Kristovich
Mongoose
Well, the title says most of it. There are two units up for examination, both mercenary (Duh! :wink: )
First of are, by Paladin (and many thanks for that!).
Mercenary Bounty Hunters
Target: 4+
Armor: 6+
Kill: 6+
Move: 5"
Close Combat: 2xD6
Squad 1: 1 Mercenary Sergeant w/M4A1, 4 Mercenary Riflemen w/M4A1
Squad 2: 1 Sniper w/Barret M107; 1 Mercenary Riflemen w/M4A1.
Utilizing a light weight body armor, bounty hunters are able to maintain greater mobility with a moderate level of protection needed for close combat.
Weapons and special rules
M4A1: Utilizing M995 Armor Piercing rounds Bounty Hunters inflict a -1 Armor penalty to enemy troops.
Range: 20"
Damage: D6
Barret M107: The Barret gains a +2 bonus to its Damage Dice and applies a -2 penalty to Armor Dice against Size 1. It may attack Size 2 targets with a +1 to its Damage Dice but without the penalty to Armor. It may only fire once each turn and never as a reaction. If a Ready action is taken before it shoots, you may opt to roll its Damage Dice against the model in the center of the Fire Zone, rather than allocate normally.
Take Down: When engaging in Close Combat via a Charge Action, the Bounty Hunter Team may disarm and incapacitate a target model with non-lethal force. All attack rolls are treated as temporary damage and the target is captured rather than killed.
Options:
1 additional Fire Team with a Corporal and 4 Riflemen may be added for ? points.
1 additional Sniper squad may be added for ? points.
As you can see, there are no points yet. I'm also thinking about to reduce the Close Combat damage to 1xD6+2, but not to sure though.
Mercenary Infantry Squad.
Target: 4+
Kill: 6+
Save: 5+
Move: 4"
Close Combat: 2xD6
The squad contains one Mercenary Sergeant w/ AR-21, 4 Mercenary Riflemen w/ AR-21.
Weapons and special rules
AR-21: The AR-21 is an invention of the GMC (Global Mercenary Coalition) designed to work with the PCAS, it has the following stats:
Range: 20"
Damage: D6
PCAS: The Personal Combat Aid System gives Mercenary Troops, through lasersights and laserdetecting vision, the ability to pinpoint shots, and therefore make a mockery of cover. They limit the bonus gained from cover to +1, instead of +2.
Take Down: When engaging in Close Combat via a Charge Action, the Mercenary Infantry Squad may disarm and incapacitate a target model with non-lethal force. All attack rolls are treated as temporary damage and the target is captured rather than killed.
Options
Up to 4 Mercenary Riflemen w/ AR-21 may be added for ? points each.
All in all, the Bounty Hunters may be the ones making up the core of an Mercenary army, but not to sure though, while the Mercenary Infantry will be the heavy support.
First of are, by Paladin (and many thanks for that!).
Mercenary Bounty Hunters
Target: 4+
Armor: 6+
Kill: 6+
Move: 5"
Close Combat: 2xD6
Squad 1: 1 Mercenary Sergeant w/M4A1, 4 Mercenary Riflemen w/M4A1
Squad 2: 1 Sniper w/Barret M107; 1 Mercenary Riflemen w/M4A1.
Utilizing a light weight body armor, bounty hunters are able to maintain greater mobility with a moderate level of protection needed for close combat.
Weapons and special rules
M4A1: Utilizing M995 Armor Piercing rounds Bounty Hunters inflict a -1 Armor penalty to enemy troops.
Range: 20"
Damage: D6
Barret M107: The Barret gains a +2 bonus to its Damage Dice and applies a -2 penalty to Armor Dice against Size 1. It may attack Size 2 targets with a +1 to its Damage Dice but without the penalty to Armor. It may only fire once each turn and never as a reaction. If a Ready action is taken before it shoots, you may opt to roll its Damage Dice against the model in the center of the Fire Zone, rather than allocate normally.
Take Down: When engaging in Close Combat via a Charge Action, the Bounty Hunter Team may disarm and incapacitate a target model with non-lethal force. All attack rolls are treated as temporary damage and the target is captured rather than killed.
Options:
1 additional Fire Team with a Corporal and 4 Riflemen may be added for ? points.
1 additional Sniper squad may be added for ? points.
As you can see, there are no points yet. I'm also thinking about to reduce the Close Combat damage to 1xD6+2, but not to sure though.
Mercenary Infantry Squad.
Target: 4+
Kill: 6+
Save: 5+
Move: 4"
Close Combat: 2xD6
The squad contains one Mercenary Sergeant w/ AR-21, 4 Mercenary Riflemen w/ AR-21.
Weapons and special rules
AR-21: The AR-21 is an invention of the GMC (Global Mercenary Coalition) designed to work with the PCAS, it has the following stats:
Range: 20"
Damage: D6
PCAS: The Personal Combat Aid System gives Mercenary Troops, through lasersights and laserdetecting vision, the ability to pinpoint shots, and therefore make a mockery of cover. They limit the bonus gained from cover to +1, instead of +2.
Take Down: When engaging in Close Combat via a Charge Action, the Mercenary Infantry Squad may disarm and incapacitate a target model with non-lethal force. All attack rolls are treated as temporary damage and the target is captured rather than killed.
Options
Up to 4 Mercenary Riflemen w/ AR-21 may be added for ? points each.
All in all, the Bounty Hunters may be the ones making up the core of an Mercenary army, but not to sure though, while the Mercenary Infantry will be the heavy support.