Name [size] | Qua | Def | Equipment | Special Rules | Cost |
---|---|---|---|---|---|
Hell Marshal [1] | 4+ | 4+ | Master Rifle (24", A2), CCW (A1) | Fearless, Hero, Pod Drop(1), Regeneration, Tough(3) | 75pts |
Scout Marshal [1] | 4+ | 5+ | Master Rifle (24", A2), CCW (A1) | Fearless, Hero, Pod Drop(1), Regeneration, Stealth, Tough(3) | 75pts |
Heavy Marshal [1] | 4+ | 4+ | Master Rifle (24", A2), CCW (A1) | Fearless, Hero, Pod Drop(1), Protected, Regeneration, Slow, Tough(3) | 75pts |
STMC Officer [1] | 5+ | 5+ | Carbine (18", A2), CCW (A1) | Disciplined, Fearless, Hero, Tough(3) | 35pts |
Special Citizens [10] | 6+ | 5+ | 10x Pistol (12", A1), 10x CCW (A2) | - | 70pts |
SuperTerraMarineCorps [5] | 5+ | 5+ | 5x Rifle (24", A1), 5x CCW (A1) | Disciplined, Fearless | 70pts |
Hell Divers [3] | 4+ | 4+ | 3x Master Rifle (24", A2), 3x CCW (A1) | Fearless, Pod Drop(1), Regeneration, Tough(3) | 225pts |
Scout Divers [3] | 4+ | 5+ | 3x Master Rifle (24", A2), 3x CCW (A1) | Fearless, Pod Drop(1), Regeneration, Stealth, Tough(3) | 230pts |
Heavy Divers [3] | 4+ | 4+ | 3x Master Rifle (24", A2), 3x CCW (A1) | Fearless, Pod Drop(1), Protected, Regeneration, Slow, Tough(3) | 220pts |
Dive Turrets [3] | 3+ | 4+ | 3x Machinegun (30", A3) | Immobile, Pod Drop(1), Robot, Tough(3) | 225pts |
Attack Bike [1] | 4+ | 4+ | Machinegun (30", A3) | Fast, Impact(6), Scout, Tough(6) | 130pts |
Stomper Exosuit [1] | 4+ | 2+ | Minigun (24", A4, AP(1)), Rocket Launcher (18", A1, AP(2), Deadly(3)), Stomp (A2, AP(1)) | Fear(1), Fearless, Tough(6) | 190pts |
Obsidian Exosuit [1] | 4+ | 2+ | Twin Autocannon (36", A6, AP(2)), Stomp (A2, AP(1)) | Fear(1), Fearless, Tough(6) | 230pts |
Lumberer Exosuit [1] | 4+ | 2+ | AT Cannon (30", A1, AP(1), Deadly(3)), Heavy Flamer (12", A1, AP(1), Blast(3), Reliable), Stomp (A2, AP(1)) | Fear(1), Fearless, Relentless, Tough(6) | 190pts |
Fast Combat Vehicle [1] | 4+ | 2+ | Heavy Machinegun (30", A3, AP(1)) | Fast, Impact(3), Tough(6), Transport(6) | 165pts |
Assault Vehicle [1] | 4+ | 2+ | Autocannon (36", A3, AP(2)), 2x Machinegun (30", A3) | Fast, Impact(6), Tough(9), Transport(6) | 305pts |
Tank Destroyer [1] | 4+ | 2+ | Anti-Tank Cannon (30", A1, AP(3), Deadly(6)), Machinegun (30", A3) | Fast, Impact(6), Protected, Tough(9) | 325pts |
STMC Artillery [1] | 4+ | 2+ | ICBM (36", A1, AP(4), Blast(12), Indirect, Limited) | Entrenched, Immobile, Tough(6) | 160pts |
Diving Eagle [1] | 4+ | 2+ | Minigun (24", A4, AP(1)), Rocket Pods (24", A2, AP(1), Blast(3)) | Aircraft, Tough(6) | 235pts |
Pelican [1] | 4+ | 2+ | Autocannon (36", A3, AP(2)) | Aircraft, Tough(6), Transport(11) | 215pts |
Advanced Tactics: Once per this unit's activation, before attacking, pick one other friendly unit within 12", which may move by up to 6".
Beacon: Friendly units using Ambush may ignore distance restrictions from enemies if they are deployed within 6" of this model.
Beam: Unmodified rolls of 6 to hit deal two extra hits (only the original hit counts as a 6 for special rules).
Company Standard: Once per this unit's activation, pick 2 friendly units within 12", which get +1 to their next morale test roll.
Disciplined: This model gets +1 to hit rolls when shooting at enemies within 12".
Double Time: Once per this unit's activation, before attacking, pick one other friendly unit within 12", which may move by up to 6".
Explode(X): If this model is killed in melee, the attacking unit takes X hits. If this model survives melee, after both sides have finished attacking, it is immediately killed, and the enemy unit takes X hits.
Field Radio: If this unit has a model with the Double Time, Focus Fire or Take Aim rule, then it may use it on units that have a Field Radio up to 24" away.
Focus Fire: Once per this unit's activation, before attacking, pick one friendly unit within 12", which gets AP(+1) next time it shoots.
Orbital Destroyer: This model counts as having Caster(6), but takes 3 wounds whenever it fails to cast a spell.
Pod Drop(X): This model counts as having Ambush, and may be deployed up to 1" away from enemy units. Once deployed, roll X dice. For each 4+ one enemy unit within 3” takes 2 hits with AP(1).
Protected: When units where all models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
Repair: Once per this model's activation, before attacking, if within 2" of a model with Tough, roll one die. On a 2+ you may remove D3 wounds from that model.
Robot: Whenever a unit where most models have this rule fails a morale test that causes it to be Shaken or Routed, the test counts as passed instead. Then, roll as many dice as the number of wounds it would take to fully destroy it, and for each result of 1-3 the unit takes one wound, which can't be ignored.
Take Aim: Once per this unit's activation, before attacking, pick one friendly unit within 12", which gets +1 to hit next time it shoots.
Warning Cry: Enemy units using Ambush must be set up over 12" away from this model.
Name [size] | Qua | Def | Equipment | Special Rules | Cost |
---|---|---|---|---|---|
Lore Accurate Gen. Brash [1] | 3+ | 3+ | 2x Master Heavy Pistol (12", A2, AP(1)), CCW (A2) | Fearless, Hero, Protected, Regeneration, Takedown, Tough(3), Unique | 105pts |
Protected: When units where all models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
Takedown: Once per game, when this model attacks in melee, you may pick one model in the unit as its target, and make 1 attack at Quality 2+ with AP(1) and Deadly(3), which is resolved as if it's a unit of 1.
Unique: This unit may only be taken once per army.