I've been kinda bummed that we won't see the US Army for a while so I though I'd make my own stats for them. These are based on CURRENT information. Later on I'll take a look at some of the stuff on the horizon. NOTE: I have purposely avoided looking at other peoples stats for other US Army stuff so as not to be influenced by them.
Starting off we have HMMWV, M1A2 SEP, M2A3 Bradley, UH-60 Blackhawk, Up-Armored HMMWV, US Army Infantry, and US Army Infantry Command Team. Units still in the works are AH-64D Apache Longbow, CH-47 Chinook, Javelin Teams, Stryker, M113, Army Rangers OR SF and M6 Linebacker.
Name: HMMWV
Faction: US Army
Points: ~50
Material: HMMWV w/M2 .50 MG
Options: Replace M2 with Mk19 for +15 points. Replace M2 with TOW for +30 points.
Size: 2
Move: 10"
Close Combat: 2xD10
Target: 6+
Armor: 5+
Kill: 8+
Type: Transport
Weapons:
M2 .50 MG Range 36" Damage 2Xd6+1
Mk19 Grenade Launcher Range 24" Damage 2xD6+1
TOW Range 60" Damage D10+2
Specials:
Intelligence Feeds
Tough 1
Transport 5: Up to 3 models may fire from the HMMWV at a -1 penalty to their Damage dice if the HMMWV takes a Shoot action.
M2
Mk19: This weapon causes a -1 penalty to Armour rolls and will roll extra Damage Dice (but only D6 with no penalty to Armour 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.
Army List 2
TOW: The HMMWV carries 3 TOW missiles. This weapon causes a -3 Armor penalty. 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. The TOW can only be used if the HMMWV has not moved yet this turn.
Name: M1A2 Abrams SEP
Faction: US Army
Points: 420
Material: M1A2 Abrams w/M256, M2 and 2 x MGs
Options: None
Size: 4
Move: 8"
Close Combat: 4xD10
Target: 8+
Armor: 2+
Kill: 12+
Type: Armor
Weapons:
120mm M256 Gun Range 72" Damage D10+4
M2 .50 MG Range 36" Damage 2xD6+1
MG Range 30" Damage 3xD6
Specials:
M256 Gun
M2 .50 MG
MG
Armored
Tough 4
Intelligence Feeds
Name: M2A3 Bradley IFV
Faction: US Army
Points: ~200
Material: M2A3 Bradley w/M242 Bushmaster, TOW, M240 MG
Options: None
Size: 3
Move: 8"
Close Combat: 3xD10
Target: 8+
Armor: 3+
Kill: 10+
Type: Transport
Weapons:
M242 Bushmaster Range 46" Damage 3xD6+3
TOW Range 60" Damage D10+2
M240 MG Range 30" Damage 3xD6
Specials:
Armored
Tough 3
Intelligence Feeds
Transport 6
M242: This weapon causes a -2 penalty to armor rolls.
M240: This weapon causes a -1 penalty to Armour rolls and must always use the same Fire Zone as the M242. It may always be fired in addition to the M242 in a single Shoot action. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.
TOW: The Bradley carries 7 TOW missiles. This weapon causes a -3 Armor penalty. 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.
Name: UH-60 Blackhawk
Faction: US Army
Points: ~220
Material: UH-60 Blackhawk w/2 x M134 Minigun
Options: Replace M134 with M240 for -40 points.
Size: 6
Move: V/STOL, Loiter
Close Combat: 6xD10
Target: 6+
Armor: 5+
Kill: 9+
Type: Air Unit
Weapons:
M134 Minigun Range 48" Damage 6xD6
M240 MG Range 36" Damage 3xD6
Specials:
Air Unit
Transport 11
Tough 3
M134: Causes a -3 penalty to armor rolls. May fire once to each side facing only. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.
M240 MG: Causes a -1 penalty to armor rolls. May fire once to each side facing only.Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.
Name: Up Armored HMMWV
Faction: US Army
Points: 70
Material: HMMWV w/M2 .50 MG
Options: Replace M2 with Mk19 for +15 points. Replace M2 with TOW for +30 points.
Size: 2
Move: 10"
Close Combat: 2xD10
Target: 6+
Armor: 4+
Kill: 9+
Type: Transport
Weapons:
M2 .50 MG Range 36" Damage 2Xd6+1
Mk19 Grenade Launcher Range 24" Damage 2xD6+1
TOW Range 60" Damage D10+2
Specials:
Intelligence Feeds
Tough 2
Transport 5: Up to 3 models may fire from the HMMWV at a -1 penalty to their Damage dice if the HMMWV takes a Shoot action.
M2
Mk19: This weapon causes a -1 penalty to Armour rolls and will roll extra Damage Dice (but only D6 with no penalty to Armour 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.
Army List 2
TOW: The HMMWV carries 3 TOW missiles. This weapon causes a -3 Armor penalty. 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. The TOW can only be used if the HMMWV has not moved yet this turn.
Name: Army Infantry Command Team
Faction: US Army
Points: ~60
Material: 2nd Lieutenant w/ M4A1, Radio Operator w/M4A1, Sergeant First Class w/M4A1
Options: None
Size: 1
Move: 4
Close Combat: 2xD6
Target: 4+
Armor: 5+
Kill: 6+
Type: Command
Weapons:
M4A1 Carbine Range 20" Damage 1D6
Specials:
Command
Name: U.S. Army Infantry
Faction: US Army
Points: ~170
Material: Staff Sergeant w/M16A4
Alpha Team: Sergeant w/M16A4, Gunner w/M249 SAW, Grenadier w/ M16A4/203, Rifleman w/M16A4
Bravo Team: Sergeant w/M16A4, Gunner w/M249 SAW, Grenadier w/ M16A4/203, Rifleman w/M16A4
Options: None
Size: 1
Move: 4"
Close Combat: 2xD6
Target: 4+
Armor: 5+
Kill: 6+
Type: Squad
Weapons:
M16A4 Assault Rifle Range 24" Damage 1d6
M249 SAW Range 30" Damage 2xD6
M203 Grenade Launcher Range 16" Damage 1D6+1
Specials:
Fire Teams
M203 Grenade Launcher
M249 SAW
Starting off we have HMMWV, M1A2 SEP, M2A3 Bradley, UH-60 Blackhawk, Up-Armored HMMWV, US Army Infantry, and US Army Infantry Command Team. Units still in the works are AH-64D Apache Longbow, CH-47 Chinook, Javelin Teams, Stryker, M113, Army Rangers OR SF and M6 Linebacker.
Name: HMMWV
Faction: US Army
Points: ~50
Material: HMMWV w/M2 .50 MG
Options: Replace M2 with Mk19 for +15 points. Replace M2 with TOW for +30 points.
Size: 2
Move: 10"
Close Combat: 2xD10
Target: 6+
Armor: 5+
Kill: 8+
Type: Transport
Weapons:
M2 .50 MG Range 36" Damage 2Xd6+1
Mk19 Grenade Launcher Range 24" Damage 2xD6+1
TOW Range 60" Damage D10+2
Specials:
Intelligence Feeds
Tough 1
Transport 5: Up to 3 models may fire from the HMMWV at a -1 penalty to their Damage dice if the HMMWV takes a Shoot action.
M2
Mk19: This weapon causes a -1 penalty to Armour rolls and will roll extra Damage Dice (but only D6 with no penalty to Armour 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.
Army List 2
TOW: The HMMWV carries 3 TOW missiles. This weapon causes a -3 Armor penalty. 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. The TOW can only be used if the HMMWV has not moved yet this turn.
Name: M1A2 Abrams SEP
Faction: US Army
Points: 420
Material: M1A2 Abrams w/M256, M2 and 2 x MGs
Options: None
Size: 4
Move: 8"
Close Combat: 4xD10
Target: 8+
Armor: 2+
Kill: 12+
Type: Armor
Weapons:
120mm M256 Gun Range 72" Damage D10+4
M2 .50 MG Range 36" Damage 2xD6+1
MG Range 30" Damage 3xD6
Specials:
M256 Gun
M2 .50 MG
MG
Armored
Tough 4
Intelligence Feeds
Name: M2A3 Bradley IFV
Faction: US Army
Points: ~200
Material: M2A3 Bradley w/M242 Bushmaster, TOW, M240 MG
Options: None
Size: 3
Move: 8"
Close Combat: 3xD10
Target: 8+
Armor: 3+
Kill: 10+
Type: Transport
Weapons:
M242 Bushmaster Range 46" Damage 3xD6+3
TOW Range 60" Damage D10+2
M240 MG Range 30" Damage 3xD6
Specials:
Armored
Tough 3
Intelligence Feeds
Transport 6
M242: This weapon causes a -2 penalty to armor rolls.
M240: This weapon causes a -1 penalty to Armour rolls and must always use the same Fire Zone as the M242. It may always be fired in addition to the M242 in a single Shoot action. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.
TOW: The Bradley carries 7 TOW missiles. This weapon causes a -3 Armor penalty. 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.
Name: UH-60 Blackhawk
Faction: US Army
Points: ~220
Material: UH-60 Blackhawk w/2 x M134 Minigun
Options: Replace M134 with M240 for -40 points.
Size: 6
Move: V/STOL, Loiter
Close Combat: 6xD10
Target: 6+
Armor: 5+
Kill: 9+
Type: Air Unit
Weapons:
M134 Minigun Range 48" Damage 6xD6
M240 MG Range 36" Damage 3xD6
Specials:
Air Unit
Transport 11
Tough 3
M134: Causes a -3 penalty to armor rolls. May fire once to each side facing only. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.
M240 MG: Causes a -1 penalty to armor rolls. May fire once to each side facing only.Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.
Name: Up Armored HMMWV
Faction: US Army
Points: 70
Material: HMMWV w/M2 .50 MG
Options: Replace M2 with Mk19 for +15 points. Replace M2 with TOW for +30 points.
Size: 2
Move: 10"
Close Combat: 2xD10
Target: 6+
Armor: 4+
Kill: 9+
Type: Transport
Weapons:
M2 .50 MG Range 36" Damage 2Xd6+1
Mk19 Grenade Launcher Range 24" Damage 2xD6+1
TOW Range 60" Damage D10+2
Specials:
Intelligence Feeds
Tough 2
Transport 5: Up to 3 models may fire from the HMMWV at a -1 penalty to their Damage dice if the HMMWV takes a Shoot action.
M2
Mk19: This weapon causes a -1 penalty to Armour rolls and will roll extra Damage Dice (but only D6 with no penalty to Armour 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.
Army List 2
TOW: The HMMWV carries 3 TOW missiles. This weapon causes a -3 Armor penalty. 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. The TOW can only be used if the HMMWV has not moved yet this turn.
Name: Army Infantry Command Team
Faction: US Army
Points: ~60
Material: 2nd Lieutenant w/ M4A1, Radio Operator w/M4A1, Sergeant First Class w/M4A1
Options: None
Size: 1
Move: 4
Close Combat: 2xD6
Target: 4+
Armor: 5+
Kill: 6+
Type: Command
Weapons:
M4A1 Carbine Range 20" Damage 1D6
Specials:
Command
Name: U.S. Army Infantry
Faction: US Army
Points: ~170
Material: Staff Sergeant w/M16A4
Alpha Team: Sergeant w/M16A4, Gunner w/M249 SAW, Grenadier w/ M16A4/203, Rifleman w/M16A4
Bravo Team: Sergeant w/M16A4, Gunner w/M249 SAW, Grenadier w/ M16A4/203, Rifleman w/M16A4
Options: None
Size: 1
Move: 4"
Close Combat: 2xD6
Target: 4+
Armor: 5+
Kill: 6+
Type: Squad
Weapons:
M16A4 Assault Rifle Range 24" Damage 1d6
M249 SAW Range 30" Damage 2xD6
M203 Grenade Launcher Range 16" Damage 1D6+1
Specials:
Fire Teams
M203 Grenade Launcher
M249 SAW