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Figure Descriptions and Rules
Figure Descriptions and Rules
1
UNITED NATIONS OF EARTH T19 Forcewall Grenade
Commando This small device is designed specifically for indoor
combat. When set off it creates a magnetic energized
force field approximately two meters in diameter. This
field can withstand heavy impacts and is typically used
for quick escapes, cover from fire or to slow up enemy
troops. Designed as a one-shot device, the solid energy
core and generating equipment generally burn out after
a few minutes, well after the end of most engagements.
Issued one per Trooper with Blaster, it is used
judiciously.
LZ9 Blaster
This high- gain plasma weapon is also connected to the
armour’s power pack. The plasma is placed into a
magnetic bottle which is fired out of the weapon as a
bolt. While the damage is not as great as the Plasma
Projector, range and accuracy is improved. It’s reliability
has been proven under fire and it is now the standard
issue to UNE Commandos.
2
COMMANDO HEAVY WEAPON TROOPER
Armed with the Plasma Projector, the Commando Heavy
Weapon Trooper provides vital close range support for
commando operations.
3
This R.X.S. has an Armour Modifier of +1 and requires 2
hits to be eliminated. Due to the Behemoth's size, other
figures incur a roll modifier of +2 when firing past it.
Behemoth R.X.S.
R.X.S. is short for reactive exo-skeleton. It differs from
P.B.A. in size and method of control. Operating an
R.X.S. is a cross between wearing it, and riding in it.
The pilots, jokingly referred to by others as “elephant
jockeys”, fit snugly into the torso while their limbs
extended into the limbs of the unit. Gimbals and
servos detect the motions of the operator and the
R.X.S. reacts to them. The Behemoth provides the
ultimate in personal protection and can mount several
weapons controlled by an independent targeting
system (I.T.S). The I.T.S. can identify, lock on to and
engage targets with minimal operator assistance.
4
XDX- 211 Scattered Plasma Assault System presence of a Nachtmacher or whether the firing figure
Nicknamed the SPLAT, this is a single shot plasma walked, ran, remained stationary or is covering. A SPLAT
discharger. The blast is directional, affecting a wide area cannot be used to suppress, automatic fire or snap fire.
similar to a claymore mine. It can be used defensively to As mentioned, the dischargers are individual one-shot
protect vehicles or positions from massed attacks. When weapons. A separate fire action is required to fire each
used offensively the carrying unit (fast attack vehicle or one, after which it cannot be used again. A player may
R.X.S.) detonates it after charging into the centre of a also use the "Grand Slam" option where all four
thickly occupied enemy position. A complete SPLAT is in dischargers are fired simultaneously with only one fire
sets of 4 dischargers(one for each arc of fire). action.
Each discharger of the SPLAT (left, right, front, aft) is a BS- 2 Automatic Grenade Launcher
single shot device which affects all targets in that arc. With a belt feed, good range and large ammo capacity,
The HIT number is equal to the range plus 1. There are the Auto-G.L. can be found mounted on R.X.S. and
no roll modifiers used with the SPLAT so the HIT number vehicles or in static positions. Usually loaded with Plas
remains the same regardless of the targets armour, the grenades it can employ the infamous “double tap”
(auto-fire) to wipe out groups of targets.
+1
XL27 Close Defence Plasma Weapon
This stripped-down Plasma Projector, known
as the CDP, is mounted on RXS and vehicles
as an antipersonnel weapon. It is usually
installed on a swivel mount which allows a
wider fire arc. The Behemoth RXS has one of
these weapons mounted on each shoulder.
5
UNE Recce Commando Pathfinder P.B.A.
These men and women are the reconnaissance force of This armour is built light and fast. Although not affording
a UNE Commando company. It is the Recce Commandos’ the protection of Paladin PBA, a trooper in Pathfinder
job to scout ahead of front-line troops and gain essential has speed on his side. An enhanced sensor and scanner
information on enemy positions, strengths, facilities and suite is normally incorporated into the armour to aid in
communications. These troops are typically organized reconnaissance, surveillance and electronic warfare
into patrols consisting of a corporal or sergeant, and operations. Pathfinder suits not including the
three troopers. They are issued the standard LZ9 blaster cumbersome commando options are usually equipped
and two Forcewall grenades. As light reconnaissance with rocket jets allowing short distance flight.
troops, Recce Commandos are expected to fight for
information. They are therefore outfitted with the fast
and light Pathfinder PBA and generally carry no support
weapons. Using speed to their advantage they can
outflank or outmaneuver opponents and retreat from
the battle zone with the information they have gained.
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RAM LASER
The Rolachev Augmentation Module, designed by Russian
scientist Yuri Rolachev, gives inertia and force to photons.
This breakthrough increased the range and penetration
capability of lasers. The high energy usage and capacitor
charge time limits rate of fire, but good range and
penetration has made it the primary weapon of non-
commando powered troops.
WRIST ROCKETS
Short range with a relatively powerful high-explosive
warhead, Wrist Rockets are affixed to the forearms of
powered armour to provide extra fire power at close
range. Each rocket is individually mounted.
CONCUSSION GAUNTLETS
These are energy dischargers built into the knuckles of
powered armour suits. They create a localized effect
similar to that of a K-pulse grenade in hand to hand
combat.
IRONSIDE P.B.A.
With construction similar to Paladin PBA, the Ironside
design places more emphasis on protection and less on
mobility. This additional protection allows troops to
sustain fewer casualties while advancing through open
terrain in spite of their slower movement.
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This one shot device is used to clear Wall Rockets. The
Pioneer selects a line of fire within his front arc. A die is
rolled for each Wall Rocket within 3 squares of the
Copperhead's line of fire. The rocket will be set off unless
a "1" is rolled. A figure occupying one of the three
squares directly in front of the activated rocket will be
attacked with a HIT number of 4+. If more than one
possible target is available, the rocket will fire at the
closest figure.
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small enough that they do not hinder LOF and can be The player selects a line of fire and a range. Roll one die
moved through at no MP penalty. and add this to the range to determine the detonation
square (there is no roll required to actually hit the
SUPPORT TROOPERS square). If the detonation square lays beyond a door or
While the Heavy Weapon Trooper gives a section that Forcewall the said door or Forcewall becomes the
extra "oomph" in terms of firepower, Support Troopers detonation square. If this obstruction is not destroyed
are a platoon resource. They provide a Commando the HIT zone does not extend beyond it. If it is destroyed
platoon with long-range direct-fire support and limited an additional +2 modifier is applied. The HIT zone of this
anti-vehicle/anti-air capabilities. They are outfitted in round extends 10 squares from the detonation square
Paladin PBA and are typically armed with either the along the LOF. Any figure in the LOF is affected. The base
Flechette gun or the Carl-G Mk IV. Support Troopers are HIT number is 3+. All Armour and LOF modifiers are used
almost always accompanied by their Loader. except for the Nachtmacher modifier and they are
determined from the detonation square rather than the
launching figure's square.
COMMANDO LOADER
Heavy weapons such as the Carl-G or Flechette Gun are H.E.A.P. Round: This is a high explosive armour piercing
too cumbersome for a single trooper to carry the shell. It is designed to take out larger, more heavily
weapon and additional ammunition. Loaders accompany armoured opponents out to long ranges. Its
support weapons to allow for sustained fire or extended effectiveness is limited indoors, but none the less it
combat. They also provide close defence for the gunners comes in handy in certain circumstances.
who are usually preoccupied with long-range or group
targets. The loader is also outfitted in Paladin PBA. General modifiers are not used. This round eliminates
any figure it scores a HIT on.
Loaders operate in Paladin P.B.A. and carry 4 reloads for
the Support Trooper they operate with. To reload a
K-Pulse Round: This round are heavier versions of the
weapon, the loader and Support Trooper must be
adjacent. Both must remain stationary and spend a fire respective hand grenade
action. K-Pulse Grenade rules are used for this rounds Hit
Number.
CARL GUSTAV MARK IV
This is the modern version of the Swedish made, man AM5-4 FLEHETTE GUN
portable, anti-tank gun. With high technology
incorporated into the sighting electronics and the This is a heavy magnetic accelerator rifle usually carried
ammunition, the Carl-G regained its place as a standard by fire support troopers. It fires high density armour
battlefield support weapon. In its present form the piercing needles at a high cyclic rate. The weapon's good
weapon incorporates electronic sighting and an auto- range and an excellent rate of fire makes up for its
loading magazine fed action. The firer has the flexibility limited penetration.
of selecting the appropriate ammunition for the
situation.
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UNE WEAPON CHART
Weapon ROF PB+ PB S M L X
Blaster 1 -- 5 15 25 35 45
Blaster Carbine 1 -- 3 10 17 25 35
Carl-G Mark IV - HEAP * 1 -- -- -- 30 45 60
Carl-G Mark IV CARP 1 SEE RULES
Carl-G Mark IV K-Pulse 1 -- 15 30 45 60
Carl-G Mark IV EMP 1 -- -- 15 30 45 60
Close Defense Plasma 1 3 5 10 15 20 25
Flechette Gun 3 -- -- -- 30 45 60
Grenade Launcher * 1 -- 5 10 20 30 40
Auto-GL * 1 -- 10 20 30 45 60
Plasma Projector 2 3 5 10 15 20 25
R.A.M. Laser 1 -- -- 30 40 50 60
R.A.M., Auto 2 -- 30 40 50 60
Splat * 1 1 2 3 4 5 --
Wrist Rocket 1 3 6 9 12 15 20
HIT NUMBER 2+ 3+ 4+ 5+ 6+ 7+
* Targets Armour Modifier is ignored.
FIGURE ARMOUR
MPs
Hits
LOAD
Commando 0 1 4 Paladin P.B.A. Blaster, Forcewall Grenade, K-Pulse Grenade
Heavy Weapon Commando 0 1 4 Paladin P.B.A. Plasma Projector
Recce Trooper -1 1 5 Pathfinder P.B.A. Blaster, 2x Forcewall Grenades
Blaster Carbine, 2x Smart Mines, 2 Satchel Charges,
Pioneer 0 1 4 Pioneer Paladin P.B.A
Copper Head Snake Line
Assault Trooper +1 1 3 Ironside P.B.A. RAM Laser, GL, 4x Wrist Rockets
Heavy Assault Trooper +1 2 4 Behemoth R.X.S. Auto RAM Lasers, GL, 2x CDPs, SPALT
Corporals 1
Seargents 2
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LEGIONS OF STEEL Opposing figures firing through, into, or out of, one or
more darkened squares do so at a +2 LOF Modifier.
G1A NIGHTMARE
The G1A consists of a G1(bis) 2-handed frame, carrying
an M-2 Scattergun for close or indoor combat, and a
single Nachtmacher grenade. These units were
developed to clear out concentrations of enemy from
the narrow confines of Machine production facilities.
They are commonly encountered in Advanced Internal
Security Hordes, but it is still not uncommon to also find
them fighting out of doors in a building clearing capacity
(or in close terrain, forests, jungles, etc).
M-2 SCATTERGUN
This Machine shotgun fires a spray of collapsed steel
flechette in rapid succession. In terms of firepower, this
weapon falls short of the UNE Blaster but still provides a
boost over a Nightmare's Deadbolt Launcher. The
Scattergun is particularly devastating to targets not
equipped with powered body armour.
G1 Nightmare
These humanoid, skeletal robots are the cannon fodder G1B NIGHTMARE
of the Legions of Steel. They have little independent This Nightmare frame carries the "Thumper" in place of
thought and are generally controlled by the Overlord the Deadbolt Launcher.
Computer or more advanced robot types. Untold
numbers of these have been produced. Typically, M-B1 THUMPER
Nightmares are armed with Deadbolt Launchers and a With multiple ammo bays this weapon has genuine
Nachtmacher grenade but can be outfitted with a versatility. These bays are set up on a rotating platform
variety of weaponry. so that the most appropriate grenade for the situation
can be selected.
M- 1 Deadbolt Launcher
This is the standard weapon for the Nightmare robots It is designed to fire the Prometheus, Nachtmacher and
fielded by the Legions of Steel. This sophisticated Disruptor grenades. It holds ten grenades which can be
firearm fires a collapsed steel round. Although in close mixed and matched. Use the appropriate grenade rules
quarter fighting it is inferior to the LZ9 Blaster it has upon impact. The G1B Nightmare variant carries the
better accuracy at longer ranges. A large amount of Thumper.
Commandos and other soldiers have met their maker
due to this ubiquitous weapon. G1C NIGHTMARE
M- G1 Nachtmacher Grenade This Nightmare frame carries the Nega Sphere Generator
Nachtmacher is German for “night maker”. The in place of the Deadbolt Launcher.
grenade creates a six-meter diameter globe of utter
blackness. When detonated, it creates a field which M-X7 NEGA SPHERE GENERATOR
absorbs all light energy in the visible spectrum as well This projector unit creates a 2 meter diameter ball of
as infrared and ultraviolet. Issued mainly to Nightmare negative energy. Once fired the "Nega Sphere" moves in
robots, it is utilized in an attack to cover their advance the direction of launch until burning out or striking a
or on the defense to protect their moving forces. large solid object such as a wall. It is carried by the G1C
Nightmare variant.
Nachtmacher, or “Night Maker,” grenades create a field
of darkness which affects LOF in the target square and When fired, a Nega Sphere counter is placed in front of
the eight squares surrounding it. The effect lasts until the firing figure. During the end segment, it moves. Roll
the end of the Machine player’s next turn. The player 2 dice to determine how many squares it moves. If a 9 to
rolls to hit as normal, and the Nachtmacher counter is 12 is rolled then the sphere dissipates at the end of its
placed with its Turn 1 side up on the target square. move. Any figure struck by the sphere receives a HIT on
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a 3+ (only Armour modifiers apply). If the sphere
encounters a solid object such as a door, Forcewall or
wall, it will make a 90 degree turn and continue along an
unobstructed path.
If the squares to the left and right are both open, the
sphere will move randomly (roll one die and on a 1-3 the
sphere turns left, on a 4-6 it turns right). If a dead end is
encountered, the sphere will impact with a random
square (roll one die and on a 1-2 the left square, 2-4 the
square directly ahead and 5-6 the right square).
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dubbed by commandos to describe the rocket’s bizarre painfully reduced to a pool of protoplasmic jelly.
spiraling trajectory and inaccuracy at longer ranges.
The HIT number for this grenade is determined by the
G3 PREDATOR range of a figure from the impact square. The diagonal
While Assault Fiends are combat effective but too costly rule applies. One die is rolled for each non-machine
for general deployment, Nightmares’ limited capabilities figure in these squares to determine any HITS. Armour
are not sufficient for many situations. The Predator is and LOS modifiers apply. There is an additional +1
produced by the Machines as an intermediate unit. It modifier for the Behemoth (+2 total). The HIT numbers
possesses more firepower, armour and processing for the various ranges are given below.
capability than a Nightmare, but is cheaper to build than
a Fiend. Armed with Ice Rifles, Disruptor Grenades and Impact square 3
Prometheus Bombs, a group of G3s form a formidable Range 1 4
assault team. Range 2 5
Range 3 6
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G4 GREMLIN MARK II AS5AULT FIEND
Human analysts speculate that these The Mark II Assault Fiend is lighter, faster and arguably
diminutive robots were not deadlier than the Mark I. This is especially true when it is
specifically designed for combat. It deployed with other combat units. Its command
has been theorized that the G4 is capabilities can support machine forces while the
used as a maintenance and repair Thunder Lance can neutralize enemies long enough for
unit which can be armed with small other machines to dispatch them. Humans engaging the
weapons such as the Deadbolt Mark II, can gain some comfort from the fact that it is
Carbine. The G4 designation in this case would be a not as heavily armoured as the Mark I.
misnomer as it is not a general combat unit. However,
T3(the proper designation) has not gained wide usage Due to the Mark Ill's size, other figures incur a roll
since these theories were formulated. modifier of -2 when firing past it.
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MARK III ASSAULT FIEND combination of both. Upon impact, the round shatters,
The Mark Ill is as heavy as an Assault Fiend gets. covering the target with its fiery payload. Combustion is
Weighing in at over 2000 kilos it is also considerably fast and intense, burning out in mere seconds. While the
slower than the other robots of its class. This, it makes Hellfire Cannon provides excellent firepower, its heavy
up for by arming itself to the teeth. It has 4 manipulator carriage and goodly sum of ammunition make it a heavy
arms. In one it carries a Protoplasmic Lacerator, in weapon which is only carried by larger robots or used in
another it carries the M-B1 Thumper and the last two static emplacements.
lower arms carry the Hellfire Cannon. These, coupled
with its ability to simultaneously engage two targets, The Hellfire Cannon can switch between 2 rounds. The
make it a deadly adversary. Standard Hellfire Round and the armour piercing HEAP
round which ignores Armour Modifiers.
The Mark Ill has two fire actions. When the Mark Ill fires
or suppresses, place the appropriate marker onto the M-H5 PROTOPLASMIC LACERATOR
Mark Ill template. The name of the weapon used is This hand to hand weapon combines the deadliest
covered by the counter. The same weapon can not be characteristics of both a power blade and a disruptor
fired twice in the same turn, unless using leadership. If weapon. The energy field which surrounds the blade will
the Mark III did not use both fire actions then the curdle flesh at the slightest touch or even on a close pass.
remaining fire actions are used to cover. A "covering" This creates horrible wounds and can sometimes set up a
counter is placed beside the figure until all fire actions disruption effect (see Disruptor Grenade above).
have been used, at which point it is replaced with a
"fired" counter. All weapons have forward firing arcs. A HTH CBT weapon with an attitude! It has an ROF of 2
and HIT number of 3+. Any roll which is exactly the HIT
M-351 HELLFIRE CANNON number does not damage the target immediately, instead
Using a delivery system similar to that of the Ice Rifle, the it becomes disrupted (see Disruptor Grenade above).
Hellfire Cannon fires rounds containing an incendiary
material. This compound is most likely related to either
Napalm-X or Prometheus gel (see below) or possibly a
15
X1 RUNAWAY
16
MACHINE WEAPON CHART
Weapon ROF PB+ PB S M L X
Claws 2 -- -- 1 -- -- --
Deadbolt Carbine 1 -- -- 15 25 35 45
Deadbolt Launcher 1 -- 25 35 45 55
Hellfire Cannon Round 2 -- -- 20 35 45 55
Hellfire Cannon HEAP* 1 -- 10 20 35 45 55
Ice Rifle 2 3 10 20 30 40
Napalm X 3 -- -- 5 10 15 20
Nega Sphere Generator 1 SEE RULES
Power Halberd 2 1 -- -- -- -- --
Protoplasmic Lacerator 2 1 -- -- -- -- --
Scattergun 3 -- -- -- 10 20 30
Spaz Rockets 2 3 5 10 15 20 25
Thumper 1 -- 7 15 25 37 50
Thunder Lance 2 5 10 15 20 25 30
W.A.S.P. Missile * 1 -- -- -- 75 -- --
HIT NUMBER 2+ 3+ 4+ 5+ 6+ 7+
* Targets Armour Modifier is ignored.
ARMOUR
MPs
Hits
FIGURE
LOAD
C1 Succubot -1 1 5 2 C1 Frame Deadbolt Carbine, 2x Spaz Rocket Packs
G1 Nightmare 0 1 4 0 G1 Frame Deadbolt, Nachtmacher Grenade
G1A Nightmare Scattergun, Nachtmacher Grenade
G1B Nightmare 0 1 4 0 G1 Frame Thumper GL
G1C Nightmare 0 1 4 0 G1 Frame Nega Sphere Generator
G3 Predator 1 1 4 0 G3 Frame Ice Rifle, Prometheus Bomb, Disruptor Grenade
G4 Gremlin -2 1 4 0 G4 Frame Deadbolt Carbine
Deadbolt Launcher, 2x Nachtmacher Grenade, WASP
G5 Stalker 0 2 5 0 G5 Frame
Missile pack, Claws
G6 Sniperbot -1 1 5 0 G6 Frame Deadbolt Carbine, WASP Missle Pack
Mark I Assault Fiend +1 2 5 0 Mark I Frame Napalm X Flame Weapon, Power Trident, Molecular
Mark II Assault Fiend 0 2 6 1 Mark II Frame Thunder Lance, Power Halberd
Mark Ill Assault Fiend +2 2 4 0 Mark Ill Frame Helfire Cannon, Thumper, Protoplasmic Lacerator
X1 Runaway -1 1 6 0 X1 Frame Jacking
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