UN P Scale Force List

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Infantry

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"Storm Troopers form the bulk of the New World Army, numbering in the millions. Storm Troopers are drawn from dozens of different sources- UN member states, Valentine forces, pro-UN Guerrillas and so on. Each Storm Trooper is highly trained and extremely disciplined, and are expected to continue fighting in the worst of circumstances. Storm Troopers are equipped with Storm Trooper Power Armour, which is lighter and more maneuverable than other suits; but more notably their weapons all rely on Pulse technology. As a rule, Storm Troopers rely greatly on their ability to lay down heavy amounts of accurate, devastating fire.
"
STORMTROOPERS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 45 35 40 40 25 30 30 20
SKILLS
Athletics+10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Disciplined, Fire Drill (1)
TALENTS
Barrage, Deadeye Shot, Nerves of Steel, Rapid Reload
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Positron Gun, Pulse Rifle - Burst Cannon, M-Launcher (Frag), SAM Launcher
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
14 Pulse Carbine Pulse Pistol Surovite Sword/Hyper Knife Stormtrooper Power Armour
Horde Abilities
Defensive Abilities
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move or are moved. This ability also stacks with itself up to a maximum of +4 AP.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.
Grenade Abilities
Frag Assault 1 Full 1 3 Per Battle You make a ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.

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Rare Infantry

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"The Phantoms are an elite army of hidden soldiers, designed, created and harvested from the alien depths of the Synfront. Little is known about them; what is known, however, is that each and every one is a lethal killer, agile and skilled, and armed with powerful and highly advanced technology that seems a little more than human in its creation. Indeed, it's theorised that the gear the Phantoms are using is actually based off ancient Ancestral knowledge laid bare by Mary Caine's Eternity Drive. More disturbingly, each Phantom is identical physically, each of them an Ayanami clone. Mentally, the Phantoms have been given a truly intense level of conditioning beyond anything ever seen before. The conditioning the Phantoms go through means that each Phantom has a number of 'conscious minds'. Memories don't transfer between minds, and the abilities each mind can access are limited. Thus Phantoms might go into a 'training' mind when they practice; when they go into battle, Phantoms wear a 'killer' mind, which allows them to use their deadly skills; after the battle is done, the 'killer mind' switches off and is replaced with a more passive form. Although Phantoms are capable of learning, their conditioning means that at any given time, they're unable to remember most of their thoughts at once; this means that in most cases they're mentally foggy and confused, unable to think very quickly and completely bereft of things as simple as being able to track the time. Finally, all Phantoms are, through some process of the Eternity Drive, bound to an Adept; multiple Phantoms are bound to the same Adept, usually 20 or 40 at a time. These form a Phantom family; a collection of sisters gently led by a loving parent.
"
PHANTOMS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 40 40 50 30 40 30 20
SKILLS
Athletics+10, Acrobatics+20, Awareness+20, Dodge+10, Literacy, Stealth+10
HORDE TRAITS
Adept-Linked, Ambushers, Disciplined, Evasive, Fire Drill (2), Mobile (3), Overwhelming (1)
TRAITS
Unnatural Agility(+2)
TALENTS
Barrage, Catfall, Deadeye Shot, Nerves of Steel, Swift Attack, Rapid Reload, Sprint
SPECIALISTS
Coordinator, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist (Anathema Blade, Bane Rifle, Dirac Cannon, Hyper Cannon, Reaper Sword, Shuriken Cannon, Spinner Pistol)
WOUNDS EQUIPMENT
15 Shuriken Rifle, Shuriken Pistol, Phantom Sword, Phantom Armour
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Bane Rifle, Spinner Pistol Anathema Blade, Reaper Sword Dirac Cannon, Hyper Cannon, Shuriken Cannon
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
16 Shuriken Rifle Shuriken Pistol Phantom Sword Phantom Armour
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move or are moved. This ability also stacks with itself up to a maximum of +4 AP.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.
Grenade Abilities
Anti-Armour Assault 1 Full 1 1 Per Battle You make a ranged attack with the Crack Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle You make a ranged attack using either the Smoke or Blind Grenade profile.
Flashbang Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Frag Assault 1 Full 1 3 Per Battle You make a ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Ranged Abilities
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.

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Elites

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These pilots are representatives of the massive corps of tank drivers, navigators, air force pilots, AC Suit fighters and Superheavy operators. Skilled and able, their expertise keeps the UN war machine going forward.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 45 35 35 45 35 35 35 25
BASIC SKILLS
Athletics+10, Awareness+10, Dodge+10, Literacy
SPECIALIST SKILLS
Operate (One of the following: Air Military+10, Land Military+10, Sea Military+10, Superheavy+10)
PROFICIENCY TALENTS
Basic (General, Positron), Pistol (General, Positron)
MENTAL TALENTS
Nerves of Steel
RANGED TALENTS
Rapid Reload
PILOTING TALENTS
Adept Maneuvering, Reduce Profile
WOUNDS EQUIPMENT
12 Pulse Pistol, Stormtrooper Power Armour, 1 Vehicle

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Commanders

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"Junior Magistrates are expected to lead their Storm Troopers in battle. Junior Magistrates make their presence felt with their combat skill and stern authority, stiffening the resolve of their forces. Off the battlefield, Junior Magistrates are expected to be incorruptible upholders of the Universal Law, and are all at once judge, jury and executioner. Junior Magistrates are the equivalent to Captains and command Companies; High Junior Magistrates are the equivalent to Colonels and command brigades. Out of combat, they are expected to be capable of managing 'a populace below 10 million people'."
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 40 35 35 40 45 35 40 40
SKILLS
Athletics, Awareness+10, Charm, Command+10, Dodge, Intimidate, Literacy, Scrutiny
SPECIALIST SKILLS
Scholastic Lore (Tactics+10, Universal Law), Speak Language (English plus two others)
HORDE LEADER BONUS
Junior Magistrate (Fire Drill (+1). Land units gain +1 Ranged Damage and Fire Drill (1)).
TRAITS
Tactician, Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master
RANGED TALENTS
Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Foresight, Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Peer (UN), Radiant Presence
SUPPORT TALENTS
Mass Marking
OFFENSIVE TACTICS
Coordinate Volleys, Offensive Stance
DEFENSIVE TACTICS
Defensive Stance, Repel Attackers
SUPPORT TACTICS
Master Tactician, Mobile Stance
WOUNDS EQUIPMENT
15 Best Pulse Carbine, Best Pulse Pistol, Magistrate Glaive, Magistrate Power Armour, Grenades (2 frag, 2 blind).

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