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GF - Human Defense Force v2.50(3)
GF - Human Defense Force v2.50(3)
GF - Human Defense Force v2.50(3)
50
Gaetano Ferrara
Brandon Gillam
Game Design:
Illustrations:
1
GF - Human Defense Force v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Company Leader [1] 4+ 5+ Rifle (24”, A1), CCW (A1) Hero, Tough(3) A, B, C 30pts
Storm Leader [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Hero, Strider, Tough(3) B, D, E 45pts
Conscripts [10] 6+ 5+ Rifles (24”, A1), CCWs (A1) - - 80pts
Infantry Squad [10] 5+ 5+ Rifles (24”, A1), CCWs (A1) - A, F, G 120pts
Weapon Teams [3] 5+ 5+ Mortars (30”, A1, Blast(3), Indirect), Crews (A2) Tough(3) H 120pts
Veteran Squad [5] 4+ 5+ Rifles (24”, A1), CCWs (A1) - A, F, I 80pts
Storm Troopers [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Strider D, F, J 110pts
Special Weapons [3] 5+ 5+ Plasma Rifles (24”, A1, AP(4)), CCWs (A1) Relentless K 55pts
Sniper Squad [3] 5+ 5+ Sniper Rifles (30”, A1, AP(1), Sniper), CCWs (A1) Scout, Stealth - 130pts
OGRE Squad [3] 4+ 4+ Mini GLs (18”, A1, Blast(3)), CCWs (A3, AP(1)) Fearless, Furious, Tough(3) L 170pts
Cavalry Squad [5] 5+ 5+ Pistols (12”, A1), Hunting Lances (A1, Impact(1)) Fast, Impact(1) A, M 100pts
A Replace one Rifle and CCW: H Replace any Mortar: M Replace all Hunting Lances:
Pistol (12”, A1), CCW (A2) free Heavy Machinegun (30", A3, AP(1)) +5pts Heavy Lances (A2, AP(3)) +10pts
Replace one Pistol: Missile Launcher +10pts Replace one Hunting Lance:
Shred Pistol (6”, A3, Rending) +5pts (30", A1, AP(2), Deadly(3), Lock-On) Anti-Tank Lance (A1, AP(2), Deadly(3)) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts Laser Cannon +15pts Replace one Hunting Lance:
Replace one CCW: (36”, A1, AP(3), Deadly(3)) Energy Sword (A2, AP(1), Rending) +5pts
Energy Sword (A2, AP(1), Rending) +10pts Autocannon (36”, A3, AP(2)) +15pts Replace one Pistol:
Energy Fist (A2, AP(4)) +10pts I Replace up to two Rifles: Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
B Upgrade with one: Shotgun (12”, A2, AP(1)) +5pts Flamethrower (12”, A6) +10pts
Drill Sergeant (Battle Drills) +15pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Plasma Grenade
Rifle (24”, A1, AP(4))
Launcher (24", A1, Blast(3))
+5pts
+10pts
Battle Mystic (Psychic(1)) +25pts Plasma Rifle (24”, A1, AP(4)) +10pts
Executioner (Set Example) +30pts Grenade Launcher (24", A1, Blast(3)) +10pts Shred Rifle (18”, A3, Rending) +10pts
+15pts Battle Drills: TheSpecial Rules
Forward Observer (Take Aim) +35pts Flamethrower (12”, A6) +15pts
Munitioner (Focus Fire) +45pts Shred Rifle (18”, A3, Rending)
Commander (Double Time) +65pts Heavy Flamethrower (12”,A6,AP(1)) +20pts in melee when charging. its unit get +1 attack
hero and
C Upgrade with one: Sniper Rifle (30”, A1, AP(1), Sniper) +25pts Company Standard: Once per activation, pick 2
Replace one Rifle and CCW:
Camo Cloak (Stealth)
Heavy Armor (Defense +1)
+5pts Weapon Team (Tough(3),
+5pts Mortar (30", A1, Blast(3), Indirect), +40pts friendly units within 12”, which get +1 to their
next morale test roll.
Recon Kit (Scout) +10pts Crew (A2)) Double Time: Once per activation, before
Cavalry Mount (Fast, Impact(1)) +15pts Weapon Team (Tough(3), +45pts attacking,
of this
pick one other friendly unit within 12”
model, which may move by up to 6".
D Replace one Heavy Rifle and CCW: Heavy Machinegun (30", A3, AP(1)), Field Radio: If this unit has a hero with the
Heavy Pistol (12”, A1, AP(1)), CCW (A2) free Crew Weapon
(A2))
Team (Tough(3), +55pts Double Time, Focus Fire or Take Aim rule, then
Replace one Heavy Pistol: Missile Launcher it may use it on units that have a Field Radio up
Shred Pistol (6”, A3, Rending) +5pts (30", A1, AP(2), Deadly(3), Lock-On), to 24” away.
Plasma Pistol (12”, A1, AP(4)) +5pts Crew (A2)) Focus Fire: Once per activation, before
Replace one CCW: Weapon Team (Tough(3), +60pts attacking, pick one friendly unit within 12” of this
Energy Sword (A2, AP(1), Rending) +10pts Laser Cannon model, which gets AP(+1) next time it shoots.
Energy Fist (A2, AP(4)) +15pts (36", A1, AP(3), Deadly(3)), Medical Training: This model and its unit get
E Upgrade with: Crew (A2)) the Regeneration rule.
Drop Trooper (Ambush) +5pts Weapon Team (Tough(3), +60pts Set Example: Whenever the hero’s unit fails a
F Upgrade one model with one: Autocannon (36", A3, AP(2)), Crew (A2)) morale test, you must kill one of its models, and
Field Radio Upgrade
+5pts Camo Cloaks (Stealth) all models with one: the morale test counts as passed instead.
Company Standard +30pts Heavy Armor (Defense +1) +10pts Shield Wall: Attacks targeting units where all
Medical Training +55pts Recon Kits (Scout) +10pts models have this rule count as having AP(-1), to
+15pts a min. of AP(0).
G Replace up to two Rifles: Demo Charges (AP(4) in melee) +20pts Take Aim: Once per activation, before attacking,
Drum Rifle (24", A2) +5pts J Replace up to two Heavy Rifles: pick one friendly unit within 12” of this model,
Plasma Rifle (24”, A1, AP(4)) +5pts Plasma Rifle (24”, A1, AP(4)) +5pts which gets +1 to hit next time it shoots.
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +10pts Flamethrower (12”, A6) Psychic Spells
+10pts Flame Breath (4+): Target enemy unit within 6”
Shred Rifle (18”, A3, Rending) +10pts Shred Rifle (18”, A3, Rending)
Grenade Launcher (24", A1, Blast(3)) +10pts Grenade Launcher (24", A1, Blast(3)) +10pts +10pts takes 3 hits with AP(2).
Sniper Rifle (30”, A1, AP(1), Sniper) +30pts Heavy Volley Gun (24”, A4, AP(1)) +25pts get +1 to hit(4+):
Foresight Target 2 friendly units within 6”
Replace one Rifle and CCW:
Weapon Team (Tough(3), +30pts Sniper RifleUpgrade
(30”, A1, AP(1), Sniper) +25pts Expel (5+): Targettime
next
enemy
they shoot.
unit within 6" takes 1
Mortar (30", A1, Blast(3), Indirect), all models with: hit with AP(4) and Deadly(3).
Crew (A2)) Drop Troopers (Ambush) +15pts Protective Dome (5+): Target 2 friendly units
Weapon Team (Tough(3), +35pts K Replace any Plasma Rifle: within 12” get Stealth next time they are shot at.
Heavy Machinegun (30", A3, AP(1)), Fusion Rifle (12", A1, AP(4), Deadly(3)) +5pts Psychic Speed (6+): Target 2 friendly units within
Crew (A2)) Flamethrower (12", A6) +5pts 6” get +3" next time they Advance, or +6" next
Weapon Team (Tough(3), +40pts Shred Rifle (18”, A3, Rending) +5pts time they Charge/Rush.
Missile Launcher Grenade Launcher (24", A1, Blast(3)) +5pts Tempest (6+): Target enemy unit within 6” rolls
(30", A1, AP(2), Deadly(3), Lock-On), L Replace all Mini GLs: as many dice as models in it, and takes 1 hit for
Crew (A2)) +5pts each 2+ rolled.
Weapon Team (Tough(3), +45pts Shock
Heavy
Batons (A3, Rending)
Batons (A3, AP(1)) +5pts
Laser Cannon Heavy SMGs (12", A3, AP(1)) +5pts
(36", A1, AP(3), Deadly(3)), Replace all CCWs:
Crew (A2))
Weapon Team (Tough(3), +45pts Combat
Bash (A2)
Shields (Shield Wall), -20pts
Autocannon (36", A3, AP(2)), Crew (A2))
2
GF - Human Defense Force v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Armored Truck [1] 4+ 2+ Twin Heavy Volley Gun (24”, A8, AP(1)) Fast, Impact(6), Strider, Tough(6) A, B 210pts
Light APC [1] 4+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Fast, Impact(6), Tough(6), Transport(11) A, C 215pts
Attack Vehicle [1] 4+ 2+ Flamethrower Cannon (18”, A6, AP(1)), Fast, Impact(6), Tough(6) A, D 195pts
Heavy Flamethrower (12”, A6, AP(1))
Support Vehicle [1] 4+ 2+ Twin Shard Mortars (24”, A4, Blast(3), Indirect), Fast, Impact(6), Tough(6) A, E 240pts
Heavy Flamethrower (12”, A6, AP(1))
Battle Tank [1] 4+ 2+ Nova Cannon (36”, A1, Blast(6), AP(1)), Fast, Impact(6), Tough(12) A, F 345pts
Twin Heavy Flamethrowers (12”, A12, AP(1))
Light Walker [1] 4+ 2+ Rapid Heavy Flamethrower (12”, A12, AP(1)), Fear, Tough(6) G 170pts
Stomp (A2, AP(1))
A Upgrade with any: G Replace Rapid Heavy Flamethrower:
Dozer Blade (Strider) +20pts Rapid Heavy Machinegun +10pts
Camouflage Netting (Stealth) +60pts (30", A6, AP(1))
Hunter Missiles +35pts Rapid Missile Launcher +35pts
(24", A1, AP(2), Deadly(3), Lock-On) (30", A2, AP(2), Deadly(3), Lock-On)
Upgrade with one: Rapid Plasma Cannon +35pts
Storm Rifle (24”, A3, AP(1)) +25pts (30", A2, Blast(3), AP(4))
Heavy Machinegun (30”, A3, AP(1)) +35pts Rapid Laser Machinegun +45pts
B Replace Twin Heavy Volley Gun: (30", A6, AP(3))
Twin Autocannon (36”, A6, AP(2)) +30pts Rapid
(36",
Laser Cannon
A2, AP(3), Deadly(3))
+45pts
Upgrade with one:
Light Battle Cannon +25pts Rapid Autocannon (36", A6, AP(2))
Upgrade with any:
+45pts
(24”, A1, Blast(3), AP(2))
Light Gatling Guns (18", A6) +25pts ForwardMissiles
Observer (Scout) +15pts
Cargo Space (Transport(11)) +30pts Hunter +35pts
Taurus Missiles +50pts (24", A1, AP(2), Deadly(3),
Upgrade
Lock-On)
with one:
(24", A4, AP(2), Lock-On) Camouflage Netting (Stealth) +30pts
C Replace any Heavy Flamethrower: Heavy Frame (Tough(+3)) +45pts
Heavy Machinegun (30”, A3, AP(1)) +5pts Special Rules
Replace one Heavy Flamethrower:
Laser Machinegun (30”, A3, AP(3)) +20pts Double Time: Once per activation, before
attacking, pick one other friendly unit within 12”
D Replace Flamethrower Cannon: of this model, which may move by up to 6".
Acid Cannon (18", A6, Poison) +5pts
Fusion Cannon +25pts
(24", A1, AP(4), Deadly(6))
Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
Heavy Fusion Rifle +20pts
(18", A1, AP(4), Deadly(6))
E Replace Twin Shard Mortars:
Eagle Rockets +35pts
(30”, A2, Blast(3), AP(3), Indirect)
Twin AA-Cannons +35pts
(30", A6, AP(3), Lock-On)
Artillery Cannon +45pts
(36”, A2, Blast(6), Indirect)
Ballistic Missile +125pts
(36”, A1, Blast(12), AP(2), Indirect)
Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +10pts
F Replace Nova Cannon:
Battle Cannon (30”, A2, Blast(3), AP(2)) +15pts
Gatling Cannon (24”, A12) +15pts
Anti-Tank Cannon +15pts
(30”, A1, AP(3), Deadly(6))
Heavy Autocannon (36", A6, AP(2)) +45pts
Siege Cannon +80pts
(24”, A3, Blast(3), AP(3), Indirect)
Heavy Plasma Cannon +100pts
(30", A2, Blast(6), AP(4))
Replace Twin Heavy Flamethrowers:
Twin Heavy Machineguns +15pts
(30”, A6, AP(1))
Twin Plasma Cannons +40pts
(30”, A2, Blast(3), AP(4))
Twin Heavy Fusion Rifles +45pts
(18", A2, AP(4), Deadly(6))
Upgrade with one:
Heavy Flamethrower (12”,A6,AP(1)) +25pts
Heavy Machinegun (30”, A3, AP(1)) +35pts
Laser Cannon +50pts
(36”, A1, AP(3), Deadly(3))
Upgrade with:
Commander (Double Time) +65pts
3
GF - Human Defense Force v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Field Artillery [1] 4+ 2+ Rocket Battery (24”, A3, Blast(3), Indirect), Repair, Slow, Tough(6) A 170pts
Artillery Crew (A3)
Heavy Battle Tank [1] 4+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)), Fast, Impact(6), Tough(15) B 520pts
Twin Battle Cannon (30”, A4, Blast(3), AP(2)),
Light Gatling Gun (18”, A6)
Light Gunship [1] 4+ 2+ Laser Machinegun (30”, A3, AP(3)), Aircraft, Tough(6), Transport(11) C, D 290pts
Twin Rocket Pods (24”, A2, Blast(3))
Heavy Gunship [1] 4+ 2+ Fury Missiles (36”, A4, Blast(3)), Aircraft, Tough(9), Transport(6) D, E 475pts
Twin Laser Cannon (36”, A2, AP(3), Deadly(3))
Super Heavy Battle Tank [1] 4+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Fast, Impact(12), Tough(24) F 745pts
Siege Mortar (24”, A1, Blast(3), AP(3), Indirect),
Hell Cannon (24”, A6, Blast(3), AP(1), Lock-On)
Field Cannon (30", A2, Blast(3), AP(2)) +5pts Repair: Once perSpecial Rules
A Replace Rocket Battery:
Heavy Laser Cannon +20pts with Tough, roll one die. On aif2+within
activation,
you
2” of a unit
may repair
(36", A1, AP(3), Deadly(6)) D3 wounds from the target.
B Replace Twin Battle Cannon:
Oppression Cannon +5pts
(36", A1, AP(4), Deadly(6)),
Autocannon (36", A3, AP(2))
Replace Light Gatling Gun:
Pulverizer Gun (24", A1, Blast(3), AP(3)) +5pts
Replace Twin Heavy Machineguns:
Twin Heavy Fusion Rifles +30pts
(18", A2, AP(4), Deadly(6))
Upgrade with one:
Twin Fusion Rifles +35pts
(12", A2, AP(4), Deadly(3))
Twin Heavy Machineguns +60pts
(30", A6, AP(1))
Upgrade with one:
Heavy Machinegun (30", A3, AP(1)) +30pts
C Replace Laser Machinegun:
Laser Cannon free
(36”, A1, AP(3), Deadly(3))
Replace Twin Rocket Pods:
Strike Missiles +75pts
(36", A1, AP(3), Deadly(6), Lock-On)
D Upgrade with:
Door Gunners (30", A3, AP(1)) +30pts
E Replace Fury Missiles:
Quad Laser Cannons +95pts
(36”, A4, AP(3), Deadly(3))
F Replace Hell Cannon and Siege Mortar:
Autocannon (36", A3, AP(2)), +25pts
Bane Cannon (30", A4, Blast(3), AP(2)),
Siege Mortar
(24", A1, Blast(3), AP(3), Indirect)
Hammer Cannon +35pts
(30", A6, Blast(3), AP(1), Indirect)
Doom Cannon +35pts
(30", A6, AP(3), Deadly(3))
Twin Lord Cannon +35pts
(30", A18, AP(1), Lock-On)
Storm Cannon +60pts
(24", A3, Blast(6), AP(4), Indirect)
Sword Cannon (36", A3, Blast(6), AP(4)) +75pts
Shadow Cannon +75pts
(36", A3, AP(4), Deadly(6))
Upgrade with one:
Storm Rifle (24", A3, AP(1)) +25pts
Heavy Machinegun (30", A3, AP(1)) +30pts
Upgrade with up to four:
Sponson (Tough(+3), +150pts
Twin Heavy Flamethrower
(12", A12, AP(1)),
Laser Cannon
(36", A1, AP(3), Deadly(3)))
Sponson (Tough(+3), +165pts
Laser Cannon
(36", A1, AP(3), Deadly(3)),
Twin Heavy Machinegun
(30", A6, AP(1)))
Upgrade with:
Transport(21) +65pts