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Firefight: Martian & Human Resistance Army Lists
Firefight: Martian & Human Resistance Army Lists
Firefight: Martian & Human Resistance Army Lists
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.
2
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
UP TO 2 MARTIAN GRUNTS MAY HAVE THE FOLLOWING UP TO 1 SCIENTIST MAY HAVE THE FOLLOWING
EQUIPMENT UPGRADE: EQUIPMENT UPGRADE:
3
ACTIONS - MOVEMENT
4
ACTIONS - MOVEMENT
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
AN ATTACK SAUCER MAY HAVE THE FOLLOWING EQUIPMENT A GIANT ROBOT MUST HAVE 2 OF THE FOLLOWING
UPGRADE: EQUIPMENT UPGRADES:
5
ACTIONS - MOVEMENT
t GENERAL ZAR
SPD MEL ACC Def res ner
Special Rule: VENGEFUL
5 3+ 3+ 5+ 3 3 Regular
WRATH
Infantry
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
7
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.
8
ACTIONS - MOVEMENT
Units
Playing a game
9
ACTIONS - MOVEMENT
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:
Special Rule: Fortify Position Order 0-1 CONTRACTOR PERSONNEL UPGRADE Pts: 16
Upgrade any 1 model to a Contractor, gaining:
10
ACTIONS - MOVEMENT
6 4+ 5+ 9+ 4 5 Vehicle
7 4+ 4+ 8+ 4 3 Vehicle
(Height 8) (Tank)
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
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
12