.1.4 min(2d6+1) 0.33
1.4.F.2 If using the optional “hissing” rules (and if the general modifier is left at +1 instead of 0), multiply the UPV value of the Xenomorph by 2/3.
Rules for CORPORATE MILTIA in Legions of Steel:
1.0 Basic Rules
1.1 Movement
1.1.A All Corporate Militia units walk 4, have 1 kill, and a +2 general modifier.
1.2 Weapons
Weapon ROF PB+ PB S M L X CC Ammo
Pistol 2 - - - - 10 20 0 5o
M41A
Pulse Rifle 1 - - 15 25 35 45 -1 10o
Grenade
Launcher - - - - - - - -1 5o
M40
Frag Grenade 6 - - - - 15 30 - -
Hexachlor
Smoke 1 - - - - 15 30 - -
HEAP 1 - - - - 15 30 - -
M240
Flame-Thrower 2 - - 3 5 10 15 0 10H
M56 Smart Gun
w/ITS 2 - - - 30 45 60 -3 20E
1.2.A Notes:
1.2.A.1 *The Grenade Launcher may not auto fire or suppress.
1.2.A.2 *M40 Frag Grenades have a ROF 6 in the impact square, -1 die per square from the impact square. The base kill number is 8+; general modifiers apply.
1.2.A.3 *Hexachlorine smoke grenades affect the impact square and 8 surrounding squares, last two rounds and impose a -1 LOS modifier to fire through
1.2.A.4 *HEAP grenades ignore general modifiers: a successful hit with a HEAP grenade has 1 overkill die at 6+.
1.2.A.5 **An M240 flame-thrower may not fire through another figure.
1.2.A.6 ***A smartgun has two fire actions, a primary fire action and a “smart” tracking system. The primary fire action is made as normal; the secondary fire action may be used to either fire at a -1 penalty, or to cover at no penalty. If suppressing, the smartgun has a ROF 2 and the ITS is covering 0; if the covering shot is taken, the suppression ends. It takes a fire action for a smartgunner to change weapons.
1.3 Figures
1.3.A Pulse Rifle Militia: Pulse Rifle w/ 5 grenades, pistol: 24 UPV
1.3.B Flamer-thrower Militia: Flamer-thrower, pistol: 24 UPV
1.3.C Smartgun Militia: Smartgun, pistol: 47 UPV
1.3.D Corporate Militia Corporal: Pulse Rifle w/ 5 grenades, 1 leadership: 41 UPV
1.3.E Corporate Militia Sergeant: Pulse Rifle w/ 5 grenades, 1 leadership, 1 hero point: 68 UPV
1.4 Units
1.4.A A “Standard” Corporate Militia squad has 8 figures: 2 Pulse Rifle Militia, 2 Flame-Thrower Militia, 2 Smartgun Militia, 1 Sergeant, and 1 Corporal. A standard squad cost 299 UPV.
1.4.B A platoon consists of 2 squads and one Lieutenant (armed with a pistol), rulebook, and one command point) costs 627 UPV only one point less than one Commando Section.
Unit Gen Mod Kills Walk Hero Point Lead Point CMD EW UPVUnit
Pulse Rifle
Militia +2 1 4 - - - - 24
Flame-Thrower
Militia +2 1 4 - - - - 24
Smartgun
Militia +2 1 4 - - - - 47
Corporate
Militia Corporal +2 1 4 - 1 - - 41
Corporate
Militia Sergeant +2 1 4 1 1 - - 68
Corporate
Militia Lieutenant +2 1 4 - - 1 - 29
Weapon ROF PB+ PB S M L X CC Ammo
Pistol 2 - - - - 10 20 0 5o
M41A
Pulse Rifle 1 - - 15 25 35 45 -1 10o
Grenade
Launcher - - - - - - - -1 5o
M40
Frag Grenade 6 - - - - 15 30 - -
Hexachlor
Smoke 1 - - - - 15 30 - -
HEAP 1 - - - - 15 30 - -
M240
Flame-Thrower 2 - - 3 5 10 15 0 10H
M56 Smart Gun
w/ITS 2 - - - 30 45 60 -3 20E
2.0 Optional Rules
2.1 Welding Doors
2.1.A Militia carry portable welding torches that may be used to seal doors. It takes a fire action to weld a door shut. The welding figure must be adjacent to, or 1” away and facing, the door being welded. Each fire action spent on the door decreases a door’s general modifier by 1. Up to a total of two fire actions may be spent on any one door (Thus, an ordinary door could have a -3 general modifier).
2.2 Flame-Thrower Misfire
2.2.A Whenever a flame-thrower Militia is killed, there is the chance of accidental misfire. Roll 1d6 to determine the direction of misfire:
2.2.A.1 1 means “North”
2.2.A.2 2 means “East”
2.2.A.3 3 means “South”
2.2.A.4 4 means “West”
2.2.A.5 5 means “Rupture”
2.2.A.6 6 means “No Effect”
2.2.B On a 1-4, all figures within 5” and in the appropriate fire arc are attacked
Weapon ROF S M L X
M240 Misfire 1 1 - 3 5
2.2.C On a roll of 5, the fuel tank explodes per a K-Pulse grenade:
Weapon ROF S M L X
M240 Fuel
Rupture 1 0 1 2 3
1.1 Limited Ammo
1.1.A The Militia have “limited ammo” as per the basic rules. Militia can not suppress without risking running out of ammunition. At the start of the turn after a Militia suppresses, roll 1d6 and cross- reference the weapon type on the table below; rolling the indicated number or higher means the weapon as run out of ammo:
1.1.A.1 Pistol 2+
1.1.A.2 Pulse Rifle 4+
1.1.A.3 Flame-Thrower 5+
1.1.A.4 Smartgun 5+
1.1.B If a weapon is out of ammo, no further fire actions may be made with that weapon. It takes a stationary fire action to reload a weapon; normally only pulse rifles can be reloaded. For a smartgunner, it takes a fire action to switch weapons; for other Militia, a backup weapon – usually a pistol – may be switched to at no penalty.
Tech Factory Issue #13
Recceth Drakkar: (LOS UPV = 77, Planetstorm UPV = 65)
Recce Drakkar are the sons/daughters of Nobles or are the lesser Noble Warriors of the Black Empire. These warriors are outfitted with S’Rakk P.B.A. instead of the normal Rakk P.B.A. They are utilized in special recon units, where the armor’s enhanced speed allows the Recceth Drakkar to more easily close the range where it can utilize its powerful disintegrator, or attack with the D-Blade.
Unit Summary (Full Combat Load)
Recceth Drakkar (Full Combat Load)
S’Rakk P.B.A.
Assault Shield
D-Blade
Disintegrator
2 Parallex Bombs
This unit is Elite.
Arecceth Drakkar: (LOS UPV = 113, Planetstorm UPV = 85)
Arecceth Drakkar ware “Veteran” Recceth Drakkar. Again, these commandoes are outfitted with S’Rakk P.B.A instead of the normal Rakk P.B.A. Unlike the Seth Drakkar which are almost exclusively male, the ranks of the Recceth and Arecceth Drakkar contain a large number of female warriors. Arraith Recce Angels are often promoted from the female ranks of the Arecceth Drakkar.
Unit Summary (Full Combat Load)
Arecceth Drakkar (Full Combat Load)
S’Rakk P.B.A.
Assault Shield
D-Blade
Disintegrator
2 Parallex Bombs
1 Hero Point
This unit is Elite
NEW EQUIPMENT
S’Rakk P.B.A. (Protector of the Wind):
This modified Rakk Armor enhances the speed of the Rakk armor at the expense of protection.
*This armor has a +1 General Modifier (In Planetstorm terms, this is a -1 General Modifier) a 5 walking speed, 1 Kill, and is sprint capable.
---Reccon Triad---
2 Recceth Drakkar
1 Arecceth Drakkar
---Recce Guard---
1 Reccon Triad
1 Sarraith Recce Angel
Thank for sharing, I'll have to give some of these a crack! I laughed at the "The Queen costs 550 UPV (or so)." - nice!