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HFR-6770

The strong right arm of The


Authority, the Harlow 1st
Reaction Force are the elite
mercenaries of Harlow Kinetic
Solutions. Equipped with jump
jets, smart weapons, and
combat inorganics, the 1st
Reaction Force hits hard, and
they hit fast.

HARLOW 1ST REACTION FORCE


HARLOW 1ST REACTION FORCE

HARLOW 1ST REACTION FORCE

HARLOW 1ST REACTION FORCE

6 6 6
4 4 6
1/6 1/6 2/6
CONTROL TEAM
ASSAULT TEAM

2 1 2
SPRINGBOK AI

184562993-122 184562993-122 184562993-122


AOIFME-4332 AOIFME-4332 AOIFME-4332

FAL-32C | 24”/1 FAL-32C | 24”/1 FAL-32D | 24”/1


CQB CQB CQB, Sustained (1)

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BATTLE DRILLS SPECIAL RULES
Stims: Models in this Unit gain +2 Movement for their Activation. Cyclic: This Model may make one Shoot or Ready
Action after Shooting.
Assaulters: Models in this Unit cannot be Targeted by Overwatch
when making a Full Move. Heavy: +1 Shot if this Model did not Move
Chaff: Place a Smoke Token (Chaff) within 6” of a Model in this Unit Sustained (X): Target must roll X Armor D10
before Activating. Chaff Smoke Tokens Dissipate on a 10+ after marking Damage. Each Failed D10 applies
the Weapons Damage to the Target.
CQB: This Weapon ignores Cover when Targeting
Models in half of its Range.

FORCE RULE
Harlow First Reaction Force Units gain +2 Movement
when Sprinting.

ARMORY
HEAD | 16”/4
Blast (1)
MICRO LAUNCHER | 4-16”/2
Blast (1), Heavy
FRAG LAUNCHER | 24”/1
Sustained (2), CQB
BOOST JUMP
Model gains Jump (4)
SCAN TO CHECK
FOR UNIT UPDATES

HFR-6773 DH93745
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HFR-6771 DH93745
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HFR-6772 DH93745
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HARLOW SPRINGBOK AI HARLOW CONTROL TEAM HARLOW ASSAULT TEAM

Chaff Discharge One Unit may be Activated after this


After a Full Move this Model may Unit without spending a Control Point.
not be Targeted by Overwatch.
SPECIALIST 1: Data Spike SPECIALIST 1: Machine Gunner
AI, Jump(4)
Cyclic, Heavy

SPECIALIST 2: Grenade Launcher SPECIALIST 2: Team Leader


GRENADE LAUNCHER | 24”/2 When this Model gains a Ready Token
Blast (1) it may give it to a Model in this Unit
that has already made an Action.

SCAN TO CHECK SCAN TO CHECK SCAN TO CHECK


FOR UNIT UPDATES FOR UNIT UPDATES FOR UNIT UPDATES

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MBG-120

Manticor prides itself on physical


strength, and their combat
tactics mirror this. Implacable in
their attack, layers of ballistic
armor let the soldiers of the
Manticor Borz Force shrug off
hits that would incapacitate any
other force. Practical and
methodical, Manticor Borz may
not be flashy, but they’ll put you
in the ground nonetheless.

MANTICOR BORZ GROUP


MANTICOR BORZ GROUP

MANTICOR BORZ GROUP

MANTICOR BORZ GROUP

6 6 6
4 4 4
1/4 2/4 1/4
INSERTION TEAM

2 1 2
BRATVA TEAM

184562993-122 184562993-122 184562993-122


AOIFME-4332 AOIFME-4332 AOIFME-4332
CYKA TEAM

SYY-1 | 24”/1
AKMZ-2 | 24”/1 Cyclic, Heavy AKMZ-2 | 24”/1
Medium GRENADE LAUNCHER | 24”/2 Medium
Blast (1)

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BATTLE DRILLS SPECIAL RULES
Thorax Shields: Models in this Unit gain +1D10 for Armor Checks Cyclic: This Model may make one Shoot or Ready
during this Activation. Action after Shooting.
Targeting Smoke: Place a Target Smoke Token within 6” of any Heavy: +1 Shot if this Model did not Move.
Model in this Unit. Models from the Unit ignore Cover when Targeting Sustained (X): Target must roll X Armor D10
Models that are within 3" of the Target Smoke Token. after marking Damage. Each Failed D10 applies
Linked: Models in this Unit gaining a Ready Token may instead give it the Weapons Damage to the Target.
to another Model in the Unit. Deployed: This Weapon may not be used in
Shooting if the Model Moved.
Shield: This Model and one Model in Base-to-Base
with it gain Cover.
Medium: +1 Shot when Shooting.
FORCE RULE
Manticor Borz Group Units ignore 1 Damage from Blasts.

ARMORY
RPG33 | 16”/4
Blast (1)
AIR BURST RIFLE | 16”/1
Ignores Cover
THERMITE LAUNCHER | 8”/1
1 Shot only, Sustained (6)
STRIP GRENADES | 6”/2
Blast (2)
SCAN TO CHECK
FOR UNIT UPDATES

MBG-121 DH93745
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MBG-123 DH93745
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MBG-122 DH93745
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MANTICOR INSERTION TEAM MANTICOR CYKA TEAM MANTICOR BRATVA TEAM

Damage Track Roll +1D10 for Initiative

Powered
SPECIALIST 1: Machine Gunner SPECIALIST 1: Data Spike
Cyclic, Heavy

SPECIALIST 2: Sidewinder
This Model may make an Action and SPECIALIST 2: HMG
pass a Skill Check to apply a Pinned HMG | 4-24”/2
Token to an Enemy Unit within 12". Sustained (2), Deployed, Shield

SCAN TO CHECK SCAN TO CHECK SCAN TO CHECK


FOR UNIT UPDATES FOR UNIT UPDATES FOR UNIT UPDATES

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RFA-4390

The pinnacle of UN forces on


Abol, UN Raid Force Alpha are
genetically augmented to be at
apex warriors. These two women
fireteams reap a heavy toll on the
battlefield, supported by the cold
logic of their ‘Golem’ inorganics. If
you see them on the battlefield,
it’s already too late.

UN RAID FORCE ALPHA


UN RAID FORCE ALPHA

UN RAID FORCE ALPHA

UN RAID FORCE ALPHA

5 5 5
6 4 6
1/5 3/5 1/5
UTG ASSAULTERS

UTG SPECIALISTS

1 184562993-122
1 184562993-122
1 184562993-122
GOLEM UNIT

AOIFME-4332 AOIFME-4332 AOIFME-4332

M7 CARBINE | 18”/1 FPR AUTO | 24”/1 M7 CARBINE | 18”/1


CQB Sustained (1) CQB

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BATTLE DRILLS SPECIAL RULES
Close Assault: Models in this Unit may Move 2” after their Activation AP (X): Models suffering Damage from this
ends, only if it would bring them into CQC with an Enemy Model. Weapon roll -X Armor D10.
Cross Fire: For each Model from this Unit Targeting the same Deployed: This Weapon may not be used in
Enemy Model with Shooting, their Weapon gains +1 Damage. Shooting if the Model Moved.
Switchback: Place a Smoke Token within 4” of a Model in this Unit Elite (X): This Model rolls +X D10 in all Skill Checks.
before Activating. All Models may be Moved up to 2” before Activating. Seeking: If the Shooting Model did not Move this
Weapon ignores Cover.
Sustained (X): Target must roll X Armor D10
after marking Damage. Each Failed D10 applies
the Weapons Damage to the Target.
CQB: This Weapon ignores Cover when Targeting
FORCE RULE Models in half of its Range.
All Raid Force Alpha Units have the Elite(1) Special Rule.
Heavy: +1 Shot if this Model did not Move.
Medium: +1 Shot when Shooting.
ARMORY EMP: This Weapon can only apply Damage to
SURGE | 16”/2 Units with the AI Special Rule and cannot be
EMP Only stopped by Armor Checks.
LANCE | 12”/1
AP (3)
MICRO LAUNCHER | 4-16”/2
Blast (1), Heavy
BOOST JUMP
Model gains Jump (6)
SCAN TO CHECK
FOR UNIT UPDATES

RFA-4392 DH93745
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RFA-4393 DH93745
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RFA-4391 DH93745
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UN UTG SPECIALISTS GOLEM UNIT UN UTG ASSAULTERS

Jump(4) Jump(4) Jump(4)

SPECIALIST 1: Marksman SPECIALIST 1: Fire Support SPECIALIST 1: Grenadier


ANTI-MATERIAL RIFLE| 32”/2 SCREECHER | 18”/2 GRENADE LAUNCHER | 24”/2
AP (2), Deployed Seeking Blast (1)

SCAN TO CHECK SCAN TO CHECK SCAN TO CHECK


FOR UNIT UPDATES FOR UNIT UPDATES FOR UNIT UPDATES

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MIDAS PERUN
6 6
8 4
3/2 3/2

184562993-122 184562993-122
AOIFME-4332 AOIFME-4332

240L| 32”/1
Sustained (3), Cyclic
SHSK55| 32”/3
DUSTER

DUSTER

DEP. BARRAGE| 32”/2 Sustained (2), Cyclic


Blast (2), Sustained (3)

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PERUN MIDAS
CHASSIS CHASSIS
MOBILITY MOBILITY
SHIELD

CLUSTER MUNITIONS CRS


As an Action choose up to 4 Infantry An Infantry Model ending a Movement
Models within 12” to make a Skill Check, within 12” of this Model suffers 1 Damage.
they suffer 2 Damage if they Fail.
SMOKE EVADE
SHIELD
Before Activating place a Smoke Token
When this Model suffers Damage, mark
within 6” of this Model.
its Shield Damage Track first. When doing
so any Damage past the first is ignored.
JUMP
ELECTRIC SMOKE Overwatch Targeting this Model
When Activating, you may place 2x Smoke becomes Hard.
Tokens within 4” of this Model. Units with a
Model within 3” of one of the Tokens
become Pinned.

SCAN TO CHECK SCAN TO CHECK


FOR UNIT UPDATES FOR UNIT UPDATES

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BURN

BURN

BURN
AMPED BLADE RUNNER EXTRAS!

Play this before a Unit Activates. The Play this card when a Unit Moves. Play this card when a Unit completes
Units Weapons gain +1 Damage for Models in the Unit can extend its Activation. Unmark all of its
the Activation. their Movement by 2” and can Combat Loads.
bypass Obstacles.
BURN

BURN

BURN
JUICED PERIMETER DEFENSE PHASE OUT

Play this when a Model suffers Play this card when an Enemy Unit is Play this before a Unit Activates.
Damage. It will ignore all Damage taken. Activated. The Unit becomes Pinned. Models in this Unit can be placed
anywhere within 2” before their
Activation begins.

BURN BURN
Play this after Activating a Unit. The

roll 2 additional Armor Check D10.


another Unit and play a Battle Drill

Activation, Models in this Unit may


Play this card when a Unit suffers
PERSONAL SHIELDING
Player may immediately Activate

Damage. For the duration of the


REWIND

for free.

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AJFNE-4384 AJFNE-4384

AJFNE-4384
183422356-426
183422356-426 183422356-426
AJFNE-4384 AJFNE-4384

183422356-426 183422356-426
AJFNE-4384 AJFNE-4384

AJFNE-4384
183422356-426

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