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Lion Rampant Sci-Fi Variant

Units are Single figures (Leaders, Medics, FOOs, etc), Teams or Vehicles. Teams fire
and move all together. Teams must remain within 4 of a nominated team member.
This member may change each turn.

Turn Structure
Battered Units attempt to Rally
Leader Activation. Leaders may be activated and directly order other units to
activate. A failed activation by a leader or one of the units they are activating
does not end the turn.
Units that havent attempted to activate test for Wild Firing if they are subject
to it
Unit Activation. Any remaining units that have not attempted to activate may
now attempt to activate. A failed activation ends the turn.

Activation
Nominate the Unit to be activated and what they are attempting to do. Roll 2D and
add together the result.
Leaders activate on a 5+
Infantry Teams usually activate on a 5+
Vehicles activate on a 6+
Subtract 1 from the dice total for every 2 shock the unit suffers from. If a unit fails to
activate they may not be activated again in the turn.

Movement
All figures in the team move up to the distance below:
Tactical 3"
Normal 6"
Running 9" (team takes 1 shock)
Each shock on a team at the start of the move reduces the maximum distance a team
can move by 1. ie at 8 shock a team can only move 1, at 2 Shock a team can move
7 if they Run or 6 as usual for a Normal move.

A unit may not move within 4 of an enemy unit without initiating close combat.
Friendly units may move within 4 of each other but figures on different teams should
end their move at least 1 apart and closer to a fellow team member than a member of
a different team.

Crossing obstacles Unit must make a Normal move and must start the move at the
obstacle.

Rough ground: Take 1 shock moving Normally and 2 Shock for Running. May move
tactically without taking shock.
Moving and firing - may move normally or tactically but -1 to hit and move 3" less.
May shoot then move or move then shoot - so may shoot then resume a tactical stance

Shooting
Nominate the target team. At least one of the target team must be visible by one of
the firing team. Roll 12 dice minus 1 for every 2 shock on the firing team. Standard
infantry weapons hit on a 5-6. A team may use the stat line of a special weapon they
are carrying instead measure the range and line of sight from the figure depicted.
Roll half dice if less than half figures remaining (after subtracting for shock). There is
no penalty for losing half a units figures when firing with a Special Weapon.

Modifiers :
-1 if at effective range,
-1 if moving and shooting
Calculate casualties like normal (hits divided by armour rounded down)
Soft cover = armour +1
Hard Cover = armour +2
Tactical = cover one better, can't get better than Hard Cover
Calculate Shock like casualties except Armour counts as 1 less (min 1)

If a target team is in mixed cover count the figures in the least cover that is visible to
the firing team. If the target is in cover and another team is within 4 the owner may
elect to share casualties and shock between the teams. Casualties and shock should be
shared equally any remainder can be allocated as the owner desires. The owning
player decides which casualty figures to remove.

If a leader is within 4" of a team taking casualties roll 1D for each casualty result. For
each 1 the leader takes 1D3 wounds instead of losing a soldier. The leader loses 1
Command Point for each wound. If a leader is reduced to 0CP they are killed. If a
team are wiped out then any excess casualty results automatically effect the Leader.

If a team with a special weapon takes a casualty that special weapon is lost if 4 sixes
were rolled on the attack dice.

Close combat
Both sides roll simultaneously. Roll 12D less 1 die per 2 shock on the team. Roll 1D
extra for each CP of a leader present. Roll half dice for more than 50% casualties
(half the dice remaining after reducing for shock and adding CP) round up. Take
casualties and shock as for shooting. Gain +1 Armour for defending an obstacle or
building. Rough Ground and cover has no effect. Make a Courage test if a team
sustain any casualties. If neither side is battered or Routs the losing side (that inflicts
the fewest casualties) must withdraw 4. If casualties are equal the attacking side
must withdraw. If at the end of close combat the attacker has won and is within 4 of
another opposition team they may elect to fight another round of combat with that
team or withdraw to 4 distance from that team. They may not fight more than 2
rounds of combat in a single turn.
Shock and Courage
If a team take casualties roll a courage test with the following modifiers to the dice
roll:
-1 per casualty
+1 if any Leaders are within Command Range
Add 1 to the courage stat for every 2 shock the team has.
Battered Units retreat 3+1D6 then immediately go tactical and cannot be activated.
They will not retreat out of or past cover unless defeated in close combat or taking
casualties from a flame weapon (Flamer or Melta). Rout as per normal rules (ie result
of 0 or less). Battered units don't lose casualties for failed rally rolls - take 1 Shock
each time they fail instead. If Shock exceeds double the number of figures left in a
team that team immediately becomes Battered if it isnt already. They will Rout at
the end of their Turn (remove them from the table as casualties) unless Shock is
removed.

Shock can be removed by activating a Leader within Command Range of the team (4"
if in line of sight of enemy). -1 Shock per Command Point (CP) used.

Vehicles
When activated a vehicle may Move, Move and Shoot or Shoot and Shoot. Move
allows the vehicle to move at Running speed, Move and Shoot allows the vehicle to
move at Normal or tactical speed and fire one weapon system. The vehicle is -1 to hit
if travelling at Normal speed. Shoot and Shoot allows the vehicle to fire two different
weapon systems but not move (eg a main gun and forward facing heavy bolter).

Vehicles move as per normal units but gets no benefit from being Tactical. Vehicles
may turn once in their move. Fast vehicles move 3" extra. Slow Vehicles cannot
move at running pace. Wheeled vehicles are Fast on road and Slow off road.
Vehicles may attempt to cross obstacles or rough terrain at normal or slow speed.
They most roll 1D at slow speed or 2D at normal. Subtract 1 for tracked vehicles. If
the total is higher than their armour rating they are bogged and stuck on the terrain.
Roll again next activation to try to move. Skimmers may ignore low terrain and
obstacles such as rough ground. Walkers do not need to roll to cross an obstacle.

If a wheeled or tracked vehicle runs over a unit (friendly or enemy) immediately make
an attack on that unit at 4+ with no cover.

Anti tank weapons have an AP rating. Roll for hits as normal using AP rating vs
Armour. Armour is -1 on sides and -2 on rear and top (min 1.) If the vehicle is over
50% obscured by cover Armour +1. Weapons without an AP rating may fire at
vehicles at close range but with half dice hitting on a 6+. Vehicles take Shock like
normal units. If a vehicle takes casualties roll on the Vehicle damage chart for each
casualty (-1 on the dice roll for weapons without AP). If a vehicle is carrying any
units then apply both results.
Roll Vehicle Carried Unit(s)
1 or Crew member killed - may only 1 Casualty and 1 Shock
less Move or Shoot from now on. Take
1 Shock
2 Weapon knocked out - roll 1 Casualty and 2 Shock
randomly which. Take 2 shock
3 Vehicle immobilised - may 2 Casualties and 3 Shock
continue to shoot. Take 3 shock
4 Vehicle immobilised and main 2 Casualties and 4 Shock
weapon fails. Take 4 Shock.
5 Vehicle catches fire crew abandon 3 Casualties and 4 Shock units
immediately debus. Counts as
activation for the turn.
6 Vehicle explodes killing all All killed.
occupants, roll an attack against any
unit within 4" at 3+

A result of 3 or 4 on a skimmer will destroy the vehicle as it crashes to the ground. If


the crew abandon a vehicle it is left in place and cannot be activated again. The crew
take no further part in the battle.

A result of 5 or 6 will create smoke place a 3 smoke marker downwind of the


vehicle. This marker will remain for the rest of the battle. Determine the wind
direction randomly when this result first occurs and use this direction for any further
smoke.

A vehicle which takes a casualty result has to roll a Courage test (minus the number
rolled above rather than casualties taken). If a vehicle Routs then the crew
immediately abandon the vehicle. A vehicle that becomes battered will reverse away
from the enemy 3D6 (2D6 slow vehicles). If this takes them out of line of sight of
the enemy they will remain in the vehicle until rallied. If it does not take them out of
line of site the crew will abandon the vehicle and the vehicle may not be activated
again during the battle.

If a vehicle has a leader inside then the leader may be hit roll 1D per Casualty on a
carried unit even if no unit is being carried other than the leader on a 1 the Leader
has been hit instead and takes 1D3 wounds. Casualties and Shock inflicted on carried
Units are shared between any Units present. A carried unit that takes casualties must
make a courage test as usual. If it becomes Battered it will remain in the vehicle until
it rallies or forced to debus by a result of 5. A unit that Routs whilst in a vehicle
immediately debus and Rout off the board.

If a vehicle has capacity a player may elect to have one or more teams in the vehicle
when it enters play. The vehicle only needs to be activated. The carried unit is only
activated when it wishes to de-bus. A unit may only debus from the vehicle if the
vehicle has not moved that turn. Debussing requires a normal move activation of the
unit. Place the vehicle occupants within 4 of the vehicle. The vehicle may not move
that turn but may still fire.
Giant Fighty Robots Large Robots are treated like vehicles except never have to
take a courage test and will never become battered or rout. They still accumulate
Shock (representing damage to the Robot) and suffer normal damage effects from the
Vehicle Damage Chart. Robots activate on a 7+.

Vehicle Smoke Launchers. A vehicle may fire smoke instead of firing a weapon.
Place two 3 smoke markers on the board side by side directly in the vehicles front
with their centres 10 in front of the vehicle. A vehicle which becomes battered that
is equipped with smoke will instantly launch smoke prior to retreating.

Leaders:
When activated a Leader may spend their Command Points activating other units,
removing Shock or moving themselves. Junior Leaders have 2 CP and Senior
Leaders 3CP. Leaders suffer -1 on the activation dice roll and -1 Command Point for
each wound sustained. Leaders never take Shock. Leaders may be targeted by enemy
fire if they are more than 4 from a friendly team. If they are within 4 of a friendly
team then fire is resolved against that team. If a leader is in close combat by
themselves they roll 6D6 with no bonus dice for their CP.

Command Range is how far away a figure from a team can be for the team to still be
activated by the Commander. Command Range is 9 for Senior Leaders and 6 for
Junior. Reduce Command Range by 3 for each wound sustained.

Move A commander may move up to 9 (6 in Rough Terrain or crossing an


obstacle) at a cost of 1 CP. A commander may not move twice in a turn. Lose 3 off
their maximum move for each wound they have.

Remove Shock 1 CP - Remove 1 Shock from a team. This does not count as an
activation for the team.

Make an Example 1 CP Can only be used on an infantry unit within 4. The


target team takes 1 Casualty and Remove 2D6 Shock. The unit must then make an
immediate Courage test. If it fails it guns down the Leader in a hail of fire and
immediately Routs from the board, remove both the Leader and the Team. If it passes
it immediately Rallies and may then be activated normally that turn (if it hasnt
already been activated) even if it failed a Rally test at the start of the turn.

Follow me! Roll an activation for a Unit, at 0, +1 or +2 for 1, 2 or 3 CPs, to move


into close combat along with the Leader. If the activation fails the leader must move
by themselves as close as possible to the enemy team without initiating close combat.

Issue an Order Roll an activation for a Unit at 0, +1 or +2 for 1, 2 or 3 CPs.

Overwatch 1CP to activate a team. Roll an activation for the team if it activates
the Unit may go onto Overwatch. This removes any other stance (ie Tactical). The
Team may attempt to interrupt the opponents turn to shoot at a target that attempts to
activate in line of sight or moves into line of sight. If a team Activates off the board
to be deployed onto a Jump Off Point resolve the Overwatch after the team have
completed their activation. Roll to activate the Overwatch team at 6+ to shoot.
Overwatch is removed if the team are successfully activated or not. A unit may not
be tactical when on Overwatch.

Directed Firing 2 or 3 CP to activate a team. Roll an activation for the team if it


activates the Unit may Fire at a target normally and gains 1 or 2 firing dice
respectively. May not Move and Shoot.

Covering Fire 1 CP. Activate a team to provide covering fire. Nominate the target
terrain feature (eg a single small building, one floor of a large building, 6 of wall or
hedge). Any team firing from this feature does so as if their target was in one better
cover. Covering fire stops at the end of the next turn.

Lay Smoke 1 CP. A team equipped with grenades or a grenade launcher may lay
down smoke. Smoke blocks line of sight (except from troops equipped with
Scanners). Activate the team if it fails they are out of smoke rounds and may not
lay down smoke for the rest of the battle. If it succeeds nominate the aiming point
(within effective range) and roll 1D.

1 Deviates D6 left
2 Deviates D6 right
3 No deviation if in line sight else deviates D6 backwards
4 No deviation if in line sight else deviates D6 forwards
5-6 On Target

Place a 3 diameter smoke marker on the board on the aiming point.

Track how long a smoke marker has been present using a dice. Roll 2D at the
beginning of each turn. Remove all smoke markers with a number equal to or higher
than the dice total then increase all other markers by 1.

Wild Firing
Some units are subject to firing at anything that moves. If there is an enemy unit in
line of sight roll to activate the team at the start of the turn (like Wild Charge). If
activated they will fire at the closest enemy team. Even if they stand no chance of
hitting anything they will still fire, though if they have a choice of weapons the
owning player may choose which weapon to use. The unit will lose any Tactical or
Overwatch stance and may not be activated again that turn.

Jump Off Points


Use Jump Off Points and Patrol Phase from Chain of Command. May activate teams
from off the board as normal to deploy them. A Leader that is off the board can use
CP to deploy teams (or themselves) onto the board as per normal orders. Units can
deploy within 6" of a JOP but may not move in the turn that they deploy though they
may fire at full effect. May not deploy from a JOP if an enemy unit is within 4" of the
JOP. If an enemy unit is activated on a JOP that JOP is lost and removed from the
board. Vehicles deploy on the friendly board edge within 6 of a road if there is one.
Army Morale
Track Army Morale and use the Bad Things Happen table from Chain of Command.
Use the Section results for loss of a Team. Use Team results for loss of a half team.
Roll break result only when a Unit routs from the table. Force Morale effect:

Morale Level Effect


5+ None
4 Activations and Courage tests at -1
3 Activations and Courage tests at -2
2 Activations and Courage tests at -2, Lose 1 Jump off Point
1 Activations and Courage tests at -3
0 Side Routs or surrenders
Armour
Team Half
Armour Cost Team
No Armour 1 1 1
Flak Armour 2 3 1
Power Armour 3 5 2
Terminator Armour 4 7 3

A standard team is 6 Models and a half team is 3 models. A half team count as
having lost half their figures for firing and close combat (but not courage tests). They
should therefore typically be armed with a Special Weapon.

Troops
Courage Attack Defend Team Special
Cost
Space Marines 3 4+ 4+ +1
Space Orks 4 4+ 5+
Gretchen 5 6+ 6+ -1
Imperial Guard 4 5+ 4+
Veterans
Imperial Guard 5 5+ 4+ -1 Wild Firing
Conscripts
Eldar 4 5+ 4+
Chaos Marines 3 4+ 4+ +1
Chaos Cultists 4 4+ 5+ Wild Firing
Minimum cost for a team (including any special weapons) is 1

Example Vehicles
Armour Speed Capacity Cost
Halftrack buggy 2 Fast 0 2
Buggy 3 Wheeled 0 2
Walker 3 Normal 0 2
Land Speeder 3 Fast 0 3
Skimmer
Dreadnaught 4 Slow 0 3
Ork Truk 4 Wheeled 7 4
Rhino 4 Normal 7 4
Predator Tank 5 Normal 0 4
Ork Battlewagon 5 Normal 13 5
Heavy Tank 7 Normal 0 6
Super Heavy Tank 9 Slow 0 8
Cost = Armour -1
Fast = +1
Troop carrying capacity >0 = +1
Slow = -1
Smoke launcher = +1
Weapons
Short Effective Shoot AP Cost Notes
Range Range Rating
Bolt Action Rifle UL 6+
Assault Rifle 12 UL 5+
LMG 18 UL 5+ Slow
Bolter/Stubber/Las 18 UL 5+
Gun/ Shuriken
Catapult, etc
Flamer 12" 4+ 2 Ignore Cover & Double
Shock
Heavy Flamer 12" 15 3+ 6+ 3 Slow
Ignore Cover & Double
Shock
Melta Gun 12" 4+ 5+ 3 Ignore Cover & Double
Shock
Multi Melta 12" 15 3+ 4+ 4 Slow
Ignore Cover & Double
Shock
Plasma Gun 12" 24 4+ 5+ 2
Heavy Plasma Gun 18 36 4+ 4+ 4 Slow
Plasma Cannon 24 48 3+ 3+ 6 Support Weapon
Las Cannon UL 5+ 6+ 1 Slow
Missile Launcher 24 UL 5+ 5+ 2 Slow
Heavy UL 5+ 1 Slow
Bolter/Stubber Defend +1
Assault Cannon 18 UL 4+ 2 Slow
Defend +1
Grenade Launcher UL Indirect 5+ 6+ 2 Slow. May fire indirect
(counts as effective
range)
Reduce cover by 1
Grenades 8 11 4+ 5+ 1 Reduce cover by 1
Close Combat 12 18 4+ 1 Attack +1
Pistols/Shotgun
Close Combat hand NA 1 Attack +1, Defend +1
Weapons
Cannon UL 4+ 5+ 3 Support Weapon
Reduce cover by 1
Heavy Cannon UL 3+ 4+ 5 Support Weapon
Reduce cover by 1
Warpfire Cannon UL 4+ 3+ 5 Support Weapon
Reduce cover by 1

Slow weapons may not Move and Fire. Support Weapons are not man portable but
must be mounted on a vehicle or gun carriage. Support Weapons on a gun carriage
may only move 1 per team member (2 for self-propelled weapon platforms).
Support Weapons with a gun shield provide 1 better level of cover for the crew. If 4
sixes are rolled when shooting at a Support Weapon the weapon is damaged and may
not be fired again during the game. Support Weapons may not Move and Fire unless
mounted on a vehicle.

Support
Medic 1 pt. Activate on a 5+. Heals 1 wound on a leader within base contact if
activated at 7+. The Leader may not activate the turn they are healed. Moves and
takes casualties as per a Leader but cannot activate other troops or remove Shock.
Killed with 1 wound.

Entrenchments 1 pt. Provide hard cover to one team deploying from a jump off
point

Adjutant 1 pt. Acts as a leader with 2CP for deploying units to jump off points from
off the board but may never be deployed themselves.

Minefield 1 pt. Covers a 6 square area nominated after JOPs placed. No unit may
move into or out of a minefield except Skimmers until it is cleared by engineers.
Maximum of 2 Minefields may be selected

Road block 1 pt. 2 deep covering a single road. No wheeled or tracked vehicle
may cross the road block until cleared by engineers. Counts as hard cover.
Maximum of 1 Roadblock may be selected

Barbed Wire 1 pt. 2 deep and 6 wide. No infantry or wheeled vehicle may cross
barbed wire until cleared by Engineers counts as an obstacle for other vehicles.
Maximum of 4 Barbed Wire may be selected

Engineering Team Flak Armour 1 pt, Power Armour 2 pts. Half team of 3 Figures.
Can remove barbed wire, minefields and road blocks. Must be activated with a roll of
7+ in base contact with the item to be cleared.

Pregame barrage 2 pts. Makes it harder for opponent to deploy teams to the battle.
Any unit activating off the board does so at -2 on the activation dice roll.

Junior Leader 5 pts. Leader with 2 CP

Senior Leader 9 pts. Leader with 3CP

Advanced Comms. If a force is equipped with advanced communication equipment


Leaders can attempt to activate units outside their command range. Any leader with
Advanced Comms may act as a FOO for off field support weapons (must also select
Off Field Support.) Costs 2 pts Leader.

Cloaking. A unit equipped with cloaking devices count cover as one better when fired
at. +1 pt per unit

Scanners. Scanners reduce the effectiveness of cover. A unit equipped with scanners
reduces the cover of the target unit by one level. They also improve spotting of
snipers giving +1 to the roll. Finally scanners allow a unit to see through smoke. A
unit equipped with scanners may draw line of sight through smoke. Any target fired at
through smoke improves their cover level by one. +1 pt per unit

Off Field Mortars 8 pts


Off field mortars may fire at a target in line of site of a FOO. The FOO must contact
the mortar battery with an activation of 7+ and places an aim point on the board.
From the next turn onwards the battery may be activated on a 7+. Mortar Batteries
cannot be activated by a Leader. Determine the deviation of the first salvo by rolling
2D6.

2 Deviate 6D6 inches


3 Deviate 5D6 inches
4 Deviate 4D6 inches
5 Deviate 3D6 inches
6 Deviate 2D6 inches
7 Deviate 1D6 inches
8+ On target

Roll a D12 for direction and move the aiming point as required. Any unit within 6 of
the aiming point (the beaten area) is attacked at 5+. All vehicles are attacked at 6+
AP. Any unit within the beaten area immediately goes Tactical and may not move.
The smoke and dust blocks line of sight into, out of, or through the area until the
barrage stops. Vehicles may move out of the area at Slow or Normal speed but may
not move into the area or fire into, out of or through the area.

The battery may be activated on future turns at 6+ to continue firing at the same
aiming point without rolling for deviation roll another attack against all Units within
the beaten area. If the battery fails the activation roll the barrage ends. The FOO may
be activated again (at 7+) to stop the battery firing. Otherwise the barrage effects lasts
for 6 turns place a D6 beside the FOO and count up the turns. The barrage effects
stop at the end of the sixth turn it was called. The battery may be called to fire again
by the FOO on an activation of 7+ if the aiming point remains the same. If the FOO
wishes to move the aiming point the procedure must be repeated as above.

FOOs move and are targeted as Leaders. They may Move once per turn (activated on
a 5+) and are killed after taking two wounds. If wounded they are activated at -1, lose
3 from their maximum move and may be healed by Medics like a Leader.

Sniper 3 pts
Snipers may deploy anywhere within 12 of a friendly JumpOff Point. They do not
move in the same manner as other troops, but may change their position up to 12
when activated on an 8+. Snipers may fire one shot when activated on a 7+. Snipers
may not be activated by a Leader. They may target any Unit on the table which is in
direct line of sight. They roll 12D hitting on a 5+ ignoring any cover. If one or more
casualty is achieved then any Leader with the target Unit is hit on a 1 or 2 rather than
a 1. A maximum of one casualty may be inflicted any excess casualties result in
Shock instead.
When fired on by a sniper a Unit may only respond if they are on Overwatch and
covering the area where the sniper is located. They will also need to test to see if they
can identify the snipers firing position. On the first time the sniper fires at a Unit
covering the area he is firing from, the Team or Teams on Overwatch roll a D6. On a
6 they spot the sniper; on any other result they fail to identify his position. The next
time the sniper fires at them they will roll a D6, adding +1 to their dice roll, with an
additional +1 being added each time the sniper fires. Only when they spot the sniper
will they be able to fire at his position. Once a sniper is spotted, he may be fired at as
normal by the Unit which has identified his position, as long as he remains in that
position. Any single kill will remove the sniper Team from the table. Any Shock is
ignored. If the enemy make base to base contact with the Sniper Team, the position is
considered overrun and the sniper Team will be removed from the game.
Forces

Forces can be selected however desired. A basic platoon is outlined. The suggestion
would be to select support to take the Platoon to 24 points plus the support level
outlined in the CoC scenario. Each platoon gets a Senior Leader for free.

Space Marine Platoon

HQ Senior Leader with Advanced Comms (2)


Squad 1 Team of 6 Marines with Bolters (6)
Squad 2 Team of 6 Marines with Bolters (6)
Squad 3 Team of 6 Marines with Bolters (6)

Cost 20 Points

Support Choices
Equip a team with:
Cloaking 1pt
Scanners 1pt
Close Combat Weapons 1 pt
Grenades 1 pt
Las Cannon 1 pt
Grenade Launcher 2 pts
Missile Launcher 2 pts
Multi Melta 4 pts
Heavy Plasma Gun 4 pts
Medic 1 pt
Adjutant 1 pt
Marine scout half team with Cloaking 3 pts
Marine half team w Grenade Launcher 4 pts
Marine Squad with Bolters 6 Pts
Junior Leader with Advanced Comms 7 pts
Predator Tank with Armour 5, Cannon and heavy bolter 8 pts
Ork Freebooters
HQ Senior Leader (0)
Junior Leader (5)
Squad 1 Team of 6 Orks with Heavy Bolter (4)
Squad 2 Team of 6 Orks with Bolters (3)
Squad 3 Team of 6 Orks with Bolters (3)
Squad 4 Team of 6 Orks with Bolters (3)

Cost 18 Points

Support Choices
Equip a team with:
Close Combat Pistols 1 pt
Grenades 1 pt
Heavy Bolter 1 pt
Plasma Gun 2 pts
Heavy Plasma Gun 4 pts
Adjutant 1 pt
Gretchen Squad with close combat pistols 1 pt
Medic (Pain Boy) 1 pt
Scouts half team 3 Grot sneaks w Cloaking 1 pt
Ork Squad with Bolters 3 Pts
Half track - Fast with armour 2 and heavy bolter 3 pts
Truk with Armour 4 and Heavy Bolter 5 Pts
Junior Leader 5 pts
Battlewagon with Armour 5, Cannon, & Smoke 9 pts
Imperial Guard Platoon

HQ Senior Leader (0)


Junior Leader (5)
Squad 1 Team of 6 Guard with Las Guns and Las Cannon (4)
Squad 2 Team of 6 Guard with Las Guns and Grenade Launcher (5)
Squad 3 Team of 6 Guard with Las Guns (3)
Squad 4 Team of 6 Guard with Las Guns (3)

Cost

Veterans 20 Points
Conscripts 16 Points

Support Choices
Equip a team with:
Cloaking 1pt
Scanners 1pt
Close Combat Weapons 1 pt
Grenades 1 pt
Las Cannon 1 pt
Grenade Launcher 2 pts
Missile Launcher 2 pts
Flamer 2 pts
Medic 1 pt
Adjutant 1 pt
Pre-game Barrage 2 pts
Guard scouts half team with Cloaking 2 pts
Squad 6 Conscripts with Las Guns 2 pts
Advanced Comms to leaders 2 pts per leader
Squad 6 Veterans with Las Guns 3 pts
Half team w Grenade Launcher 3 pts
Sniper 3 pts
Junior Leader 5 pts

Tank Slow with Armour 6, Heavy Cannon and forward las cannon 10 pts
OVERWATCH
OVERWATCH OVERWATCH OVERWATCH

OVERWATCH OVERWATCH OVERWATCH

COVERING FIRE COVERING FIRE

COVERING FIRE COVERING FIRE

TACTICAL TACTICAL TACTICAL

TACTICAL TACTICAL TACTICAL

TACTICAL TACTICAL TACTICAL

TACTICAL TACTICAL TACTICAL

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