Here's what I've done so far, which is a lot actually... :shock: Any advice is welcome, especially on point values. I tried to keep to 2142s feel while keeping the special rules simple, and I used England's "Rule of 3s" for the formations, which fits since there are 6 people to a squad ingame. I'll check out your Ghost Recon stuff later, its 5:30am here. One thing I wasn't sure about was the SAAW, but then again I'm tired. Changing the name of the tread too, scince its no longer my random boredom. :wink:
EU Infantry Platoon: 2 Infantry Squad, 1 Heavy Infantry Squad, 1 Command Section, 1 Anti-Armor Section, 1 Anti-Aircraft Section; 27 soldiers
EU Titan Assault Platoon: 1 Assault Recon Squad, 1 Assault Infantry Squad, 1 Assault Support Squad, 2 Assault Medic Squads, 1 Command Squad; 27 Soldiers
EU Infantry Squad
Team 1: Corporal w/Scar 11; Rifleman w/Scar 11; Gunner w/Bianchi LMG
Team 2: Lance Corporal w/Scar 11; Rifleman w/Scar 11; Gunner w/Bianchi LMG
Points: ?
Target: 4+
Armor: 3+
Kill: 6+
Move: 4”
Close Combat: 3xd6
Scar 11
Range: 24”
Damage: d6
Bianchi LMG
Range: 30”
Damage: 2xd6
PH-74 AR Rocket
Range: 30”
Damage: d6+2
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
Scar 11: This weapon causes a -1 penalty to Armor rolls.
PH-74 AR Rocket: The rifleman in each team has an integral rifle rocket launcher equipped. This weapon causes a -1 penalty to Armor rolls and will roll extra Damage Dice (but only d6+1) against every model within 2” of the center of the model its first Damage Dice is allocated to – these extra models need not be in Line of Sight. It may only be fired once per turn and never as a reaction. If set to airburst mode, this weapon ignores the effects of cover, but only does d6+1 with the initial die and all models within 2” of the center of the model its first Damage Dice is allocated to. The player must declare the firing mode before the weapon is fired.
Bianchi LMG: This weapon causes a -1 penalty to Armor rolls. If a Ready action is taken to set this weapon up properly (lie prone, extend bipod, etc) then all subsequent Shoot actions will gain two bonus Damage Dice through it may only soot in its forward facing. These bonus dice are lost as soon as the model moves, In addition, every Damage Dice this weapon rolls counts as two for the purposes of Suppression only.
EU Heavy Infantry Squad
Team 1: Corporal w/Baur H-AR; Rifleman w/Baur H-AR; Gunner w/Granz HMG
Team 2: Lance Corporal w/Baur H-AR; Rifleman w/Baur H-AR; Gunner w/Granz HMG
Points: ?
Target: 4+
Armor: 3+
Kill: 6+
Move: 4”
Close Combat: 3xd6
Baur H-AR
Range: 30”
Damage: d6+1
Granz HMG
Range: 34”
Damage: 2xd6+1
PH-74 AR Rocket
Range: 30”
Damage: d6+2
FRG-1 Grenade
Range: 6”
Damage: d6+1
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
Baur H-AR: This weapon causes a -1 penalty to Armor rolls.
PH-74 AR Rocket: The rifleman in each team has an integral rifle rocket launcher equipped. This weapon causes a -1 penalty to Armor rolls and will roll extra Damage Dice (but only d6+1) against every model within 2” of the center of the model its first Damage Dice is allocated to – these extra models need not be in Line of Sight. It may only be fired once per turn and never as a reaction. If set to airburst mode, this weapon ignores the effects of cover, but only does d6+1 with the initial die and all models within 2” of the center of the model its first Damage Dice is allocated to. The player must declare the firing mode before the weapon is fired.
Granz HMG: This weapon causes a -1 penalty to Armor rolls. If a Ready action is taken to set this weapon up properly (lie prone, extend bipod, etc) then all subsequent Shoot actions will gain two bonus Damage Dice through it may only soot in its forward facing. These bonus dice are lost as soon as the model moves, In addition, every Damage Dice this weapon rolls counts as two for the purposes of Suppression only.
FRG-1 Grenade: Both Corporals of the squad carry a number of hand grenades. If a Ready action is taken beforehand the they may toss the grenades any distance to a maximum of 6”. This weapon causes a -1 penalty to Armor rolls and will roll extra Damage Dice (but only d6) against every model within 2” of the center of the model its first Damage Dice is allocated to – these extra models need not be in Line of Sight. If the ready action is the last action taken then the grenades may be used as a reaction, but must be used in the first action of the next round.
EU Command Squad
Lieutenant w/Baur H-AR; Sergeant w/Baur H-AR; Gunner w/Granz HMG
Points: ?
Target: 4+
Armor: 3+
Kill: 6+
Move: 4”
Close Combat: 3xd6
Baur H-AR
Range: 30”
Damage: d6+1
Granz HMG
Range: 34”
Damage: 2xd6+1
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
Baur H-AR: This weapon causes a -1 penalty to Armor rolls.
Granz HMG: This weapon causes a -1 penalty to Armor rolls. If a Ready action is taken to set this weapon up properly (lie prone, extend bipod, etc) then all subsequent Shoot actions will gain two bonus Damage Dice through it may only soot in its forward facing. These bonus dice are lost as soon as the model moves, in addition, every Damage Dice this weapon rolls counts as two for the purposes of Suppression only.
Command: The NetBat System allows a lieutenant to give a friendly unit one bonus third action. A unit can only take one bonus action, no matter how many Lieutenants are on the table. Only one Command Squad may be purchased for every 2,000 points or part of in the army.
Intelligence Feeds: Any army that contains at least one of these units may re-roll its dice for set up and deployment.
EU Anti-Armor Section
Team 1: Corporal w/Turcotte Rapid SMG; 2 Engineers w/Mitchell AV-18
Points: ?
Target: 4+
Armor: 3+
Kill: 6+
Move: 4”
Close Combat: 3xd6
Turcotte Rapid SMG
Range: 12”
Damage: 2xd6
Mitchell AV-18
Range: 40”
Damage: d10+4
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
Turcotte Rapid SMG: This weapon causes a -1 penalty to Armor rolls.
Mitchell AV-18: This weapon causes a -4 penalty to Armor rolls, and will roll extra Damage Dice (but only d6+2 with no penalties to Armor rolls) against every model within 1” of the center of the model its first Damage Dice is allocated to – these extra models need not be in Line of Sight. It may only be fired once per turn, and never as a reaction. If a model of Size 2 or greater is within the Fire Zone, you may opt to roll this weapon’s Damage Dice against that model, rather then allocate normally.
AE Defuser: The AE allows the unit to disarm mines and other explosives with a Shoot action. A model must be within 1” of a mine to disarm it; a single model can disarm 1 mine per action.
EU Anti-Aircraft Section
Team 1: Corporal w/Turcotte Rapid SMG; 2 Engineers w/SAAW 86 Anti-Air
Points: ?
Target: 4+
Armor: 3+
Kill: 6+
Move: 4”
Close Combat: 3xd6
Turcotte Rapid SMG
Range: 12”
Damage: 2xd6
Mitchell AV-18
Range: 40”
Damage: d10+4
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
Turcotte Rapid SMG: This weapon causes a -1 penalty to Armor rolls.
SAAW 86 Anti-Air: Pending…
AE Defuser: The AE allows the unit to disarm mines and other explosives with a Shoot action. A model must be within 1” of a mine to disarm it; a single model can disarm 1 mine per action.
EU Assault Recon Squad
Team 1: Sergeant w/Lambert Carbine; 2 Recon w/Lambert Carbine
Team 2: Corporal w/Lambert Carbine; 2 Recon w/Lambert Carbine
Points: ?
Target: 4+
Armor: 4+
Kill: 6+
Move: 5”
Close Combat: 3xd6
Lambert Carbine
Range: 16”
Damage: 3xd6
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
APM: With a Ready action the team can set up to 8 Anti Personnel Mines. The mines do d6+2 up to 4” in its forward facing and cause a -1 penalty to Armor rolls. The facing is declared when then mines are set and can’t be changed. The mines are motion sensitive; a unit may opt to move only 1” for their move action to avoid tripping the mines. A team may only set 8 mines, unless resupplied.
RDX Demopak: Each member of the squad carries 2 demopaks. As a Ready action a model may place a single RDX on a building, vehicle, or the ground that the model is touching and the paks are triggered with a shoot action. The paks cause d10+6 to what they are attached to, and d10 to any model within 3” of the center. This weapon causes a -4 penalty to Armor rolls.
IT-33 Optical Camouflage: The IT-33 allows a unit equipped with it to move about the field nearly invisible. This allows the unit to deploy after the initial setup. The unit may deploy anytime during the players turn, but must be more then 12” from any enemy unit. Also, an enemy unit beyond 10” must roll a 5+ on a d6 to see the unit.
EU Assault Infantry Squad
Team 1: Sergeant w/Voss L-AR; 2 Rifleman w/Voss L-AR
Team 2: Corporal w/Voss L-AR; 2 Rifleman w/Voss L-AR
Points: ?
Target: 4+
Armor: 4+
Kill: 6+
Move: 5”
Close Combat: 3xd6
Voss L-AR
Range: 20”
Damage: 2xd6
Herzog AR-Shotgun
Range: 18”
Damage: d6+1
FRG-1 Grenade
Range: 6”
Damage: d6+1
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
Voss L-AR: This weapon causes a -1 penalty to Armor rolls.
Herzog AR-Shotgun: The models in this unit have an integral rifle shotgun equipped. This weapon causes a -1 penalty to Armor rolls but will only roll d6 beyond 12”.
FRG-1 Grenade: All models of this unit carry a number of hand grenades. If a Ready action is taken beforehand the they may toss the grenades any distance to a maximum of 6”. This weapon causes a -1 penalty to Armor rolls and will roll extra Damage Dice (but only d6) against every model within 2” of the center of the model its first Damage Dice is allocated to – these extra models need not be in Line of Sight. If the ready action is the last action taken then the grenades may be used as a reaction, but must be used in the first action of the next round.
EU Assault Support Squad
Team 1: Sergeant w/Clark 15B Shotgun; 2 Gunners w/Bianchi LMG
Team 2: Corporal w/ Clark 15B Shotgun; 2 Gunners w/Bianchi LMG
Points: ?
Target: 4+
Armor: 4+
Kill: 6+
Move: 5”
Close Combat: 3xd6
Clark 15B Shotgun
Range: 18”
Damage: d6+1
Bianchi LMG
Range: 30”
Damage: 2xd6
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
Clark 15B Shotgun: This weapon causes a -1 penalty to Armor rolls but will only roll d6 beyond 12”.
Bianchi LMG: This weapon causes a -1 penalty to Armor rolls. If a Ready action is taken to set this weapon up properly (lie prone, extend bipod, etc) then all subsequent Shoot actions will gain two bonus Damage Dice through it may only soot in its forward facing. These bonus dice are lost as soon as the model moves, In addition, every Damage Dice this weapon rolls counts as two for the purposes of Suppression only.
IPS Shield: As part of the Ready action to set up the Bianchi LGM, each model may deploy an IPS Shield. The shield provides cover against d6 weapons, but not d10 weapons. If the model that deployed the shield is killed the shield remains where it was last placed, and maybe be used by other models.
EU Assault Medic Section
Team 1: Corporal w/Voss L-AR; 2 Medic w/Voss L-AR
Points: ?
Target: 4+
Armor: 4+
Kill: 6+
Move: 5”
Close Combat: 3xd6
Voss L-AR
Range: 20”
Damage: 2xd6
Special Rules
NetBat System: The Networked Battle System, through the use of computers and helmet-mounted cameras, allows a soldier to pinpoint shots and make a mockery of cover. Any model in cover targeted only receives a +1 bonus to its Target and Kill scores. In addition all models in this unit have a command range of 12” rather then the usual 6”. Models will also ignore the effects of smoke.
Voss L-AR: This weapon causes a -1 penalty to Armor rolls.
RED-6 Defibrillator: All models of this unit come equipped with the RED-6. For this units Reaction it may move up to its move, and “revive” a model that was wounded (but not killed) by moving into base contact with it. A single model may only revive one model per action this way. This may also be done by using a Ready action, but the unit has to use a move action if done this way this way.