Transcription of Wave 1 cards

Xorrandor

Mongoose
So, actually this is false advertising: I've made a transcript of the Wave 1 cards (since the originals are so blurry), but I didn't want to post it without some sort of permission from Mongoose. I think two pages of reference material falls under "fair use", but no reason to step on any toes.

If anyone at Mongoose has a problem with my posting a transcript, let me know, otherwise I'll try to post in a day or so.
 
Well, I guess I'll hope there are no objections. I just made a plain text file, which I'll cut and paste here in a combination of laziness and complete file format compatibility. I did make a few editing changes, in [brackets]; I tried to leave all the spelling the same, but if my fingers decided to type in American at some point I wouldn't be too surprised.
 
Skinnie Soldiers (100)

The professional military of the Skinnie Hegemony, Soldiers are armed with cruel weapons that can literally squeeze the life out of an enemy.

Champion w/ Constrictor Rifle, 4 x Soldiers w/Constrictor Rifles

Up to ten more soldiers may be added for +20 points each. Up to two models may replace their constrictor rifles for neural beamers for +40 points each.

Size 1 Move 5" Close Combat D6 Target 4+ Armour 4+ Kill 7+

Squad

Constrictor Rifle Range: 18" Damage: D6

Neural Beamer Range: 30" Damage: D6+3

Agile: Skinnie soldiers are extremely agile and difficult to hit. Whenever any model in this unit is about to be removed from the table as a casualty, roll a D6. On a 6, the model dodges out of the way at the last instant.

Constrictor Rifle: This weapon causes a -2 penalty to Armour rolls.

Neural Beamer: Optional upgrade. One of the most feared weapons in the galaxy, this weapon requires a Ready action to be taken before it can be fired. Trace a straight line from the firing model to any point in Line of Sight, up to 30" away. This does not have to be within the rest of the unit's Fire Zone. Every model along this line (including models in the same unit as the soldier!) will be hit. Ignore the results of any Armour rolls. It may only be fired once per turn and never as a reaction.



Skinnie Raiders (140)

Skilled in infiltration and ambush tactics, Skinnie Raiders form the backbone of many raiding parties.

Champion w/Constrictor Rifle, 6 x Raiders w/Constrictor Rifles

Up to ten more raiders w/constrictor rifle may be added for +20 points each. Any model may replace its constrictor rifle for a light neural beamer for +10 points each. Up to two models may replace their constrictor rifle for a constrictor cannon for +20 points each.

Size 1 Move 5" Close Combat D6 Target 4+ Armour 5+ Kill 6+

Squad

Constrictor Rifle Range: 18" Damage: D6

Light Neural Beamer Range: 8" Damage: D6+1

Constrictor Cannon Range: 30" Damage: 2xD6+2

Agile: Skinnie raiders are extremely agile and difficult to hit. Whenever any model in this unit is about to be removed from the table as a casualty, roll a D6. On a 6, the model dodges out of the way at the last instant.

Constrictor Rifle: This weapon causes a -2 penalty to Armour rolls.

Constrictor Cannon: Optional upgrade. This weapon causes a -2 penalty to Armour rolls.

Light Neural Beamer: Optional upgrade. When using this weapon, trace a straight line from the firing model to a point in Line of Sight, up to 8" away. This does not have to be within the rest of the unit's Fire Zone. Every model along this line (including models in the same unit as the raider!) will be hit. Ignore the results of any Armour rolls. This weapon may never be fired as a reaction.

Ambush: One raiders unit in an army may be concealed in an area of terrain outside of the enemy's deployment zone before the game begins. Write down the location of the unit before any models are deployed. You can reveal the unit at any time by placing the models on the table.
 
Tanker Bug (250)

All but unstoppable, the Tanker Bug can smash armoured vehicles or defensive positions apart with equal ease.

Tanker Bug w/Caustic Flame

Options: None

Size 4 Move 5" Close Combat 3xD6+D10 Target 7+ Armour 3+ Kill 12+

Heavy

Caustic Flame Range: 12" Damage: D10

Tough: The tanker bug will ignore the first five failed Armour rolls. An attack roll that rolls its Kill score will not automatically destroy it - instead, it will count as two failed Armour rolls.

Caustic Flame: This weapon will roll D6 Damage Dice every time it is used. It may only be fired once per turn and only to the forward facing.

Lumbering: The tanker bug may never make reactions and may never benefit from Cover. It is immune to Suppression and will ignore all terrain 1" high or less for the purposes of movement.

Tunnelling: This unit may start the game underground, tunnelling in secret towards enemy positions. Write down the exact location where you intend the unit to surface before any models are deployed. At the beginning of every Arachnid turn after the first, roll a dice. On a 5 or more, the unit will surface at this point, and may take a single action immediately. You may add a cumulative +1 bonus to this roll for every turn after the second in which you roll.



Warrior Bug Swarm (150)

Able to swarm in hordes of thousands, there are few alien creatures more terrifying than the Arachnid Warrior Bug.

10 x Warrior Bugs

Up to 10 extra warrior bugs may be added for +15 points each. Workers may be mixed into the swarm at the cost of -5 points for every warrior bug present; the Target score for each warrior bug will drop to 4+.

Size 2 Move 6" Close Combat 2xD6+1 or D10 Target 5+ Armour 4+ Kill 8+

Swarm

No Ranged Weapons

Swarm: Any warrior bug may be nominated as unit leader at the start of every action. This warrior bug may act as unit leader for any warrior bugs, including those not part of its original unit.

Horde: Warrior bug units may join to form a horde at the start of a turn, acting as [a] single unit, up to a maximum of 20 warrior bugs among all swarms. Each unit must have at least one warrior bug within 1" of a warrior bug from another unit, rather than having every warrior bug within 6" of the unit leader. The horde will take actions, move and trigger reactions as if it were a single unit. Only a single swarm can use the Tunnelling special rule - a horde cannot.

Claws and Jaws: Each warrior bug may choose to roll either 2xD6+1 or D10 in close combat. Either way it will reduce Armour rolls by -1.

Reckless: Warrior bugs are immune to Suppression. However it is possible for sheer weight of firepower to force them backwards. If a warrior bug succeeds in an Armour roll, move it directly away from its attacker by 2". It may only do this once per turn, and if it cannot move 2" away (because of impassable terrain or a table edge) then another Armour roll must immediately be made.

Unstoppable: If an enemy model completes an action within 6" of at least one model in the swarm, this unit may choose a Charge action as a reaction, rather than Move or Shoot. However, it must Charge the enemy unit that triggered the reaction.

Tunnelling: This unit may start the game underground, tunnelling in secret towards enemy positions. Write down the exact location where you intend the unit to surface before any models are deployed. At the beginning of every Arachnid turn after the first, roll a dice. On a 5 or more, the unit will surface at this point, and may take a single action immediately. You may add a cumulative +1 bonus to this roll for every turn after the second in which you roll.
 
Mobile Infantry Light Armour Squad (90)

Cheap and quickly trained, the Light Armour Mobile Infantry make up in combined firepower what they lack in tactical ability.

Sergeant w/Morita, 7 x Troopers w/Morita

Add up to four troopers for +10 points each. Up to two troopers may be given a Longbow for +35 points each. Each Longbow may be given a single Pee-Wee Atomic Munition for +300 points.

Size 1 Move 5" Close Combat D6-1 Target 3+ Armour 6+ Kill 5+

Squad

Morita Assault Rifle Range: 20" Damage: 2xD6

Underslung Grenade Launcher Range: 10" Damage: D6+2

Longbow Missile Launcher Range: 60" Damage: Firecracker 2xD6 Holepunch D10+3 Falcon D10

Pee-Wee Atomic Munition Range: - Damage: 3xD10+4

Underslung Grenade Launcher: Every Morita features an underslung grenade launcher, loaded with Bugshot rounds. A Ready action must be made before this weapon can be used. It may only be fired once per turn and never as a reaction.

Longbow Missile Launcher: Optional upgrade. This weapon may only be fired once every turn and never as a reaction. A ready action must be performed before it can be fired. Firecracker, Holepunch or Falcon warheads may be used, with the choice made before each attack. The Firecracker will roll both Damage Dice against the same model and roll bonus Damage Dice (2xD6) against every other model within 3" of the first model - these extra models need not be in Line of Sight. The Holepunch will reduce Armour rolls by -2 and if a model is Size 3 or greater is within the Fire Zone, you may opt to roll this weapon's Damage Dice against that model, rather than allocate normally. The Falcon may only be used against Air Units.

Pee-Wee Atomic Munition: Optional upgrade. The Longbow has the option of firing a Pee-Wee. A Pee-Wee will roll its Damage Dice against every model within the Fire Zone - these models need not be in Line of Sight. This weapon ignores all Armour rolls. It can affect models in the unit that created its Fire Zone, if they are close enough.

Condensed Training: The unit will only create a 3" Fire Zone, not the normal 6". This applies to all weapons except the Longbow.



Mobile Infantry Grizzly Exosuit Squad (330)

Turning one trooper into an armoured vehicle, the Grizzly Exosuit is a staple of the Mobile Infantry.

Sergeant w/2 Sixgun, 2 x Troopers w/2 Sixgun

Up to two Exosuit troopers may replace their [2] Sixguns with [2] Firestorms for +50 points [per trooper, was each]. Add up to three Exosuit troopers for +110 points each.

Size 2 Move 6" Close Combat D10 Target 5+ Armour 2+ Kill 8+

Squad

Sixgun Rotary Cannon Range: 30" Damage: 3xD6+1

Firestorm Missile System Range: 48" Damage: 2xD10

Tough: Exosuit troopers will ignore the first failed Armour roll. An attack that rolls their Kill score will destroy them as normal. Exosuit troopers are immune to Suppression.

Enhanced Battle Systems: The advanced sensors on an Exosuit allow a trooper to pinpoint shots and make a mockery of cover. Any model in Cover targeted by an Exosuit trooper will only receive a +1 bonus to its Target and Kill scores. In addition, all models in this unit have a command range of 12", rather than the usual 6".

Sixgun Rotary Cannon: This weapon reduces Armour rolls by -1.

Jump Packs: If the unit takes a Ready action immediately before a Move action, it may move up to 12" in any direction, ignoring any movement penalties for terrain and firing its weapons at any point during this movement. A unit may not jump into or out of Cover.

Firestorm Missile System: Optional upgrade. This weapon may only be fired once every turn and never as a reaction. It will roll extra Damage Dice (but only D6+1) against every model within 1" of the centre of the model its first Damage Dice is allocated to - these extra models need not be in Line of Sight. In addition, if both original Damage Dice from a signle Firestorm hit the same model, they will reduce Armour rolls by -4. The Firestorm may be used against Air Units.

Atlas Rig: Each Exosuit trooper may fire up to two weapons with each Shoot action.
 
Fenirs Command Fighting Machine (280)

Equipped with dozens of command circuits, the Fenirs is capable of leading large numbers of fighting machines into battle.

Fenirs Fighting Machine w/2 Caxcelas Medium Cannon and [1] Chermas PDC

Swap both Caxcelas Medium Cannon for two Erstiites Triple Blasters for +20 points. Install an Enhanced Scanner Array for +10 points.

Size 3 Move 5" Close Combat D6 Target 9+ Armour 2+ Kill 12+

Command Machine

Chermas Point Defence Cannon Range: 15" Damage: 2xD6

Caxcelas Medium Cannon Range: 30" Damage: D10+2

Erstiites Triple Blaster Range: 25" Damage: 3xD6+1

Advanced Combat Systems: It takes six Damage Dice to cause Suppression on a Fenirs. The fighting machine may always Shoot as a reaction and take one action per turn, even if suppressed or out of command. It may fire up to two weapons in a single Shoot action, into the same Fire Zone. Any weapon mounted on the fighting machine may be used against Air Units.

Command: The Fenirs will permit all fighting machines with[in] 20" to stay in command. It is always considered to be in command itself. If using the army list in the Starship Troopers Evolution main rulebook, you may purchase up to three Fenirs for one Command Machines slot.

Tough: Fenirs will ignore the first three failed Armour rolls. An attack that rolls its Kill score will not automatically destroy it - instead, it will count as two failed Armour rolls. It will ignore all terrain 1" high or less for the purposes of movement.

Chermas PDC: This automated weapon may never be used in a normal Shoot action. However, it may make any number of Shoot reactions in a turn.

Caxcelas Medium Cannon: This weapon causes a -2 penalty to all Armour rolls. It may only fire once per turn and never as a reaction. If a model of Size 3 or greater is within the Fire Zone, you may opt to roll this weapon's Damage Dice against that model, rather than allocate normally.

Erstiites Triple Blaster: Optional upgrade. This weapon ignores all Armour rolls. It may only fire once per turn and never as a reaction.

Enhanced Scanner Array: Optional upgrade.If installed, this array increases the reaction range of the Fenirs to 12".



Fenos Fighting Machine (50)

Demonstrating the technological brilliance of the Forth, the Fenos is the base fighting machine seen in most invading forces.

Fenos Fighting Machine w/2 Cagnitus Chain Guns

Swap both Cagnitus Chain Guns for two Cotraperk Autocannon or two Eapt Blaster Cannon for +10 points. Install a Sub-Commander Module for +50 points.

Size 2 Move 6" Close Combat D6 Target 5+ Armour 3+ Kill 8+

Fighting Machine

Cagnitus Chain Gun Range: 25" Damage: 2xD6

Cotraperk Autocannon Range: 30" Damage: D10

Eapt Blaster Cannon Range: 20" Damage: 2xD6

Directed Battle Systems: Though a unit in itself, a fighting machine is not it's own unit leader. Instead, it must remain within 6" of a Forth model with a Sub-Commander Module or within 20" of a Forth model with the Command special rule, if it is not to be out of command. However, it will remain a separate unit and need not use the same actions as the fighting machine that is keeping it in command.

Advanced Combat Systems: It takes four Damage Dice to cause Suppression on a Fenos. The fighting machine may always Shoot as a reaction and take one action per turn, even if suppressed or out of command. It may fire up to two weapons in a single Shoot action, into the same Fire Zone. Any weapon mounted on the fighting machine may be used against Air Units.

Cotraperk Autocannon: Optional upgrade. This weapon reduces Armour rolls by -1. It may only fire once per turn and never as a reaction. If a model of Size 3 or greater is within the Fire Zone, you may opt to roll this weapon's Damage Dice against that model, rather than allocate normally.

Eapt Blaster Cannon: Optional upgrade. All Damage Dice that roll the Target score of a model will be counted as having rolled the Kill score instead. This weapon may only fire once per turn and never as a reaction.
 
Hiromoon said:
Those cost extra. ;)

Would happily pay extra, it just ain't an option *SIGH*.

Not being cheecky Hiromoon but are you going to be doing SST EVO cards for the rest of current S&P cards, yours are much much better quaility *SHAMLESS SUCKING UP* :lol:

You would be my forum posting hero if you did 8)
 
yeah frankly yours would be more useful in the end, because Id wager you would write Hits 6- and then include the description.... and maybe put the weapon description right with the weapon stats...

what would we do without you and your wonderful cards-

Continued shameless sucking up
 
Oh? You didn't notice the one lone card I did?

GrizzlyPrototype1.jpg


I was working on a LAMI card too. :D

And here it is, hopefully problem free

LAMISquadPrototype.jpg
 
One interesting notion is that they still have some playtest time left for the game, so things could very well change before it goes to print.
 
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