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New and Variant Units, Mark II

This is an addendum to the first New Units page. There are more new units which we just have to track down and post, and of course we welcome any submissions you may have.


Tank Destroyer (TD)

Source: unknown

Attack: 3 Range: 2 (4") Defence: 2
Move: 4 (8") Movement Mode: TNK
Size: 2 Points: 6

Has an engine as powerful as a Heavy Tank, but carries less armour and a lighter gun, giving it extra speed.


Light Tank Destroyer (LTD)

Source: unknown

Attack: 2 Range: 2 (4") Defence: 1
Move: 4 (8") Movement Mode: TNK
Size: 2 Points: 3?

Similar to a standard Light Tank, but with less armour and an enhanced engine.


Medium Tank (MED)

Source: unknown

Attack: 3 Range: 2 (4") Defence: 3
Move: 3 (6") Movement Mode: TNK
Size: 2 Points: 5?

A battle tank with a slightly lighter gun than the standard Heavy.


Twin-Gun Tank (Grant)

Source: unknown

Attack: 2/2 Range: 2 (4") Defence: 3
Move: 3 (6") Movement Mode: HVY
Size: 3 Points: 7-8

A modification of the Heavy, mounting two lighter guns. It can make two separate attacks, or combine them as per a SHVY.


Heavy Tank Mk II

Source: unknown

Attack: 4 Range: 3 (6") Defence: 3
Move: 3 (6") Movement Mode: HVY
Size: 3 Points: many

A HVY with a longer-ranged main cannon.


Mobile Laser Turret

Source: Mike Strain

Attack: 2 Range: 30 (60") Defence: 1
Move: 1 (2") Movement Mode: HVY
Size: 4 Points: 18

A modification of the Mobile Howitzer, this vehicle is designed to allow forces to advance (however slowly) until a dedicated jamscreen/laser array can be built in a theatre of operations. Treat this as a laser turret for firing purposes (uses LLOS, etc.) The points value is artificially high to reflect its strategic value.

[Compiler's Note: This also plays rather well using a move-or-fire rule: that is, the Mobile Laser may only fire if it didn't move in its previous movement phase.]


Tank Destroyer, v.2

Source: Paul O'Grady

Attack: 4 Range: 3 (6") Defence: 1
Move: 3 (6") Movement Mode: HVY
Size: 3 Points: 6

This vehicle is basically an Ogre main battery mounted on a lightly armoured chassis to form a mobile gun. This vehicle became prevalent as many forces began using stopgap measures when combat losses began to exceed industrial capacity.


Scout Vehicles

Source: Paul O'Grady

Attack: 2 Range: 1 (3") Defence: 1
Move: 3 (6") Movement Mode: TNK
Size: 2 Points: 1

These old-style conventional type vehicles include fast wheeled vehicles and tankettes with BPC plates welded on for additional protection. Armed with gatling cannons and light missile systems, they suffer a -1 die roll penalty on the CRT when attacking a unit with a defensive factor of 3 or more. They have no internal troop carrying capacity but may transport one infantry squad, riding on top.

This unit attacks using LLOS rules.


Heavy Infantry (HINF)

Source: Paul O'Grady

Attack: 3/2/1 Range: 1 (2") Defence: 6/4/2
Move: 2 (4") Movement Mode: INF
Size: 1 Points: 5

Fitted with the multilayered Enhanced Heavy Battlesuit Armour, these troops, while expensive, can soak up much more fire than normal infantry. Whilst possessing normal infantry weapons, they can survive more easily as they maneuver to where they are needed. HINF squads count as two normal infantry squads for transport purposes.


Assault Infantry (AINF)

Source: Paul O'Grady

Attack: 6/4/2 Range: 0 (1") Defence: 3/2/1
Move: 2 (4") Movement Mode: INF
Size: 1 Points: 3

Assault Infantry units are shock troops equipped with normal battlesuit armour but armed with a variety of short-ranged assault weaponry, including sonic blasters and plasma flamethrowers. This makes them deadly in close combat overruns, whether taking out entrenched troops or enemy vehicles. They are, however, very short ranged and are susceptible to ranged fire and must be closely escorted into a position where they can assault the enemy.


Support Infantry (SINF)

Source: Paul O'Grady

Attack: 6/4/2 Range: 2 (4") Defence: 3/2/1
Move: 1 (2") Movement Mode: INF
Size: 1 Points: 3

These units are a compromise between normal grunts and HW squads. They are equipped with long-ranged heavy weapons such as light and medium missiles and small-bore railguns similar to those found on GEVs. Lugging these weapons around is hard work, however, even in a battlesuit, and so their movement rate is reduced. Additionally, SINF squads cannot move and fire in the same turn due to the setup time involved with heavy weapons. They do, however, make excellent units for manning strongpoints and fortifications.

[Compiler's Note: Perhaps allowing these troops to fire at half strength (i.e. 3/2/1) after a move might work, representing them firing their personal weapons without setting up the heavier stuff.]


Support Militia

Source: Paul O'Grady

Attack: 6/4/2 Range: 2 (4") Defence: 1
Move: 0 (0") Movement Mode: (INF)
Size: 1 Points: 2

Like their battlesuited cousins, these militiamen are heavily armed for long-range attacks. However, their lack of battlesuits mean that these troops cannot move their equipment without assistance. SMIL must use vehicles for transport, and have no inherent movement capability. They may however abandon their equipment (which is spiked and unusable), in which case they revert to normal militia. The opponent is credited with ½ VP due per squad which spikes its equipment in this manner.

Like SINF, these troops are best used for defence in static positions.

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