Captain_Nemo
Mongoose
OK I extrapolated from the Finnish Stats to get the Ranges Damages etc.
this should be mt final say here: If I have any wrong Please straighten me out. Now let's start Playing!!!1 :lol:
SAS 225 Points
Size Move Close Combat Target Armor Kill
1 5 2 x D6 4 6 7+
M416 Carbine range: 20 damage: D6
Barrett M109 Sniper Rifle
Range: 60” Damage: D6
TheyCan:
Split off Team 2
Use M203 Grenade Launcher, Minimi Para they can replace the Minimi with the M109 Sniper Rifle for no extra cost
They are FIST Equipped
They can Ambush
They are Elite and they get a +2 to their shooting rolls if they are in Cover???
(I'm kinda rustty on my espanol so if I'm wrong sorry)
and they can Reroll their Hand to Hand Combat dice
They are stealthy: I read it as "If they start the turn in cover and have not used a Shoot Action on the previous turn, they cannot have a Line of Sight drawn to them by Enemy Units further than 50cm (18 inches ??)
M109 Sniper Rifle +3 to Damage Dice for all Models Size 2 and under
May only fire once per turn and never as a reaction. If you take a Ready Action you may pick your Target from any model within the Fire Zone rather than adding to the fire per usual.
Tunguska 280 Points
Size Move Close Combat Target Armor Kill
3 8 4 x D10 7 5 9+
40mm Quad-Mount Cannon
Range 40” Damage: 8xD6+1
SA-19
Range 90” (I rounded up) Damage: D10
40mm Quad Mount Cannon: (This is weird. Either there is a -1 to shooting the Quad because of the vibrations OR it causes -1 to shooting from enemy units because it is frightening! The wording is kinda sucky.)
It causes loss of Actions in the same way SAW’s do when they are Ready
SA-19: 8 missiles May fire 2 per Shoot Action (There is some kind of +3 penalty but I cant figure what) May only be used against Air Units. If the missile misses the Target Score you may re-roll the dice.
Armored: Ignores terrain 1” or less during Move Action, Immune to Suppression
Target Number from Sides or Rear is 6+. May only React to Air Units. Ignores Smoke.
Tough: Ignores the first Three Failed Armor Rolls. If an attack meets or exceeds the Kill Score it is Destroyed as Usual
USMC Force Recon Team 150 Points
Size Move Close Combat Target Armor Kill
1 5 2 x D6 4 6 7+
FN-SCAR-L Range 24” Damage: D6
Mk46Mod1 Range 30” Damage: 2xD6
Usual USMC stuff: Intelligence Feeds, Land Warrior System, M203 Grenade Launcher
New Stuff:
Elite Training: +2 to their Shooting Rolls if they are in Cover
(Notice the lack of HtH combat rerolls compared to the SAS Team)
Infiltrate: If your army deploys second then you may deploy your Force Recon Team up to 12” beyond the edge of your Deployment Zone provided that your unit is out of Lonie Of Sight of any Enemy Units.
They are stealthy: Again I read it as "If they start the turn in cover and have not used a Shoot Action on the previous turn, they cannot have a Line of Sight drawn to them by Enemy Units further than 50cm (18 inches ??)
MK49 Mod1 Uses the same rules as all the other SAW in the game so far. No Idea what the stats are though
PLA Command Squad 85 Points
Size Move Close Combat Target Armor Kill
1 5” 2 x D6 4 - 6+
Consists of 1 Lieutenant, 2 Riflemen, 1 Radioman
All Riflemen w/ QBZ95
Command: So long as the Lieutenant and the Radioman are on the Table and within 2 inches of each other One friendly unit may be given an additional Action for a total of Three Actions. No other Units may be given a third action unless there is another Command Squad on the Table. You may only have one Command Squad per every 2000 Points or fraction therof.
PLA Norinco FAV 75 Points
Size Move Close Combat Target Armor Kill
2 10” D10 5 6 7+
MG Range 20” Damage: 3xD6
23mm Cannon Range: 24” Damage: 3xD6+1
Machine Gun: Like a Normal MG
23mm Cannon: May be used against Air Units, Only Fires into the Forward Arc.
Agile: If the Vehicle moves 8” or more in a turn it adds +1 to its Target and Kill Numbers
Tough: This vehicle ignores the 1st Failed Armor Save
Force List: You may take up to 3 of these per Support Option in your army.
this should be mt final say here: If I have any wrong Please straighten me out. Now let's start Playing!!!1 :lol:
SAS 225 Points
Size Move Close Combat Target Armor Kill
1 5 2 x D6 4 6 7+
M416 Carbine range: 20 damage: D6
Barrett M109 Sniper Rifle
Range: 60” Damage: D6
TheyCan:
Split off Team 2
Use M203 Grenade Launcher, Minimi Para they can replace the Minimi with the M109 Sniper Rifle for no extra cost
They are FIST Equipped
They can Ambush
They are Elite and they get a +2 to their shooting rolls if they are in Cover???
(I'm kinda rustty on my espanol so if I'm wrong sorry)
and they can Reroll their Hand to Hand Combat dice
They are stealthy: I read it as "If they start the turn in cover and have not used a Shoot Action on the previous turn, they cannot have a Line of Sight drawn to them by Enemy Units further than 50cm (18 inches ??)
M109 Sniper Rifle +3 to Damage Dice for all Models Size 2 and under
May only fire once per turn and never as a reaction. If you take a Ready Action you may pick your Target from any model within the Fire Zone rather than adding to the fire per usual.
Tunguska 280 Points
Size Move Close Combat Target Armor Kill
3 8 4 x D10 7 5 9+
40mm Quad-Mount Cannon
Range 40” Damage: 8xD6+1
SA-19
Range 90” (I rounded up) Damage: D10
40mm Quad Mount Cannon: (This is weird. Either there is a -1 to shooting the Quad because of the vibrations OR it causes -1 to shooting from enemy units because it is frightening! The wording is kinda sucky.)
It causes loss of Actions in the same way SAW’s do when they are Ready
SA-19: 8 missiles May fire 2 per Shoot Action (There is some kind of +3 penalty but I cant figure what) May only be used against Air Units. If the missile misses the Target Score you may re-roll the dice.
Armored: Ignores terrain 1” or less during Move Action, Immune to Suppression
Target Number from Sides or Rear is 6+. May only React to Air Units. Ignores Smoke.
Tough: Ignores the first Three Failed Armor Rolls. If an attack meets or exceeds the Kill Score it is Destroyed as Usual
USMC Force Recon Team 150 Points
Size Move Close Combat Target Armor Kill
1 5 2 x D6 4 6 7+
FN-SCAR-L Range 24” Damage: D6
Mk46Mod1 Range 30” Damage: 2xD6
Usual USMC stuff: Intelligence Feeds, Land Warrior System, M203 Grenade Launcher
New Stuff:
Elite Training: +2 to their Shooting Rolls if they are in Cover
(Notice the lack of HtH combat rerolls compared to the SAS Team)
Infiltrate: If your army deploys second then you may deploy your Force Recon Team up to 12” beyond the edge of your Deployment Zone provided that your unit is out of Lonie Of Sight of any Enemy Units.
They are stealthy: Again I read it as "If they start the turn in cover and have not used a Shoot Action on the previous turn, they cannot have a Line of Sight drawn to them by Enemy Units further than 50cm (18 inches ??)
MK49 Mod1 Uses the same rules as all the other SAW in the game so far. No Idea what the stats are though
PLA Command Squad 85 Points
Size Move Close Combat Target Armor Kill
1 5” 2 x D6 4 - 6+
Consists of 1 Lieutenant, 2 Riflemen, 1 Radioman
All Riflemen w/ QBZ95
Command: So long as the Lieutenant and the Radioman are on the Table and within 2 inches of each other One friendly unit may be given an additional Action for a total of Three Actions. No other Units may be given a third action unless there is another Command Squad on the Table. You may only have one Command Squad per every 2000 Points or fraction therof.
PLA Norinco FAV 75 Points
Size Move Close Combat Target Armor Kill
2 10” D10 5 6 7+
MG Range 20” Damage: 3xD6
23mm Cannon Range: 24” Damage: 3xD6+1
Machine Gun: Like a Normal MG
23mm Cannon: May be used against Air Units, Only Fires into the Forward Arc.
Agile: If the Vehicle moves 8” or more in a turn it adds +1 to its Target and Kill Numbers
Tough: This vehicle ignores the 1st Failed Armor Save
Force List: You may take up to 3 of these per Support Option in your army.