Firefight: Martian & Human Resistance Army Lists

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ACTIONS - MOVEMENT

Firefight

Martian &
Human Resistance
Army Lists

1
ACTIONS - MOVEMENT

Martians
Orders Objectives
Martians have access to the following Martians have access to the following
Orders in addition to the standard ones. Secondary Objectives on a roll of 61-66 on
the chart.
Level 1 – First Strike
Can be used at the beginning of any Turn A – For Science
(including the first Turn) when the other Gain 1VP for each enemy unit destroyed in
player would take the first activation. Assault by a Science Division infantry unit
If successful, the Martian player takes (max. 3). Gain 1VP for each enemy unit
the first activation of that Turn instead. destroyed while in a Minimized state (max.
2).
Level 2 – Lies and
Misinformation
B – Cold Reception
[Can only be used if Beloss Bel is part of
the army and still alive] Gain 1VP each time an enemy unit is
grounded by a Freeze Ray attack (max. 3).
Target enemy infantry unit anywhere on
C – Utter Devastation
the table gains D3 + 1 Suppression tokens.
All commanders in the force may use the
Level 3 – Mars Sabotage Objective Specialised Order. For
Attacks every Strategic Asset they destroy,
Once per game. The Martian player the Martian player gains 2VPs (max. 4).
chooses up to 3 units on the table. All
chosen units may make a Blaze Away
action and are then marked as Activated.

Special Rules
Uncontrollable
At the beginning of the unit’s Activation where there are less than 6 Science Division
Infantry models within 8”, roll a die. On a 1-2 the unit will be uncontrollable. It must use
its Activation to move as directly as possible towards the nearest other unit, friend of foe,
and engage it in Assault.

Pheromone Dispensor
When Giant Ants and Giant Spiders Activate within 8" of a model with this rule they gain
+1 to their Speed value for the turn.

Minimizer
Infantry units hit by this weapon gain the Minimized state. Minimized units count their
Height value as 1 lower than normal (to a minimum of 1) and gain Expendable.

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ACTIONS - MOVEMENT

Units
Playing a game

Science Division
SPD MEL ACC Def res ner SPD MEL ACC Def res ner
5 5+ 4+ 4+ 1 2 Regular 5 4+ 5+ 4+ 1 2 Regular
Infantry Infantry
Forces

5 MARTIAN GRUNTS Points: 85 5 SCIENTISTS Points: 70


Special Rules: Communications

Range Dice AP Special Weapon Range Dice AP Special


1 1 Shredder Blaster Rifles 20" 1 -
1 - Assault Weaponry A 1 1

 Pts: 15 each ADD UP TO 5 ADD. SCIENTISTS Pts: 11 each

UP TO 2 MARTIAN GRUNTS MAY HAVE THE FOLLOWING UP TO 1 SCIENTIST MAY HAVE THE FOLLOWING
EQUIPMENT UPGRADE: EQUIPMENT UPGRADE:

 Pts: 10 HEAVY BLASTER Pts: 30


Replace the Disintegrator Raygun with a Freeze Ray Replace the Blaster Rifle with a Heavy Blaster

Weapon Range Dice AP Special Weapon Range Dice AP Special


- Stun,  Heavy Blaster 24" 4 2 Shredder,
Slow Reload Experimental
 Heavy Blaster 16" 4 1 Blast (2), Shredder,
0-1 SERGEANT PERSONNEL UPGRADE ① Pts: 20 (Overcharged) Experimental
Upgrade any 1 model to a Sergeant, gaining:
MATTER TRANSLOCATOR EQUIPMENT UPGRADE Pts: 20

Upgrade all models with Translocators, gaining:
Martians

0-1 OVERSEER PERSONNEL UPGRADE ① Pts: 30 Special Rule: Aerial Deployment


Upgrade any 1 model to a Sergeant, gaining:
ENGINEER PERSONNEL UPGRADE Pts: 15
Special Rule: Command ❶ Upgrade any 1 model to an Engineer, gaining:

Special Rule: Fortify Position Order, Saboteur


Martian Marines
BUG HANDLER PERSONNEL UPGRADE Pts: 10
SPD MEL ACC Def res ner
Upgrade any 1 model to a Bug Handler, gaining:
5 4+ 3+ 5+ 1 3 Regular
Infantry
Special Rule: Pheromone Dispensor
5 MARINES Points: 140
Special Rules: Headstrong

Weapon Range Dice AP Special


Disintegrator Raygun 16" 1 1 Shredder
Assault Weaponry A 1 -

ADD UP TO 5 ADD. MARINES Pts: 24 each

FOR EVERY 5 MARINES, 1 MARINE MAY HAVE THE


FOLLOWING EQUIPMENT UPGRADE:

ROCKET LAUNCHER Pts: 30


Replace the Disintegrator Raygun with a Rocket Launcher
Weapon Range Dice AP Special
 Rocket Launcher 6-36" 1 3 Suppressive Fire(1)
(Wild-fired)
 Rocket Launcher 6-36" 2 4 Anti-Tank, Heavy
(Aimed) Firepower, Slow Reload

0-1 MARINE SERGEANT PERSONNEL UPGRADE ① Pts: 25


Upgrade any 1 model to a Marine Sergeant, gaining:
Special Rule: Leadership, Communications

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ACTIONS - MOVEMENT

Stealth commandos SPACE BUGS


SPD MEL ACC Def res ner
1-3 GIANT SPIDERS OR GIANT ANTS, IN ANY
5 4+ 4+ 4+ 1 3 Regular COMBINATION:
Infantry
1 GIANT SPIDER Pts: 70
 Pts: 140 Special Rule: Expendable, Reckless Advance, Uncontrollable
Special Rule: Camouflage, Recon
SPD MEL ACC Def res ner
Range Dice AP Special 8 3+ 5+ 5+ 5 3 Massive
Infantry
2 1 Shredder
2 -
Weapon Range Dice AP Special
Spinneret 8" 2 - Slow Reload,
0-1 COMMANDO SERGEANT PERSONNEL UPGRADE ① Pts: 30
Suppressive Fire (1),
Upgrade any 1 model to a Commando Sergeant, gaining:
Stun
Special Rule: Leadership, Communications Giant Mandibles A 4 1

1 GIANT ANT Pts: 85


Special Rule: Expendable, Tenacious, Uncontrollable

Stealth Snipers SPD MEL ACC Def res ner


7 3+ - 6+ 5 3 Massive
Infantry
SPD MEL ACC Def res ner
5 6+ 4+ 4+ 1 3 Regular
Infantry Weapon Range Dice AP Special
5 STEALTH MARTIANS Pts: 140 Crushing Pincers A 3 3 Anti-Tank
Special Rule: Camouflage, Recon
Weapon Range Dice AP Special
Disintegrator Pistol 8" 2 1 Shredder
Barbed Blade A 1 -

UP TO 4 STEALTH MARTIANS MAY HAVE THE FOLLOWING


EQUIPMENT UPGRADE:

ATOMISER RIFLE Pts: 8


Replace the Disintegrator Pistol with an Atomiser Rifle

Weapon Range Dice AP Special


Atomiser Rifle 38" 1 3 Suppressive Fire (1),
Shredder, Slow Reload,
Heavy Firepower

0-1 COMMANDO SERGEANT PERSONNEL UPGRADE ① Pts: 30


Upgrade any 1 model to a Commando Sergeant, gaining:

Special Rule: Leadership, Communications

4
ACTIONS - MOVEMENT

Attack Saucer GIANT ROBOT


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
Playing a game

12 - 5+ 6+ 3 2 Vehicle 6 4+ 5+ 9+ 4 5 Vehicle
(Height 4) (Height 8)
1 SAUCER Pts: 180 ★ 1 GIANT ROBOT Pts: 175 ★★★
Special Rule: Aerial Deployment, Anti-Grav, Shield (3) Special Rule: Unflinching, Communications, Shield (3)
Forces

Weapon Range Dice AP Special Range Dice AP Special


12" 2 5 Anti-Tank, 2 2 Blast (2)
Suppressive Fire (1)

AN ATTACK SAUCER MAY HAVE THE FOLLOWING EQUIPMENT A GIANT ROBOT MUST HAVE 2 OF THE FOLLOWING
UPGRADE: EQUIPMENT UPGRADES:

TWIN FREEZE RAYS Pts: 30 ★ MASIVE CLAW Pts: 25


Replace the Twin Heat Rays with Twin Freeze Rays Add a Massive Claw

Weapon Range Dice AP Special Range Dice AP Special


Twin Freeze Rays 8" 2 1 Suppressive Fire (2), 2 4 Anti-Tank
Stun

COMMUNICATIONS GEAR EQUIPMENT UPGRADE Pts: 15 HEAVY HEAT RAY Pts: 55


Upgrade model with Communications Gear, gaining Add a Heavy Heat Ray
Special Rule: Communications Weapon Range Dice AP Special
Heavy Heat Ray 16" 2 5 Anti-Tank,
Š SQUADRON ACE PERSONNEL UPGRADE Pts: 50
Upgrade model to a Squadron Ace, gaining: S low Reload,
A rea Effect
Special Rule: Acc 4+, Command ❶
Martians

HEAVY FREEZE RAY Pts: 80


Add a Heavy Freeze Ray

Weapon Range Dice AP Special


Heavy Freeze Ray 10" 2 6 Slow Reload,
S uppressive Fire(3),
S tun

0-1 SHRINK RAY Pts: 95


Add a Shrink Ray

Weapon Range Dice AP Special


Shrink Ray 12" 2 - Slow Reload,
S uppressive Fire(2),
M inimizer

 SCIENTIST PILOT PERSONNEL UPGRADE Pts: 40


Upgrade model to a Scientist Pilot, gaining:

Special Rule: Acc 4+

5
ACTIONS - MOVEMENT

MARTIAN GENERAL CHIEF Surgeon


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
5 3+ 3+ 5+ 2 3 Regular 5 4+ 5+ 4+ 2 3 Regular
Infantry Infantry

1 MARTIAN GENERAL ② Pts: 80 1 CHIEF SURGEON ① Pts: 65


Special Rule: Headstrong, Protection (Regular Infantry) Special Rule: Medic, Protection (Regular Infantry)
• Command ❷
Weapon Range Dice AP Special • Command ❶
Disintegrator Pistol 8" 2 1 Shredder Weapon Range Dice AP Special
Energy Dagger A 1 2 Modified Blaster Pistol 12" 1 2
Surgical Tools A 2 1

Accompanied by their Latest Experiment:

SPD MEL ACC Def res


t BELOSS BEL 5 3+ - 5+ 2
ner
2 Regular
Infantry
SPD MEL ACC Def res ner
5 5+ 5+ 4+ 1 3 Regular
Infantry Weapon Range Dice AP Special
Gnashing Fangs A (D3+1) - Shredder
1 BELOSS BEL ① Pts: 70
Special Rule: Recon, Lies and Misinformation Order
• Command ❶
Weapon Range Dice AP Special
Disintegrator Pistol 8" 2 1 Shredder
Assault Weaponry A 2 -

t GENERAL ZAR
SPD MEL ACC Def res ner
Special Rule: VENGEFUL
5 3+ 3+ 5+ 3 3 Regular
WRATH
Infantry

1 GENERAL ZAR Pts: 130 Before resolving an Assault, Zar can


Special Rule: Unflinching, Protection (Regular Infantry),
Vengeful Wrath
kill one friendly model in the same
combat (this model counts toward the
• Command ❸
Weapon Range Dice AP Special total casualties inflicted on the Martian
Disintegrator Pistol 8" 2 1 Shredder side during this combat). In exchange
Energy Blade A 2 3 he may add 1 to the Dice value of his
Energy Blade until the end of the
action.

MARTIAN Unit Upgrades


MARTIAN BANNER Pt s: 55
Any Martian Grunt or Marine unit may upgrade a model to
carry a Martian Banner, granting:

Special Rule: Inspiring

6
ACTIONS - MOVEMENT

Equipment Upgrades
Playing a game

Some models may take equipment upgrades from the table below. Such models will be marked
with a symbol in the army list. ① means it can take up to one upgrade. ② means it can take
up to two upgrades.
Forces

Weapon Range Dice AP Special Points


Disintegrator Pistol 8" 2 1 Shredder 8
Ceremonial Disintegrator 10" 3 1 Shredder 15
Blaster Pistol 12" 1 1 5
Energy Blade A 2 3 18
Freeze Pistol 6" 1 - Stun 10
Implosion Grenade 6" 1 5 Anti-Tank 12
MARTIANS

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ACTIONS - MOVEMENT

Human Resistance

Orders Objectives
Human Resistance have access to the Human Resistance have access to the
following Orders in addition to the standard following Secondary Objectives on a roll of
ones. 61-66 on the chart.

Level 1 – Take That Out! A – Reclaim And Repair


If this order is successful, add a Tag token Any enemy vehicle that is destroyed but remains
to one enemy vehicle within 12” of the on the table becomes a Strategic Asset. Each of
commander issuing the order. these vehicles claimed by the Human Resistance
player at the end of the game is worth 1 bonus
Level 2 – Co-ordinated VP on top of any granted by the mission (max
Fire 3).
Choose two friendly US Army Fire Team
units that have not yet been activated. B – Search For Survivors
Add D3 Strategic Assets to the table. These
The units make a Shoot action against the represent human survivors stranded on the
same target, with a +1 modifier to their battlefield and may only be claimed by the
Accuracy values. The target unit will take Human Resistance player. At any time, a
a suppression token for being hit by each Human Resistance infantry unit in base contact
unit. with a survivor may “recruit” them into the unit
– discard the Strategic Asset and remove D3
Both units are then marked as Activated. Suppression Tokens from the unit.
Level 2 – Keep Their C – Spirit Of Man
Heads Down
At the end of the game, gain 1VP for each
Choose two friendly US Army Fire Team
friendly infantry unit with more than half its
units that have not yet been activated.
starting number of models still on the board.
(max 3).
The units make a Blaze Away action against
the same target, with each unit applying 1
additional suppression token if they hit the
target. Special Rules

Both units are then marked as Activated. Vive La Resistance!


When playing a Take Back the City mission,
this unit gains the Recon special rule.

8
ACTIONS - MOVEMENT

Units
Playing a game

US Army Fire Team Tiger Corps Bounty


Hunters
SPD MEL ACC Def res ner
5 4+ 4+ 4+ 1 3 Regular
Forces

SPD MEL ACC Def res ner


Infantry
5 3+ 3+ 5+ 1 2 Regular
Infantry
 Pts: 60
5 BOUNTY HUNTERS Pts: 165 ★
Weapon Range Dice AP Special Special Rules: Aerial Deployment,Communications,Headstrong
M4 Carbine 20" 1 - Weapon Range Dice AP Special
Assault Weaponry A 1 - Energy Rifle 18" 1 2
Assault Weaponry A 1 1 Fire In The Hole!
ADD UP TO 8 ADD. SOLDIERS Pts: 14 each
ADD UP TO 5 ADD. BOUNTY HUNTERS Pts: 28 each
UP TO 2 SOLDIERS MAY HAVE THE FOLLOWING EQUIPMENT
UPGRADE: UP TO 1 BOUNTY HUNTER MAY HAVE THE FOLLOWING
 Pts: 30 EQUIPMENT UPGRADE:
Replace the M4 Carbine with a M249 Light Machine Gun: PLASMA CANNON Pts: 15
Replace the Energy Rifle with a Plasma Cannon:
Weapon Range Dice AP Special
M249 LMG 24" 3 1 Suppressive Fire (1) Weapon Range Dice AP Special
HUMAN RESISTANCE

Plasma Cannon 12" 1 2 Blast (D3)

UP TO 3 SOLDIERS MAY HAVE THE FOLLOWING EQUIPMENT


UPGRADE:

AT4 ROCKET LAUNCHER Pts: 10

Weapon Range Dice AP Special Flatbed Truck


AT4 36" 1 3 Heavy Firepower, Blast(D3)
Limited(1), Anti-Tank,
Volatile(2+) SPD MEL ACC Def res ner
10 4+ 5+ 6+ 3 2 Vehicle
GRENADE LAUNCHERS EQUIPMENT UPGRADE Pts: 35 (Tank)
Upgrade all models in the unit, gaining:
1 FLATBED TRUCK Pts: 70
Special Rule: Fire In The Hole! Special Rule: Transport (10), Open-Topped

Weapon Range Dice AP Special


0-1 SERGEANT PERSONNEL UPGRADE Pts: 10
Upgrade any 1 model to a Sergeant, granting: Ramming R 4 -

Special Rule: Leadership


A FLATBED TRUCK MAY HAVE THE FOLLOWING
0-1 LIEUTENANT PERSONNEL UPGRADE ① Pts: 55 EQUIPMENT UPGRADE:
If 10+ models, upgrade any 1 model to a Lieutenant, granting:
LIGHT MACHINE GUN Pts: 30
Special Rule: Communications, Command ❷

Weapon Range Dice AP Special


LMG 24" 1 Suppressive Fire (1),
Fixed (Front)

TRACER ROUNDS EQUIPMENT UPGRADE Pts: 15


If an LMG is taken, it may be given Tracer Rounds, granting:

Special Rule: Tag

9
ACTIONS - MOVEMENT

Civilian Resistance Novas Vira Militia


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
5 6+ 5+ 3+ 1 2 Regular 5 5+ 4+ 4+ 1 2 Regular
Infantry Infantry

5 CIVILIAN FIGHTERS Pts: 40 5 NOVAS VIRA MILITIA Pts: 95


Special Rules: Expendable, Load Up, Vive La Resistance Special Rules:Unflinching
Weapon Range Dice AP Special Weapon Range Dice AP Special
1 - Automatic Rifle 18" 1 -
A - Assault Weaponry A 1 -

ADD UP TO 15 ADD. CIVILIAN FIGHTERS Pts: 7 each ADD UP TO 5 ADD. NOVAS VIRA MILITIA Pts: 16 each

1 IN 10 FIGHTERS MAY HAVE THE FOLLOWING 2 MILITIA MAY HAVE 1 OF THE FOLLOWING EQUIPMENT
EQUIPMENT UPGRADE: UPGRADE:
DISINTEGRATOR RAYGUN Pts: 8 0-1 HEAVY BLASTER TEAM Pts: 28
Replace the Firearms with a Disintegrator Raygun: Replace both models' Rifles with a Heavy Blaster:

Weapon Range Dice AP Special Weapon Range Dice AP Special


1 2 Shredder, Heavy Blaster 30" 2 2 Experimental,
Anti-Tank Heavy Firepower,
Blast (D3)
1 IN 10 FIGHTERS MAY HAVE THE FOLLOWING
EQUIPMENT UPGRADE: UP TO 1 MILITIA MAY HAVE THE FOLLOWING EQUIPMENT
UPGRADE:
LOOTED BLASTER Pts: 15
Replace the Firearms with a Looted Blaster: SONIC DISRUPTOR Pts: 40
Replace the Rifle with a Sonic Disruptor:
Weapon Range Dice AP Special
Weapon Range Dice AP Special
Looted Blaster 12" 2 1 Blast (D3),
Disruptor 12-36" 3 1 Suppressive Fire (1), Heavy
Experimental
Firepower, Slow Reload, Saturation
0-1 CONTRACTOR PERSONNEL UPGRADE Pts: 16 Disruptor 12" 3 3 Heavy Firepower,
Upgrade any 1 model to a Contractor, gaining: Slow Reload, Stun

Special Rule: Fortify Position Order 0-1 CONTRACTOR PERSONNEL UPGRADE Pts: 16
Upgrade any 1 model to a Contractor, gaining:

Special Rule: Fortify Position Order

Special Rule: Load Up

Units in which all models have this


special rule treat transport vehicles as
having a capacity 5 higher than listed
(e.g. a Transport (10) truck can carry
15 Resistance Fighters).

10
ACTIONS - MOVEMENT

tRefurbished Robot MUSEUM PIECE


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
Playing a game

6 4+ 5+ 9+ 4 5 Vehicle
7 4+ 4+ 8+ 4 3 Vehicle
(Height 8) (Tank)

1 REFURBISHED ROBOT Pts: 175 ★★★★ 1 MUSEUM PIECE Pts: 195 ★


Special Rule: Unflinching, Communications, Shield (2) Special Rule: Transport (5), Open-Topped
Forces

Weapon Range Dice AP Special Weapon Range Dice AP Special


Stomping Feet A 2 2 Blast (2) Heavy Machine Gun 24" 3 1 Suppressive Fire (1)
Anti-Tank Shell 8-32" 1 4 Suppressive Fire (2),
Anti-Tank,
A REFURBISHED ROBOT MUST HAVE 2 OF THE Slow Reload
FOLLOWING EQUIPMENT UPGRADES:
Explosive Shell 8-32" 2 1 Suppressive Fire (1),
MASIVE CLAW Blast (D3),
Pts: 25
Add a Massive Claw Slow Reload
Ramming R 5 3
Weapon Range Dice AP Special
Massive Claw A 2 4 Anti-Tank

HEAVY HEAT RAY Pts: 55 t Salvaged Saucer


Add a Heavy Heat Ray
SPD MEL ACC Def res ner
Weapon Range Dice AP Special 12 - 5+ 6+ 3 2 Vehicle
HUMAN RESISTANCE

Heavy Heat Ray 16" 2 5 Anti-Tank, (Height 4)


S low Reload, 1 SAUCER Pts: 180 ★
A rea Effect Special Rule: Aerial Deployment, Anti-Grav, Shield (2)
Weapon Range Dice AP Special
HEAVY FREEZE RAY Pts: 80 Twin Heat Rays 12" 2 5 Anti-Tank,
Add a Heavy Freeze Ray
Suppressive Fire (1)
Weapon Range Dice AP Special
A SALVAGED SAUCER MAY HAVE THE FOLLOWING
Heavy Freeze Ray 10" 2 6 Slow Reload, EQUIPMENT UPGRADE:
S uppressive Fire(3),
S tun TWIN FREEZE RAYS Pts: 30 ★
Replace the Twin Heat Rays with Twin Freeze Rays

Weapon Range Dice AP Special


Twin Freeze Rays 8" 2 1 Suppressive Fire (2),
Stun

tSydneyRose &
Henry The Giant Flea
SPD MEL ACC Def res ner
11 3+ - 6+ 4 4 Massive Special Rule: Flea
Infantry Circus
1 GIANT FLEA Pts: 68
Special Rule: Anti-Grav, Fire In The Hole!, Flea Circus Up to 3 Giant Fleas may be taken as a
single unit (ignoring the Unique
Weapon Range Dice AP Special rule). They behave like any other unit
Barbs & Mandibles A 4 - Shredder of infantry and must adhere to the
Blood-Sucking Proboscis A 1 2
rules for unit coherency.

11
ACTIONS - MOVEMENT

Novas Vira Special


Agent
SPD MEL ACC Def res ner

SPD MEL ACC Def res ner


5 5+ 4+ 4+ 2 3 Regular
Infantry
5 4+ 3+ 5+ 2 3 Regular
Infantry 1 CITIZEN HERO ② Pts: 55
Special Rule: Inspiring, Protection (Regular Infantry),
1 SPECIAL AGENT ② Pts: 85
Special Rule: Headstrong, Protection (Regular Infantry), Reckless Advance, Vive La Resistance!
Recon, Precision Fire Order
• Command ❶
• Command ❷ Weapon Range Dice AP Special
Weapon Range Dice AP Special Improvised Weapon A 1 -
Laser Pistol 9" 1 1
Martial Arts A 2 -

Equipment Upgrades
Some models may take equipment upgrades from the table below. Such models will be
marked with a symbol in the army list. ① means it can take up to one upgrade. ② means it
can take up to two upgrades.
Weapon Range Dice AP Special Points
Body Armour - - - Def 5+ 15
Energy Blade A 2 3 18
Jetpac - - - Anti-Grav 15
Looted Heavy Blaster 12" 2 1 Blast (D3) 25
Disintegrator Raygun 16" 1 2 Shredder, Anti-Tank 12
Trusty Sidearm 8" 1 - 2
Handy Wrench - - - Repair Order 20
Automatic Rifle 18" 1 - 5
Twin Laser Pistols 9" 2 1 5
Smoke Bombs 6" 1 - Smoke 10
Flashbang Grenades 6" 1 - Stun 10
Doctor's Bag - - - Medic 25
Walkie-Talkie - - - Communications 10
Energy Bow  12" 1 3 Slow Reload 25
 12" 1 - Blast (D3), Slow Reload

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