Had an idea for special characters ... :lol:
Rambo (USMC only) 25points.
Size 1
Move 6"
Close Combat 2xD6(+2 vrs infantry)
Target 5+
Kill 8+
Armour 6+
Weapons.
M16 Rambo special range 24 damage 2xD6(+2 vrs infantry)
Saw Range 30 4xD6 (see special)
Bow Range 30 2xD6 or D10+5
Specials.
Weapons. At the start of the battle Rambo is equiped with a M16 and either a SAW or BOW, Rambo carries both weapons but can only fire one per shooting action, he can swap between weapons at will.
SAW. Due to his heroic physique Rambo is able to fire a SAW from hip as if readied, in whatever facing he chooses. In addition every die counts as double for Suppression, also gains the double suppression rule.
Bow. This can either be fired in anti-infantry mode, or in explosive mode. When fired in explosive mode it causes a -1 armour penalty, and will roll extra damage dice (D6-1 no armour penalties) for every model within 2", these models need not be in LOS.
Loner. At the start of every USMC player turn the USMC player must roll to see if Rambo looses it, this roll starts on a 2+ and increases by 1 every turn (so on turn 3 its a 4+), if this roll is failed then control of Rambo is given to his opponent, Rambo will act imeditatly and then react if any USMC shoot at him or end an action within 10". After that Rambo will become part of the opponents force and act in his turn. If both players are USMC then whoever has control of Rambo must roll at the start of his turn using the rules above.
Survivalist. Due to Rambo's experience in combat, if he is knocked out by a failed armour save then he reappears anywhere within 6" of there he was knocked out at the start of the next turn where he can act (the player currently controling him places him). If he is killed (kill result) then he is permanantly removed from the board.
Rambo (USMC only) 25points.
Size 1
Move 6"
Close Combat 2xD6(+2 vrs infantry)
Target 5+
Kill 8+
Armour 6+
Weapons.
M16 Rambo special range 24 damage 2xD6(+2 vrs infantry)
Saw Range 30 4xD6 (see special)
Bow Range 30 2xD6 or D10+5
Specials.
Weapons. At the start of the battle Rambo is equiped with a M16 and either a SAW or BOW, Rambo carries both weapons but can only fire one per shooting action, he can swap between weapons at will.
SAW. Due to his heroic physique Rambo is able to fire a SAW from hip as if readied, in whatever facing he chooses. In addition every die counts as double for Suppression, also gains the double suppression rule.
Bow. This can either be fired in anti-infantry mode, or in explosive mode. When fired in explosive mode it causes a -1 armour penalty, and will roll extra damage dice (D6-1 no armour penalties) for every model within 2", these models need not be in LOS.
Loner. At the start of every USMC player turn the USMC player must roll to see if Rambo looses it, this roll starts on a 2+ and increases by 1 every turn (so on turn 3 its a 4+), if this roll is failed then control of Rambo is given to his opponent, Rambo will act imeditatly and then react if any USMC shoot at him or end an action within 10". After that Rambo will become part of the opponents force and act in his turn. If both players are USMC then whoever has control of Rambo must roll at the start of his turn using the rules above.
Survivalist. Due to Rambo's experience in combat, if he is knocked out by a failed armour save then he reappears anywhere within 6" of there he was knocked out at the start of the next turn where he can act (the player currently controling him places him). If he is killed (kill result) then he is permanantly removed from the board.