United Earth Federation P Scale List

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Infantry

Fed. Infantry

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The Federation's largest military branch is the Army; and the majority of the Army is made up of Infantry such as these. They fight using tried and true tactics and strategies, advancing in APCS under air and artillery cover, before dispersing to fortify and hold a position. The Federation Army is drawn from a dozen different nationalities using different doctrines, fighting styles and equipment, so not every regiment is identical. Equipment varies by country, although the vast majority of the bulk of the Army is drawn from the richest states, so equipment tends to be high quality: protective carapace armour is practically standard, whilst modern firearms are common. The French, British, Russians and Chinese rely on the trusty Railgun for their needs, whilst the Americans and Canadians cleave to Maser weaponry.
FEDERATION INFANTRY
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 35 35 35 35 25 30 25 25
SKILLS
Athletics +10, Awareness, Dodge, Literacy
HORDE TRAITS
Disciplined
TRAITS
-
TALENTS
Nerves of Steel, Rapid Reload
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Bolter/Bolt Shotgun/Crack Grenades/Death Blossom Grenades/Frag Grenades/Mas Longrifle/Rail Battle Rifle - Multi-Maser, Rail Minigun
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
9 Mascarbine/Masgun/Railcarbine/Railgun Maspistol/Railpistol Surovite Shortblade Carapace Armour
Horde Abilities
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
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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Fed. Internal Security

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The Internal Security Forces were formed out of the remains of NERV Security, AKA Section Two or S2, that defected with the majority of NERV at the start of the war. Due to their history, they are still often colloquially referred to as S2. The ISF is drawn predominantly from the special intelligence services, counter-terrorism agencies and police forces. Their main duties involve VIP protection and counter-espionage and -sabotage operations. ISF agents are trained with basic hand-to-hand weapons and the most common firearms. However, due to their focus being on low-key operations and the like, ISF Agents are more suited to sporadic skirmishes; they often fare poorly when asked to go toe to toe with battle-hardened combat units in pitched battles. Most ISF units are outfitted with a basic sidearm, knife and barzilite suit; some of the more well-equipped ones will sport better equipment but they are the exception, not the rule. ISF maintains dedicated high-intensity combat units, which are are world away from the typical agent; these are represented as Federation Special Forces instead.
FEDERATION INTERNAL SECURITY FORCES
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 35 35 35 40 35 35 30 35
SKILLS
Athletics +10, Awareness+10, Charm, Dodge, Intimidate, Inquiry+10, Literacy, Search+10, Stealth+10
HORDE TRAITS
Ambushers
TALENTS
Rapid Reload, Unremarkable
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Long Masrifle/Rail Battle Rifle - -
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
9 Mascarbine/Masgun/Railcarbine/Railgun Maspistol/Railpistol Surovite Shortblade Agent Suit/Carapace Armour
Horde Abilities
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.
Support Abilities
Sabotage 1 Full 1 3 Times per Battle Choose one enemy Horde within AB dm/km. The target tests Awareness; on a failure, they are stunned for 1 round.

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Fed. Special Forces

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The Federation Special Forces is a general name given to the dozens of different elite special operations groups the Federation has access to, drawn from different member nations. Examples include the US Rangers, the French Naval Commandos, the Soviet Spetsnaz, the Chinese FSO, and the British SAS. Each has their own specialty, but the following is true for all of them: they are excellent, reliable elite forces with the best equipment, capable of destroying or crippling forces many times their size.
FEDERATION SPECIAL FORCES
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 50 40 40 50 35 45 35 25
BASIC SKILLS
Athletics+10, Awareness+10, Demolitions+10, Dodge+10, Literacy, Stealth+10
HORDE TRAITS
Ambushers, Battle-Hardened, Disciplined, Fighting Withdrawal, Fire Drill (2), Mobile (1)
TALENTS
Barrage, Deadeye Shot, Mighty Shot, Nerves of Steel, Rapid Reload
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Assault Flamethrower, Bolt Shotgun, Crack Grenades, Death Blossoms, Frag Grenades, Mas Longrifle, Positron Grenades, Positron Gun, Rail Battle Rifle Hyper Sword -
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
12 Bolter/Hellgun/Mascarbine/Masgun/Railgun/Railcarbine Bolt Pistol/ Hellpistol/Maspistol/Railpistol Hyper Knife/Surovite Sword Fed. Light Power 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 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.
Support Abilities
Sabotage 1 Full 1 3 Times per Battle Choose one enemy Horde within AB dm/km. The target tests Awareness; on a failure, they are stunned for 1 round.

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Starfleet Marines

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The Star Fleet Marines are the armed contingent responsible for the protection of the AT Battleship Dorian Lachapelle. About 8,000 Marines are enlisted, but only 4,000 are assigned to the Battleship at any one time, with the other 4,000 remaining in reserve. The Star Fleet Marines are very well-equipped, sporting power armour and Standard Bolters as standard issue, and are trained in close quarters combat as a necessity. With proper support, the Marines are equal or superior to almost any infantry force in the world.
STARFLEET MARINES
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 45 40 40 40 30 40 35 25
SKILLS
Athletics +10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Battle-Hardened, Disciplined, Fighting Withdrawal, Fire Drill (1), Overwhelming (1)
TRAITS
-
TALENTS
Deadeye Shot, Nerves of Steel, Rapid Reload, Swift Attack
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Assault Flamethrower, Positron Gun Hyper Axe, Hyper Sarissa, Hyper Sword Heavy Bolter, M-Launcher (Frag), SAM Launcher
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
14 Bolter/Hellgun/Pulse Carbine Bolt Pistol/Hellpistol/Pulse Pistol Surovite Sword/Hyper Knife Fed. Light Power 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.
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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Starfleet Bombardiers

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The Bombardiers are the specialised heavy weapons branch of the Starfleet Marine Corps. Although primarily equipped with the same weapons as the rank and file, the Bombardiers come with the expertise and resources necessary to field heavy anti-vehicle weapons.
STARFLEET BOMBARDIERS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 45 40 40 40 30 40 35 25
SKILLS
Athletics +10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Battle-Hardened, Disciplined, Fighting Withdrawal, Fire Drill (2)
TRAITS
-
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 Assault Flamethrower, Positron Gun Hyper Axe, Hyper Sarissa, Hyper Sword Anti-Tank Launcher, Heavy Bolter, Maser Cannon, M-Launcher (Frag), Rail Autocannon, SAM Launcher
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
14 Bolter/Hellgun/Pulse Carbine Bolt Pistol/Hellpistol/Pulse Pistol Surovite Sword/Hyper Knife Fed. Light Power 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.
Support Abilities
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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Rare Infantry

Australian Infantry

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These tough soldiers have been drawn from John Brown's guerrilla army. They are an experienced, battle-hardened lot, well-used to combat in difficult and unforgiving terrain. They make excellent light infantry, skirmishing and harassing enemy forces and launching ambushes, but they can face trouble when countered with heavier forces.
AUSTRALIAN INFANTRY
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 40 35 45 30 40 35 25
SKILLS
Athletics +10, Awareness, Dodge, Literacy, Stealth+10, Survival+10
HORDE TRAITS
Ambushers, Battle-Hardened, Dirty Fighter, Evasive, Fire Drill (1), Mobile (1), Rangers
TRAITS
-
TALENTS
Deadeye Shot, Hard Target, Nerves of Steel, Rapid Reload, Swift Attack, Swift Shadow
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sapper, Sergeant, Spotter, Weapon Specialist Mas Longrifle Hyper Axe, Hyper Sarissa, Hyper Sword Multi-Maser
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
12 Hellgun/Mascarbine/Masgun Hellpistol/Masgun Surovite Sword/Hyper Knife Carapace Armour
Horde Abilities
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.
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.
Movement Abilities
Rapid Retreat Free 1 3 per Battle May be used after you have suffered a single attack from an enemy unit. You instantly gain 4 MP which you may only use to move away from the attacker.

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French Legionnaires

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Elite French Light Infantry designed to act as a global rapid reaction force. Its recruitment is open to people of any nationality, and their training is undertaken in harsh environments, especially since they are headquartered in Algeria. Over the centuries they've gained a reputation as stubborn, rugged soldiers as well as supposedly being a haven for criminals or men leaving behind failed loves.
FRENCH LEGIONNAIRES
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 45 40 40 50 30 45 45 25
SKILLS
Athletics +10, Awareness+10, Dodge, Literacy, Stealth+10, Survival+10
HORDE TRAITS
Alpine, Ambushers, Battle-Hardened, Dirty Fighters, Disciplined, Fire Drill (2), Mobile (1), Rangers
TRAITS
-
TALENTS
Barrage, Catfall, Lightning Reflexes, Rapid Reload, Swift Attack
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sapper, Sergeant, Spotter, Weapon Specialist Stalker Bolter, Assault Flamethrower, Mas Longrifle, Positron Gun, Pulse Sniper Rifle, Rail Battle Rifle Hyper Axe, Hyper Sarissa, Hyper Sword Heavy Bolter, M-Launcher (Frag), SAM Launcher
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
14 Bolter/Hellgun/Pulse Carbine Bolt Pistol/Hellpistol/Pulse Pistol Surovite Sword/Hyper Knife Fed. Light Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
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.
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.
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.
Sing the Songs of Angry Men 1 Full 1 Unlimited Any allied Hordes within Close Range (30dm/3km) of you take a +10 bonus to attack tests this turn. Furthermore, a single allied unit affected by this ability may reroll one attack test this turn. This ability does not stack with other uses of this ability.
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.

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Entourages

Guards of the Republic (Liu Lin)

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CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 50 40 45 40 30 35 40 20
SKILLS
Athletics+10, Awareness+20, Dodge+10, Literacy, Survival
SPECIALIST SKILLS
Speak Language (Mandarin)
HORDE TRAITS
Battle-Hardened, Disciplined, Exemplary Leadership, Fire Drill (2), Fighting Withdrawal, Well-Equipped
TRAITS
Characteristic Boost (BS, Strength, Toughness, Willpower), Extra Talents (1), Extra EP (+2 EP)
BASIC COMBAT TALENTS
Armor Master
MELEE TALENTS
Berserk Charge
RANGED TALENTS
Assault Shooter, Barrage, Bolter Drill, Crack Shot
MENTAL TALENTS
Unshakeable Faith
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sapper, Sergeant, Spotter, Weapon Specialist Bolt Shotgun/Stalker/RPG/Mas Longrifle/Tactical/Pulse Blaster/Pulse Sniper Rifle Surovite Greatblade/Annihilation Weapon Rail Autocannon/Vulcan/Heavy Bolter/Hellstorm Vulcan/Maser Cannon/Multimaser/Burst Cannon/Positron Cannon/Pulse Railcannon
WOUNDS EQUIPMENT LICENSES
12 Basic Package, Bolter Package, Explosive Package, Heavy Package, Maser Package, Positron Elite Package, Power Armour Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
Bolter/Hellgun/Mascarbine/Masgun/Positron Gun/Labrys/Naginata/Sabre/Pulse Carbine/Pulse Autorifle Combat Shield/Bolt Pistol/Hellpistol/Maspistol/Positron Pistol/Pulse Pistol Surovite Axe/Shortblade/Spear/Sword/Tesla Baton/Positron Sting Fed (Light, Heavy, Shimmer)
Horde Abilities
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.
Draw Fire Free 1 3 per Battle You gain +2 TB and all attack rolls against you reroll and take lowest result until the start of your next turn. Until the start of your next turn, all enemies who intend to make an attack, and are able to attack you, must attack you instead of other targets.
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.
Defensive Abilities
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 ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Ranged Abilities
Killing Field 1 Full 3 3 Times per Battle You make a Ranged attack; if your attack is performed with a Semi or Full Auto weapon, then the attack affects all squares adjacent to its target square. This attack counts as a Blast (5) attack on everything it hits, and for every Squad you have, deals +1 Damage and Pen. Enemy horde are forced to test vs. Pinning as though they'd been the target of a Horde Pinning attack. Specialists may make their attack as normal.

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Tiger's Claw (Liu Lin)

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CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 40 40 45 40 30 35 40 20
SKILLS
Athletics+10, Awareness+10, Dodge+10, Literacy, Parry+10
ADVANCED SKILLS
Speak Language (Mandarin)
HORDE TRAITS
Battle-Hardened, Disciplined, Exemplary Leadership, Fighting Withdrawal, Well-Equipped, Overwhelming (2)
TRAITS
Characteristic Boost (WS, Strength, Toughness, Willpower), Extra Talents (1), Extra EP (+2 EP)
BASIC COMBAT TALENTS
Armor Master
MELEE TALENTS
Berserk Charge, Crushing Blow, Lightning Attack
RANGED TALENTS
Assault Shooter, Barrage, Bolter Drill
PHYSICAL TALENTS
Iron Jaw
MENTAL TALENTS
Unshakeable Faith
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sapper, Sergeant, Spotter, Weapon Specialist Rail Battle Rifle/Bolt Shotgun/Stalker Surovite Greatblade/Demolisher/Annihilation Weapon/Executioner -
WOUNDS EQUIPMENT LICENSES
12 Basic Package, Bolter Package, Pneumatic Package, Prog Heavy Package, Positron Elite Package, Power Armour Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
Bolter/Positron Gun/Labrys/Naginata/Sabre/Pulse Autorifle/Carbine/Hyper Axe/Sarissa/Hyper Sword Combat Shield/Bolt Pistol/Positron Pistol/Pulse Pistol Hyper Knife/Positron Sting Fed (Light, Heavy, Shimmer)
Horde Abilities
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
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 ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Melee Abilities
Close Assault Free 1 3 per Battle Use at the start of the turn. Until the end of your turn, you gain +20 WS and may substitute the Degrees of Success from your attack rolls with your WS Bonus (inc. the +20 WS in the workings).
Tank Assault 1 Full 3 3 per Battle You make a melee attack against a single target. The attack type changes to X, deals +1d10 damage and deals +1 damage and Penetration for every Squad you have remaining. This does not apply to your Specialists or Leaders.

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Presidential Heavy Rangers (Minerva)

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The Presidential Heavy Rangers are President Linden's elite personal retinue, formed from experienced soldiers loyal to her. They are organised in ways that obviously resemble the Iron Guard, and so are universally strong and tough veterans wearing the heaviest armour they can and sporting the most advanced, lethal equipment the USA has to offer.

CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 50 50 50 20 40 40 20
SKILLS
Athletics+10, Awareness+20, Dodge+10, Literacy, Stealth
SPECIALIST SKILLS
Speak Language (English)
HORDE TRAITS
Disciplined, Exemplary Leadership, Fighting Withdrawal, Fire Drill (2), Overwhelming (2), Well-Equipped
TRAITS
Characteristic Boost (WS, BS, Strength, Toughness, Perception, Willpower), Extra EP (+2)
BASIC COMBAT TALENTS
Armor Master
MELEE TALENTS
Berserk Charge, Lightning Attack
RANGED TALENTS
Barrage, Bolter Drill
MENTAL TALENTS
Nerves of Steel, Unshakeable Faith
PHYSICAL TALENTS
Rapid Reaction
SPECIALISTS
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Spotter, Weapon Specialist (Basic: Positron Blaster, Stalker Bolter. Melee: Positron Greatsword, Positron Hammer. Heavy: Heavy Bolter, Positron Cannon.)
WOUNDS EQUIPMENT LICENSES
15 Bolter Package, Heavy Package, Positron Package, Power Armour Package, Prog Heavy Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
Commando Bolter/Great Axe/Great Sword/Positron Rifle/Positron Sword/Prog Sword Commando Bolt Pistol/Positron Pistol Chainaxe/Chainsword/Prog Knife Fed Light/Fed Heavy/Fed Shimmer
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Close Assault Free 1 3 per Battle Use at the start of the turn. Until the end of your turn, you gain +20 WS and may substitute the Degrees of Success from your attack rolls with your WS Bonus (inc. the +20 WS in the workings).
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move.
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.
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.
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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Les Grognards (Marianne)

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Officially known as the 1st Star Fleet Grenadier Guards, Les Grognards ('The Grumblers') are an elite unit made up of veterans that have served in the French Army since Impact. They served as Dorian Lachapelle's own personal bodyguard, and went where he went, serving in many battles with distinction. Fittingly, they now guard the bridge of the Dorian Lachapelle and act as a last line of defense.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 50 40 45 40 30 40 45 20
SKILLS
Athletics+10, Awareness+20, Dodge+10, Literacy, Stealth
SPECIALIST SKILLS
Speak Language (French)
HORDE TRAITS
Battle-Hardened, Disciplined, Exemplary Leadership, Fighting Withdrawal, Fire Drill (3), Overwhelming (2)
TRAITS
Characteristic Boost (WS, BS, Agility, Perception, Willpower), EP Boost (+2 EP)
BASIC COMBAT TALENTS
Armor Master
MELEE TALENTS
Berserk Charge, Swift Attack
RANGED TALENTS
Barrage, Gun Drill (Bolter), Sharpshooter
MENTAL TALENTS
Resistance (Fear), Unshakeable Faith
SPECIALISTS
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Spotter, Weapon Specialist (Basic: Long Mas, Posi-Blaster, Posi-Rifle,Scatter Mas, Stalker Bolter. Grenades: Anti-Armor, Blind, Flashbang, Frag, Incendiary, Smoke. Mines: Anti-Armor, Frag. Missiles: Frag Missiles or Anti-Armor Missiles. Heavy: Heavy Bolter, Missile Launcher, Mascannon, Multi-Mas, Positron Cannon, RPG. Melee: Great Chainaxe/Sword, Prog Sword.)
WOUNDS EQUIPMENT LICENSES
12 Bolter Package, Explosive Package, Heavy Package, Maser Package, Positron Specialist Package, Power Armour Package, Prog Light Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
Commando Bolter/Maser Carbine/Masgun Commando Bolt Pistol/Maspistol Chainaxe/Chainsword/Prog Knife Fed. Light, Fed. Heavy, Fed. Shimmer
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move.
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.
Frag Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
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, and may not use this ability if you are already in melee combat.
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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Presidential Iron Guards

CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 40 40 40 40 30 30 30 10
SKILLS
Athletics+10, Awareness, Literacy, Speak Languages (English, Arabic), Survival, Dodge, Parry, Intimidate+10
HORDE TRAITS
Reckless Charge, Well Equipped, Dirty Fighter, Mobile 1, Exemplary Leadership, Regenerative 2
TRAITS
Iron Guard Implants, Brutal Charge, Unnatural Strength (4), Unnatural Toughness (4), Sturdy , 1 trait traded for +2 EP, +10 characteristic (WS)
BASIC COMBAT TALENTS
Armor Master
MELEE TALENTS
Berserk Charge, Melee Weapons Mastery, Lightning Attack
RANGED TALENTS
Gun Drill (Bolter)
PHYSICAL TALENTS
Iron Jaw, Lightning Reflexes
MENTAL TALENTS
Infused Knowledge
SPECIALISTS
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Spotter, Weapons (G-Eviscerator, G-Power Gauntlet, G-Prog Knife/Sword, G-RPG, G-Scatter Maser, G-Stalker Bolter, G-Storm Bolter. Grenades: Anti-Armor, Blind, Flashbang, Frag, Incendiary, Smoke. Mines: Anti-Armor, Frag. With 'Heavy Package': G-Heavy Bolter, G-Masercannon, G-Maser Repeater, G-Missile Launcher w/Frag Missiles or Anti-Armor Missiles, G-Positron Cannon).
WOUNDS EQUIPMENT LICENSES
24 Guard Package, Heavy Package, Veteran Guard Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
G-Bolter, G-Chainaxe/Sword, G-Positron Rifle, G-Positron Sword, G-Power Gauntlet, G-Prog Sword, G-Stalker Bolter G-Bolt Pistol, G-Combat ShieldG-Positron Pistol G-Combat Knife Mk3 Scout Armour, Mk3 Guard Armour, Mk3 Exemplar Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Draw Fire Free 1 3 per battle You gain +2 TB and all attack rolls against you reroll and take lowest result until the start of your next turn. Until the start of your next turn, all enemies who intend to make an attack, and are able to attack you, must attack you instead of other targets.
Bloody Reverie free 3 3 per battle May be used whenever an enemy Horde that you were engaged with in close combat breaks and flees. You gain +20 WS and +2 SB for the next 2 rounds. During this time, you are also Fearless.
Do not go Gentle 1 Full 1 Unlimited Any allied units within 5dm/2km of you gain Unnatural Toughness (+2) this turn. Furthermore, a single allied Horde unit affected by this ability may reduce all Magnitude damage taken by 1 this turn. This ability does not stack with other uses of this ability.
Killing Field 1 Full 3 3 per battle You make a single Ranged attack; if your attack is performed with a Semi or Full Auto weapon, then the attack affects all squares adjacent to its target square. This attack counts as a Blast (5) attack on everything it hits, and for every Squad you have, deals +1 Damage and Pen. Enemy horde are forced to test vs. Pinning as though they'd been the target of a Horde Pinning attack. This does not affect Leaders, but it does effect Specialists.
Tank Assault 1 Full 3 3 per battle Make a single melee attack as a full action against a single target. The attack type changes to X, deals +1d10 damage and deals +1 damage and Penetration for every Squad in the Horde remaining. Does not apply to Specialists or Leaders.

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Thunderbolt Bushrangers (Brown)

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The Thunderbolt Bushrangers are the Eureka Resistance's best 'Bushrangers'- a slightly tongue-in-cheek term for those members of the Resistance who excel at irregular combat and asymmetrical warfare. To put it bluntly, they're brutally effective guerrillas formed into ad-hoc squads that spend their time blowing up enemy bases, shooting enemy leaders and ambushing enemy soldiers in difficult terrain. The Thunderbolts are the best of these, and so are given the toughest missions. To this end they're often favoured with rare equipment that the rest of the Resistance doesn't get, things like Maser Cannons or missile launchers.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 50 40 30 50 30 40 40 20
SKILLS
Athletics+10, Awareness, Demolitions, Dodge, Literacy, Stealth+10, Survival
SPECIALIST SKILLS
Speak Language (English)
HORDE TRAITS
Ambushers, Battle-Hardened, Dirty Fighters, Evasive, Exemplary Leadership, Fire Drill (2), Mobile (2)
TRAITS
Characteristic Boost (WS, BS, Strength, Agility), Extra Horde Trait (1), Extra Horde Abilities (2)
MELEE TALENTS
Swift Attack
RANGED TALENTS
Barrage, Deadeye Shot, Maser Drill, Mighty Shot
PHYSICAL TALENTS
Hard Target, Sprint
MENTAL TALENTS
Nerves of Steel
SPECIALISTS
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Spotter, Weapon Specialist (Basic: Grenade Launcher, Long Mas, Positron Blaster, Positron Rifle, Rail Precision Rifle, Scatter Maser. Grenade: Anti-Armor, Blind, Flashbang, Frag, Incendiary, Smoke. Mines: Anti-Armor, Frag. Missiles: Frag Missiles or Anti-Armor Missiles. Melee: Great Chainaxe/Sword, Prog Sword. Heavy: Mascannon, Missile Launcher, Multi-maser, Positron Cannon.)
WOUNDS EQUIPMENT LICENSES
9 Explosive Package, Heavy Package, Maser Package, Positron Specialist Package, Power Armour Package, Prog Light Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
Mas Carbine/Gun Maspistol Chainsword/Chainaxe/Prog Knife Fed Light Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blitzkrieg Free 1 3 per Battle Use at the start of your turn. You add your AB twice to your Movement Points this turn. Furthermore, this ability allows you to move, perform an action, then move again, with the second movement using any remaining MP.
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.
Rapid Retreat Free 1 3 per Battle May be used after you have suffered a single attack from an enemy unit. You instantly gain 4 MP which you may only use to move away from the attacker.
Sabotage 1 Full 1 3 Times per Battle Choose one enemy Horde within AB dm/km. The target tests Perception; on a failure, they are stunned for 1 round.
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.
Weapon Expertise Passive/1 Full 1 Unlimited You may use the Custom Ammo, Special Bolts, Maximal and Variable modes as normal with equipped weaponry. You may switch between ammo/modes as a Full, and will continue firing in that mode unless you change to another (inc. default).
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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Wallabadah Light Horse (Brown)

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The Wallabadah Light Horse represents the best of the best in the Eureka Resistance's Light Horse contingent. They're the best, strongest riders and highly skilled with their weapons either on foot or on horseback. Unlike the rest of the Light Horse, the Wallabadah have the ability and training to execute effective charge attacks, but modern weaponry still ensures that these attacks will turn into costly massacres unless the enemy is already preoccupied or disoriented. The Wallabadah are still best off dismounting near the fight and fighting on foot.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 50 40 30 50 30 40 40 20
SKILLS
Athletics+10, Awareness, Dodge, Literacy, Stealth+10, Survival+10
SPECIALIST SKILLS
Speak Language (English)
HORDE TRAITS
Ambushers, Battle-Hardened, Dirty Fighters, Evasive, Exemplary Leadership, Fire Drill (2), Mounted (7)
TRAITS
Characteristic Boost (WS, BS, Strength, Agility), Extra Horde Trait (1), Extra Horde Abilities (2)
MELEE TALENTS
Berserk Charge, Swift Attack
RANGED TALENTS
Barrage, Maser Drill, Mighty Shot
PHYSICAL TALENTS
Hard Target, Sprint
MENTAL TALENTS
Nerves of Steel
SPECIALISTS
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Spotter, Weapon Specialist (Basic: Grenade Launcher, Long Mas, Positron Blaster, Positron Rifle, Rail Precision Rifle, Scatter Maser. Grenade: Anti-Armor, Blind, Flashbang, Frag, Incendiary, Smoke. Mines: Anti-Armor, Frag. Melee: Great Chainaxe/Sword, Prog Sword.)
WOUNDS EQUIPMENT LICENSES
9 Explosive Package, Maser Package, Positron Specialist Package, Power Armour Package, Prog Light Package, Rail Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
Mas Carbine/Gun, Rail Carbine/Gun Maspistol/Railpistol Chainsword/Chainaxe/Prog Knife Fed Light Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Bloody Reverie Free 3 3 per Battle May be used whenever an enemy Horde that you were engaged with in close combat breaks and flees. You gain +20 WS and +2 SB for the next 2 rounds. During this time, you are also Fearless.
Breakthrough Free 1 3 per Battle You must be mounted. Activate this ability after making a Charge attack (move-attack). You may instantly spend any unused Movement Points to move as normal. Furthermore, before moving you may test Strength opposed by your enemy's Toughness, with you gaining a +10 bonus for every rank of Squad advantage over your enemy (or a flat +20 if they weren't a squad). On a success, you may move through this unit during your Breakthrough move.
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.
Rapid Retreat Free 1 3 per Battle May be used after you have suffered a single attack from an enemy unit. You instantly gain 4 MP which you may only use to move away from the attacker.
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.
Weapon Expertise Passive/1 Full 1 Unlimited You may use the Custom Ammo, Special Bolts, Maximal and Variable modes as normal with equipped weaponry. You may switch between ammo/modes as a Full, and will continue firing in that mode unless you change to another (inc. default).
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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Giant Slayers (Raphael)

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Formed in the wake of the Crystal Massacre, the UEF-SOS 6 (Colloquially known as the "Giant Slayers") are a continuation of the SOS' history of dealing with targets who hold an overwhelming edge, whether that be technological or biological. Veterans drawn from Asgard, other SOS units and specialist units across the UEF, these soldiers are equipped to deal with the hardest targets and trained to hold fast in the face of extreme odds.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 50 40 50 40 30 40 40 20
SKILLS
Athletics +10, Awareness +20, Dodge +20, Literacy
SPECIALIST SKILLS
Speak Language (French, English)
HORDE TRAITS
Battle-Hardened, Dirty Fighters, Disciplined, Exemplary Leadership, Fighting Withdrawal, Fire Drill (3)
TRAITS
Characteristic Increase (BS, Strength, Toughness, Agility), Horde Talent (+2), Equipment Increase (+2 EP)
BASIC COMBAT TALENTS
Armor Master
RANGED TALENTS
Assault Shooter, Barrage, Mighty Shot, Rapid Reload
PHYSICAL TALENTS
Step Aside, True Grit
MENTAL TALENTS
Insanely Faithful, Unshakeable Faith
INTERPERSONAL TALENTS
Into The Jaws Of Hell
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy) Weapon Specialist (Heavy - Bulky)
Coordinator, Engineer, Medic, Pathfinder, Sergeant (+2 TB, +20 WP), Spotter (+2 Damage, Fire Drill (2)), Weapon Specialist Assault Flamethrower/Bolt (Shotgun, Stalker)/Grenades/Mas (Longrifle, Tactical/Mines/Positron (Gun)/Pulse (Blaster, Sniper)/RPG Surovite Greatblade Heavy Assault Flamethrower/Burst Cannon/Heavy Bolter/Hellstorm Vulcan/Multi-Maser/Missile Launcher (Frag, SAM)/Positron Cannon/Rail Vulcan Anti-Tank Launcher/Maser Cannon/Pulse Railcannon/Rail Autocannon
WOUNDS EQUIPMENT LICENSES
15 Bolter Package, Explosive Package, Flame Package, Heavy Package, Maser Package, Positron Package, Power Armour Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
Bolter/Hellgun/Mas (Carbine, Gun)/Pulse (Autorifle, Carbine)/Rail (Carbine, Assault) Bolt Pistol/Hellpistol/Maspistol/Rail Pistol/Positron Pistol/Pulse Pistol Combat Shield/Surovite (Any)/Tesla Baton Fed (Light, Heavy, Shimmer)
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Bulwark of Stone Free 1 3 per Battle Use at the start of your round. Until the start of your next turn, you automatically pass any break tests. Furthermore, during your turn, you may for all intents and purposes, except to-hit bonuses, treat your as though you were at full strength.
Draw Fire Free 1 3 per Battle You gain +2 TB and all attack rolls against you reroll and take lowest result until the start of your next turn. Until the start of your next turn, all enemies who intend to make an attack, and are able to attack you, must attack you instead of other targets.
Grenade Abilities
Anti-Armour Assault 1 Full 1 1 Per Battle You make a ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Positron Grenade Assault 1 Full 1 1 Per Battle You make a ranged attack with the Positron Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Ranged Abilities
Weapon Expertise Passive/1 Full 1 Unlimited You may use the Custom Ammo, Special Bolts, Maximal and Variable modes as normal with equipped weaponry. You may switch between ammo/modes as a Full, and will continue firing in that mode unless you change to another (inc. default).
Support Abilities
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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Elites

Fed. Combat Pilot

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FEDERATION COMBAT PILOT
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 45 35 35 45 35 35 35 25
SKILLS
Athletics +10, Awareness+10, Dodge+10, Literacy, Operate (Ground Military/Flight Military/Naval Military/Superheavy/Void Military)+10T, Speak Language (Chinese/English/French/Russian)
TALENTS
Adept Maneuvering, Nerves of Steel, Reduce Profile, Support Training (Operate)
WOUNDS EQUIPMENT
12 Railpistol/Maspistol, Fed. Light Power Armour

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Gao, the Tactical Evangelion

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TEMPLATE TYPE
Warriorspawn (P-Scale)
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
65 55 70 70 60 30 40 50 10
SKILLS
Acrobatics+20, Awareness+20, Athletics+20, Dodge+20, Parry+20, Survival
TRAITS
AT Field (15), Auto-Stabilised, Baneful Presence (20), Flight (AB), From Beyond, Natural Armour (20), Regeneration (5), Size (Enormous), Sturdy, Touched by the Fates (2), Unnatural Strength (6), Unnatural Toughness (6)
BASIC COMBAT TALENTS
Two Weapon Wielder (Both), Quick Draw
BERSERK TALENTS
Beyond Your Means, Breakthrough, Cannibalise, Cruel Angel (Apex Predator), Eat and Run, Feast, I'll be Back, Rip and Tear, Undying
MELEE TALENTS
Assault Jump, Berserk Charge, Blood Frenzy, Brutality, Combat Master, Crushing Blow, Death from Above, Flesh Render, Furious Assault, Heroic Assault, Lightning Attack, Takedown, Thunder Charge, Vice Grip, Whirlwind of Death
RANGED TALENTS
Assault Shooter, Mighty Shot, Storm of Iron
PHYSICAL TALENTS
Bulging Biceps, Catfall, Drop Trained, Feat of Strength, Hard Target, Iron Jaw, Leap Up, Lightning Reflexes, Muffled Armament, Renewed Vigour, Step Aside, True Grit
MENTAL TALENTS
Battle Rage, Fearless, Frenzy, Resistance (All), Unshakeable Faith
AT FIELD TALENTS
AT Focus, AT Rage, Quick Spread
SPREAD PATTERNS
Accelerated Territory, Barrier Field, Deflective Field, Layered Field
OFFENSIVE POWERS
Blast, Cross Blast, Repulsion, Rising Cross, Wave
ENHANCEMENT POWERS
AT Funnel, Massive Momentum
NEUTRALIZATION POWERS
Neutralize
UTILITY POWERS
Float, Inertia, Kinetic Manipulation, Ping, Telepathy
WOUNDS AP BANES
60 20 -
WEAPONS
Weapon Class Range RoF Damage Penetration Qualities
Claws and Maw (CCW) Melee - - 2d10+8 R 6 Devastating (4), Hy-Prog, Proven (4)
May be outfitted with any one Heavy Ranged Weapon.

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Sword Wraith of Excalibur

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CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
75 0 60 60 30 15 35 35 0
BASIC SKILLS
Athletics+20, Awareness+10, Dodge+10, Intimidate +10
ADVANCED SKILLS
Acrobatics+10
TRAITS
Angel, Baneful Presence (10), Fear (2), Flyer (6), Hoverer (6), Improved Natural Weapons (4), Natural Armour (10), Regeneration (2), Size (Enormous), Soul Bound (Excalibur), Unnatural Strength (4), Unnatural Toughness (6), Unnatural Senses (30), Ignores Deflection
PROFICIENCY TALENTS
Melee
COMBAT TALENTS
Ambidextrous
MELEE TALENTS
Berserk Charge, Flesh Render, Furious Assault, Swift Attack, Whirlwind of Death
PHYSICAL TALENTS
Catfall, Drop Trained, Hardy, Iron Jaw, Sprint, True Grit
WOUNDS EQUIPMENT
45 Shadow Sword (2d10+4R P5, Tearing)

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Commanders

Australian Commander

Australian%20Commander.png?raw=1
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 40 35 35 40 45 40 35 40
SKILLS
Athletics, Awareness+10, Charm, Command+10, Dodge, Intimidate, Literacy, Scrutiny, Stealth+20
SPECIALIST SKILLS
Operate (Ground Military), Scholastic Lore (Tactics+10), Speak Language (English)
HORDE LEADER BONUS
General (Land Units gain +2 Penetration, +10 Agility, Mobile (1))
TRAITS
Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master, Favoured Enemy (Chinese)
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 (Australia), Radiant Presence
OPERATIONS DIRECTOR TALENTS
Great Leader
SUPPORT TALENTS
Hunker Down, Mass Marking
OFFENSIVE TACTICS
Ambuscade, Offensive Stance
DEFENSIVE TACTICS
Defensive Stance
SUPPORT TACTICS
Mobile Stance, Reconaissance, Watchful Stance
SUPPORT TACTICS
Conflicting Orders, Delaying Tactics, Isolation Tactics
WOUNDS EQUIPMENT
15 Bolter/Hellgun/Masgun/Railgun, Bolt Pistol/Hellpistol/Maspistol/Railpistol, Hyper Knife/Surovite Sword, Fed. Light Power Armour, Grenades (2 Frag, 2 Blind, 2 Flashbang)

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British Commander

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CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 40 35 35 40 45 40 35 40
SKILLS
Athletics, Awareness+10, Charm, Command+10, Dodge, Intimidate, Literacy, Scrutiny
SPECIALIST SKILLS
Operate (Ground Military), Scholastic Lore (Tactics+10), Speak Language (English)
HORDE LEADER BONUS
Admiral (Sea units gain +2 AP and Fire Drill (+2).)
TRAITS
Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master, Favoured Enemy (Germans)
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 (Britain), Radiant Presence
OPERATIONS DIRECTOR TALENTS
Great Leader, Precision Targeting
SUPPORT TALENTS
Mass Marking
OFFENSIVE TACTICS
Ambuscade, Coordinate Volleys, Massive Damage, Offensive Stance
DEFENSIVE TACTICS
Defensive Stance, Hold the Line, Stiffen Backs
SUPPORT TACTICS
Master Tactician, Mobile Stance
WOUNDS EQUIPMENT
15 Bolter/Hellgun/Masgun/Railgun, Bolt Pistol/Hellpistol/Maspistol/Railpistol, Hyper Knife/Surovite Sword, Fed. Light Power Armour, Grenades (2 Frag, 2 Blind, 2 Flashbang)

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Chinese Commander

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CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 35 35 35 40 45 35 35 40
SKILLS
Athletics, Awareness+10, Charm, Command+10, Dodge, Intimidate, Literacy, Operate (Ground Military), Scholastic Lore (Tactics)+10, Speak Language (Chinese)
HORDE LEADER BONUS
Jiang (Units gain +1 Ranged Damage, +10 Agility, Mobile (1))
TRAITS
Tactician, Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master, Favoured Enemy (Japanese)
MELEE TALENTS
Berserk Charge
RANGED TALENTS
Deadeye Shot, Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Foresight, Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Peer (China), Radiant Presence
OPERATIONS DIRECTOR TALENTS
Great Leader
SUPPORT TALENTS
Combat Formation, On the Ball
OFFENSIVE TACTICS
Ambuscade, Coordinate Volleys, Harass, Offensive Stance
DEFENSIVE TACTICS
Repel Attackers
SUPPORT TACTICS
Reconnaissance
PLOYS
Baiting Feint, Black Propaganda, Conflicting Orders
WOUNDS EQUIPMENT
15 Bolter/Hellgun/Masgun/Railgun, Bolt Pistol/Hellpistol/Maspistol/Railpistol, Hyper Knife/Surovite Sword, Fed. Light Power Armour, Grenades (2 Frag, 2 Blind, 2 Flashbang)

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French Commander

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CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 35 35 35 35 45 40 35 40
SKILLS
Athletics, Awareness+10, Charm, Command+10, Dodge, Intimidate, Literacy, Operate (Ground Military), Scholastic Lore (Tactics)+10, Speak Language (French)
HORDE LEADER BONUS
Général (Units gain Fire Drill (1), +2 AP to Horde, -10 penalty to hit Horde if in cover)
TRAITS
Tactician, Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master, Favoured Enemy (Germans)
MELEE TALENTS
Berserk Charge
RANGED TALENTS
Deadeye Shot, Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Foresight, Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Peer (France), Radiant Presence
OPERATIONS DIRECTOR TALENTS
Great Leader
SUPPORT TALENTS
Hunker Down, Soak Fire
OFFENSIVE TACTICS
Offensive Stance
DEFENSIVE TACTICS
Defensive Stance, Fortify, Hold the Line, Repel Attackers, Sternguard
SUPPORT TACTICS
Example to Others, Master Tactician, Mobile Stance
WOUNDS EQUIPMENT
15 Bolter/Hellgun/Masgun/Railgun, Bolt Pistol/Hellpistol/Maspistol/Railpistol, Hyper Knife/Surovite Sword, Fed. Light Power Armour, Grenades (2 Frag, 2 Blind, 2 Flashbang)

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Soviet Commander

Soviet%20Commander.png?dl=0
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 35 35 35 40 40 35 35 45
SKILLS
Athletics, Awareness+10, Charm, Command+10, Dodge, Intimidate, Literacy, Operate (Ground Military), Scholastic Lore (Tactics)+10, Speak Language (Russian)
HORDE LEADER BONUS
General-Colonel (All units gain +10 to WP Tests and Overwhelming (1). Land units gain Overwhelming (+1).)
TRAITS
Tactician, Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master, Favoured Enemy (Germans)
MELEE TALENTS
Berserk Charge, Furious Assault
RANGED TALENTS
Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Into the Jaws of Hell, Master Orator, Peer (Soviet Union), Radiant Presence
OPERATIONS DIRECTOR TALENTS
Absolute Order, Great Leader
OFFENSIVE TACTICS
Ambuscade, Butts and Bayonets, Fanatical Fury, Momentous Assault, Offensive Stance, Rip and Tear, Vanguard
DEFENSIVE TACTICS
Hold the Line
SUPPORT TACTICS
Mobile Stance
WOUNDS EQUIPMENT
15 Bolter/Hellgun/Masgun/Railgun, Bolt Pistol/Hellpistol/Maspistol/Railpistol, Hyper Knife/Surovite Sword, Fed. Light Power Armour, Grenades (2 Frag, 2 Blind, 2 Flashbang)

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Klara Abramova

Klara%20Portrait.png?raw=1
A relatively young but promising commander who rose to fame leading Soviet expeditionary forces during the LN War. Lady Snow, as she is nicknamed, is as committed as any Soviet commander to the doctrine of the relentless offense. But unlike others, Abramova conducts her attacks with precise orderliness, consideration and careful detail that allows her to sustain heavy assaults with much fewer casualties. Her patient nature and comradely spirit make her much beloved by her forces.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 40 35 35 40 45 35 40 50
SKILLS
Athletics, Awareness+10, Charm+10, Command+20, Dodge, Intimidate, Literacy, Operate (Ground Military), Scholastic Lore (Tactics)+20, Speak Language (Russian)
HORDE LEADER BONUS
Lady Snow (Land units gain Overwhelming (+2), +1 Melee Damage, +10 to WP tests. Units using the "Sustained Assault" ability suffer 10 mag loss, not 20)
TRAITS
Tactician, Touched by the Fates (2)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master, Favoured Enemy (Germans)
MELEE TALENTS
Berserk Charge, Furious Assault
RANGED TALENTS
Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Into the Jaws of Hell, Master Orator, Peer (Soviet Union), Radiant Presence
OPERATIONS DIRECTOR TALENTS
Absolute Order, Great Leader
OFFENSIVE TACTICS
Ambuscade, Butts and Bayonets, Fanatical Fury, Momentous Assault, Offensive Stance, Rip and Tear, Vanguard
DEFENSIVE TACTICS
Hold the Line, Stiffen Backs
SUPPORT TACTICS
Mobile Stance, Reconnaissance, Watchful Stance
WOUNDS EQUIPMENT
15 Bolter, Bolt Pistol, Prog Sword, Fed. Light Power Armour, Grenades (2 Frag, 2 Blind, 2 Flashbang)

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Mikhail Menshikov

Mikhail%20Full.png?raw=1
One of the USSR's most senior and respected commanders, Menshikov is an old and stubborn veteran of war, admired for his indomitable spirit and feared for his legendary temper. Despite being in his sixties, he's still a physically powerful man. He is loud, authoritarian and projects his presence as an almost tangible force, but beneath this lies a cunning, devilish mind that understands well the art of the attack. Menshikov deeply resents Germany and France for the role they played in defeating the Soviet Union's post-Impact expansion, during which his son was killed. He is utterly suspicious of the Federation, as he perceives it as a ploy by fearful nations to shackle the USSR and prevent it from aspiring to the imperial ambitions he thinks it deserves.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 35 40 45 40 40 35 35 55
SKILLS
Athletics, Awareness+10, Charm, Command+20, Dodge, Intimidate, Literacy, Operate (Ground Military), Scholastic Lore (Tactics)+20, Speak Language (Russian)
HORDE LEADER BONUS
Relentless Advance (Land units gain Overwhelming (+3), +2 Melee Damage, +10 to WP tests)
TRAITS
Tactician, Touched by the Fates (3)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master, Favoured Enemy (French, Germans)
MELEE TALENTS
Berserk Charge, Furious Assault, Lightning Attack
RANGED TALENTS
Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Into the Jaws of Hell, Master Orator, Peer (Soviet Union), Radiant Presence
OPERATIONS DIRECTOR TALENTS
Absolute Order, Great Leader
OFFENSIVE TACTICS
Ambuscade, Butts and Bayonets, Coordinate Volleys, Fanatical Fury, Momentous Assault, Offensive Stance, Rip and Tear, Vanguard
DEFENSIVE TACTICS
Hold the Line
SUPPORT TACTICS
Example to Others, Mobile Stance
WOUNDS EQUIPMENT
16 Bolter, Positron Pistol, Positron Sword, Fed. Heavy Power Armour, Grenades (2 Frag, 2 Blind, 2 Flashbang)

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US Commander

US%20Commander.png?dl=0
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 40 35 35 40 40 40 35 40
SKILLS
Athletics, Awareness+10, Charm, Command+10, Dodge, Intimidate, Literacy, Operate (Ground Military), Scholastic Lore (Tactics)+10, Speak Language (English)
HORDE LEADER BONUS
Air Marshal (Air Units gain +2 MP and Fire Drill (2).)
TRAITS
Tactician, Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master, Favoured Enemy (Liberated Nations)
MELEE TALENTS
Berserk Charge
RANGED TALENTS
Deadeye Shot, Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Foresight, Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Peer (USA), Radiant Presence
OPERATIONS DIRECTOR TALENTS
Great Leader
SUPPORT TALENTS
Mass Marking, Wingman
OFFENSIVE TACTICS
Coordinate Volleys, Massive Damage, Offensive Stance
DEFENSIVE TACTICS
Defensive Stance
SUPPORT TACTICS
Mobile Stance, Reconnaissance, Watchful Stance
PLOYS
Shoot the Big Ones, Watch the Skies
WOUNDS EQUIPMENT
15 Bolter/Hellgun/Masgun/Railgun, Bolt Pistol/Hellpistol/Maspistol/Railpistol, Hyper Knife/Surovite Sword, Fed. Light Power Armour, Grenades (2 Frag, 2 Blind, 2 Flashbang)

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