09-17-2004, 06:55 PM | #1 |
Join Date: Sep 2004
Location: The North American Combine
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The unofficial new units thread
The one thing I notice missing here, that was one of my favorite parts of the old boards, is the "New Units" thread. So, I figured I'd start one. I'll probably repost some of my old stuff here tomorrow.
Last edited by DSumner; 02-25-2017 at 06:13 PM. |
09-17-2004, 07:49 PM | #2 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: The unofficial new units thread
Quote:
One shot missile pack for LGEV. One shot at 3/4, movement is slowed to 3/2 until the turn after the pack is fired. Adds 1 point to the cost of a LGEV.
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09-17-2004, 08:43 PM | #3 |
Join Date: Aug 2004
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Re: The unofficial new units thread
Hey why don't we make up an ubertank with really huge armour, lots of weapons, missiles and then have it controlled by an AI instead of a crew...
Wait a minute... Seriously, if someone wants to make up some non-GEV APCs I'd be interested.
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09-18-2004, 12:48 AM | #4 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: The unofficial new units thread
Quote:
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09-19-2004, 10:59 PM | #5 |
Join Date: Sep 2004
Location: The North American Combine
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Re: The unofficial new units thread
As promissed, here's a whole bunch of the units I posted on the old boards. I know there's more, but I have to dig around and find them. Hopefully all of this will make sence.
Ranger Infantry (RANGER): Ranger counters represent either 1, 2, or 3 squad(s) of specially trained and equipped infantry, that are used for raiding and scouting missions. Ranger units are equipped better electronics, weapons, and communications systems than standard infantry units. Ranger battlesuits allow infantry to move at a higher rate of speed than a regular infantry unit. Rangers have an attack strength of 1, a range of 1, a defense strength of 2 and a movement of 3. They may be purchased at a rate of 2:1 (1 squad of Rangers per two squads of regular Infantry), and are worth 4 VP. Ranger units may mine structures for demolition. Once a structure is mined it can immediately be destroyed by the player who mined it, or he can destroy it in any phase of any subsequent turn he wishes, turning the structure to rubble. Infantry inside the structure are destroyed. All other units, with the exception of an Ogre, immediately suffer a 2-1 attack, and are left within the rubble area if they survive the explosion. It takes one squad of Rangers one turn, doing nothing else, to mine 10 SP worth of building. Rangers may also plant a Small Atomic Demolition Munitions (SADM - a small back pack sized nuclear charge) to destroy a structure, cut a road, or destroy a bridge. Each Ranger squad is capable of carrying one charge. To plant the charge the Ranger squad must spend two turns doing nothing but planting the charge. At the end of the second turn move the squad 1 hex away, and a crater counter is placed in the hex that the Rangers were previously occupying. The crater is considered rubble for movement purposes and is not impassable like the crater created by a cruise-missile. When planted in a building or on a bridge, the charge will immediately destroy the structure. Mortar Team (MORTAR): Mortar Team counters represent a single team of infantry equipped with a "light" (light enough to be carried by battlesuit equipped infantry that is) infantry support mortar, and several drones that provide the team close range security. They have an attack strength of 1, a range of 3(6"), a defense of 1, and a movement of 2 (4"). They may be purchased at a rate of 2:1 (1 Mortar Team per two squads of regular Infantry), and are worth 4 VP. Forward Observer (FO): Forward Observer (FO) counters represent specially equipped infantry units. FOs are equipped with recon drones and specialized targeting equipment, known as Target Acquisition Gear, or TAG, which allows them to designate targets for artillery and missile units (see below). FOs have an attack strength of 1, a range of 1 (2") (see below), a defensive strength of 1, and a movement of 2 (4"). They may be traded on a 2 for 1 basis for regular infantry (i.e. 2 regular infantry for 1 FO), and are worth 4 victory points when destroyed. When conducting a normal infantry attack, FOs have a range of 1 hex (2"). When designating targets for other units, their effective range increases to 2 hexes (4"). While designating a target, they may not move, or conduct any other type of attack. Under this optional rule, artillery and missile weapons (defined below), may fire at a 50% bonus to their effective range, or receive a bonus to their attack die role. Any unit firing on a target, which has been successfully designated by a FO, will receive a +1 bonus to its attack dice roll, if the target falls within the firing unit's normal attack range. The attacking player must announce both components of the attack (which unit is acting as a FO, and which unit is firing) before measuring either distance. If the target falls within the 50% range boost, then the firing unit receives no attack bonus. If the missile unit is unsuccessful in its attack, its shot falls short. Artillery/Missile weapons defined as: OGRE missiles, Missile Tanks, Howitzers (all types), Field Artillery, Mortars (all types), and Heavy Weapons Infantry Missiles. More to follow. Last edited by DSumner; 03-26-2022 at 09:40 PM. |
09-19-2004, 11:03 PM | #6 |
Join Date: Sep 2004
Location: The North American Combine
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Re: The unofficial new units thread part II
Here's part II:
Light Missile Tanks (LMSL): Light Missile Tanks are lighter versions of Missile Tanks that fire smaller and lighter missiles. I got the idea after looking over my copy of the OGRE Book, Vol. 1. It had an illustration of a missile tank that fired several small missiles from a pop-up launcher. Light Missile Tanks have an attack strength of 2, a range of 3 (6"), a defense strength of 1, and a movement of 2 (4"). They cost ˝ armor unit, and are worth 3 victory points. Heavy Missile Tank (HMSL): A Heavy Missile Tank is a track missile carrier firing larger versions of the missiles found on the standard missile tank. It has an attack of 4, a range of 5(10"), a defense of 2, a move of 2 (4"), and is worth 9 victory points. High-Speed Missile Tank (HSMSL): A High-Speed Missile tank is a modified version of the standard Missile Tank. It has an attack of 3, a range of 3 (6"), a defense of 2, a move of 3 (6"), and it's worth 6 VP. Light Mobile Howitzer (LMHWZ): A Light Mobile Howitzer is smaller and lighter version of a Mobile Howitzer mounted on a tracked chassis. Basically this is the howitzer from the Iron Mountain Scenario mounted on a tacked chassis. They have an attack strength of 4, a range of 5(10"), a defense strength of 1, and a movement of 1(2"). The cost 1 armor unit, and are worth 6 victory points. Field Artillery Scatterable Mines-(FASCAM): Field Artillery Scatterable Mines-(FASCAM) are special artillery rounds containing a load of nuclear mines. Each FASCAM round contains enough sub-munitions to mine a 1 hex (2" in diameter) area. Players must state if they are firing a standard or FASCAM round before firing. The number of rounds available should be determined prior to play beginning. FASCAM rounds can be purchased at ˝ a VP per round. Light Missile Pod (LMP): A2 R6” D1 M0 VP2- A robotic, transportable, unmanned artillery unit that is remotely operated. As an unmanned unit the LMP requires a nearby “Command” unit and follows the “Drone” rule. Special Movement: The LMP is transportable via Truck or Hovertruck. A Hovertruck or Truck transport may carry up to three LMPs. While being transported, the LMPs may not fire upon any enemy unit or be directly attacked. The LMP does not add to the transporting unit’s defense value and is considered “packed” inside the transport. If the transport is destroyed, so is the LMP. Other players are fully aware of the LMP's presence on the transport unless otherwise determined prior to the game. Transports carrying LMP should be marked accordingly. Procedure for LMP deployment: To deploy a packed LMP for use requires a squad of Engineers. Heavy Missile Pod (HMP): A3 R8” D1 M0 VP3- A robotic, transportable, unmanned artillery unit that is remotely operated. As an unmanned unit the HMP requires a nearby “Command” unit and follows the “Drone” rule. Special Movement: The HMP is transportable via Truck or Hovertruck. A Hovertruck or Truck transport may carry up to two HMPs. While being transported, the HMP may not fire upon any enemy unit or be directly attacked. The HMP does not add to the transporting unit’s defense value and is considered “packed” inside the transport. If the transport is destroyed, so is the HMP. Other players are fully aware of the HMP's presence on the transport unless otherwise determined prior to the game. Transports carrying HMP should be marked accordingly. Procedure for HMP deployment: To deploy a packed HMP for use requires a squad of Engineers. Last edited by DSumner; 03-27-2008 at 05:42 AM. |
09-19-2004, 11:05 PM | #7 |
Join Date: Sep 2004
Location: The North American Combine
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Re: The unofficial new units thread
Part III -OGREs Nihon Ogres Nihon "Hachiman" cyber-tank 2 Missile Racks (D4) 00 10 Missiles (6/5) 00000 00000 2 Main Battery (4/3; D4) 00 4 Secondary Battery (2/3; D3) 0000 8 Antipersonnel (1/1 against infantry or D0 CP only; D1) 00000000 60 Tread units: Movements starts at M4 00000 00000 00000 (movement drops to M3) 00000 00000 00000 (movement drops to M2) 00000 00000 00000 (movement drops to M1) 00000 00000 00000 (movement drops to M0) Nihon "Daimyo" 3 Missile Racks (D4) 000 12 Missiles (6/5) 00000 00000 2 Main Battery (4/3; D4) 00 6 Secondary Battery (2/3; D3) 000000 12 Antipersonnel (1/1 against infantry or D0 CP only; D1) 0000 0000 0000 60 Tread units: Movements starts at M3 00000 00000 00000 00000 (movement drops to M2) 00000 00000 00000 00000 (movement drops to M1) 00000 00000 00000 00000 (movement drops to M0) Nihon "Shogun" 4 Missile Racks (D4) 000 16 Missiles (6/5) 0000 0000 0000 0000 2 Main Battery (4/3; D4) 00 8 Secondary Battery (2/3; D3) 0000 0000 16 Antipersonnel (1/1 against infantry or D0 CP only; D1) 0000 0000 0000 0000 75 Tread units: Movements starts at M3 00000 00000 00000 00000 00000 (movement drops to M2) 00000 00000 00000 00000 00000 (movement drops to M1) 00000 00000 00000 00000 00000 (movement drops to M0) Nihon “Kyudoka” 3 Missile Racks (D4) 000 18 Missiles (6/5) 000000 000000 000000 4 External Missiles (6/5; D3) 0000 4 Secondary Battery (3/3; D3) 00 10 Antipersonnel (1/1 against infantry or D0 CP only; D1) 00000 00000 64 Tread units: Movements starts at M4 00000000 00000000 (movement drops to M3) 00000000 00000000 (movement drops to M2) 00000000 00000000 (movement drops to M1) 00000000 00000000 (movement drops to M0) Last edited by DSumner; 12-22-2016 at 06:54 PM. |
09-20-2004, 08:03 AM | #8 |
Join Date: Aug 2004
Location: Chicago Area
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Re: The unofficial new units thread
Have you ever tried building and fielding these units?
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09-22-2004, 08:00 AM | #9 |
MIB
Join Date: Aug 2004
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Re: The unofficial new units thread
To assist in their gains in Africa, the Combine needed a long range artillery that could keep up with the main force.
Mobile Assault Howitzer (MAH) Three attacks (all normal, no AP attacks) 3/5 + 1/1 + 1/1 Def 4 Mov 2 - terrain effect as super heavy tank 12vp (2 armour units) Last edited by TechOgre; 09-23-2004 at 10:33 AM. |
09-22-2004, 08:48 AM | #10 |
MIB
Join Date: Aug 2004
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Re: The unofficial new units thread
BOPPERS = Battlefield Oriented PreProgrammed Erradicator Robots
Rocket Bopper (RB) 3/3;D3;M3(lt);6vp Jack Boppers (JB) 3/1;D4;M4(hvy);6vp - double attacks in overruns Dive Boppers (DB) 3/1;D2;M4/3(gev);6vp Tiny Boppers (TB) 2/1;D3;M3(minf);6vp - double attacks in overruns Big Boppers (BB) 1/3+2/2+3/1;D5;M3(shvy);12vp Light Boppers (LB) 1/1;D2;M3(minf);3vp Movement notes lt = movement as a light tank gev = movement as a GEV hvy = movement as a heavy tank shvy = movement as a super heavy tank minf = movement as Marine Infantry *** EDIT *** Fixed the Jack Bopper Changed Big Bopper attack to 1/3 + 2/2 + 3/1. This means at range 3 total attack is 1, and range 2 total attack is 3 and at range 1 total attack is 6. Last edited by TechOgre; 10-06-2004 at 07:38 AM. |
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