Infantry Arcs All Infantry have 360 degree arcs

  • Slides: 46
Download presentation
Infantry: Arcs: All Infantry have 360 degree arcs can attack from all sides. Defense:

Infantry: Arcs: All Infantry have 360 degree arcs can attack from all sides. Defense: Infantry have a DF of 4 and take on the DF of any building that is greater than 4 while they are inside the building. Combat: Infantry take half damage when attacked and they are inside a building. Infanty cannot Roll with Impact when attacked unless is it in Hand to Hand against another squadron of infantry. Hand to Hand Combat: Infantry only take one MD from any single hand to hand attack. Infantry do D 6 damage to each other in hand to hand. Infantry cannot damage mecha in HTH unless stated otherwise. Losses: When an infantry is lost it is assumed that they will do their best to man the heaviest of weapons so when a trooper is lost the next man will take up the heavier weapons. There is no need to track individual infantry troopers. Damage is simply marked off from left to right starting with the first trooper. In the case of infantry that can take multiple hits, wounded infantry are no longer effective in battle but can still take damage. Blast: Infantry cannot dodge attacks with the Blast trait. Infantry and Structures: Infantry may enter a building. If the building is destroyed a piloting roll can be made to see if they survive. They must roll a 6+ adding the die result to their PIL. If the roll fails the infantry are destroyed in the collapse. If the roll is successful the infantry are placed adjacent to the fallen building. The player using the infantry can choose where to place them.

Vehicles: (Hand to Hand Change and Vehicle Addition) Engaged in Hand to Hand Combat

Vehicles: (Hand to Hand Change and Vehicle Addition) Engaged in Hand to Hand Combat – Once a mecha is in base to base contact with an enemy figure, the two are considered to be engaged in hand to hand combat unless one of the two mecha has the Vehicle or Aircraft traits. If in base to base contact mecha cannot attack with weapons systems at all. Additionally, mecha that are in base to base contact cannot be attacked by other mecha with weapon systems unless the conditions are met with regards to the Life Is Cheap Trait. If either mecha wishes to move out of base to base contact, then, its player must pay one Command Point to do so. The exceptions are Aircraft are Never engaged in Hand to Hand mecha attacking vehicles can choose to engage in Hand to Hand combat or not. Note: A figure may move, or change facing, as long as it doesn’t move out of base to base contact with the figure that it is engaged with. If a figure is in base to base contact with multiple enemy figures, it costs one Command Point for each enemy figure in base to base contact with it to be able to move out of hand to hand combat. ----------------------------------------------Vehicles: Vehicles are mecha that drive on wheels, tracks, hover sleds or a variety of other methods. They often have the Cumbersome trait which limits them from crossing Rough terrain. They cannot engage mecha in Hand to Hand combat but can only perform a Body Block or Ram attack as normal by moving into base contact with another mecha. IF a vehicle attacks with a Body Block/Ram attack the mecha that they attack may choose to engage the attacking vehicle in Hand to Hand at the time of being attacked. Mecha engaged in Hand to Hand with vehicles are not required to pay a Command Point when disengaging from Hand to Hand combat with a vehicle. Amphibious Trait: Units with this trait can move through deep water as if it was Rough Terrain and are considered to be on the surface of the water. Vehicle: Vehicles are prohibited from entering water even if the terrain is considered open terrain.

Asteroid and Debris Field rules: Asteroids are dangerous, and require cautions movement Here are

Asteroid and Debris Field rules: Asteroids are dangerous, and require cautions movement Here are some notes and ideas from me. . . Static fields: Asteroids and debris are fixed relative to the board. Dynamic Fields: Here the Asteroids are always on the move, before the game starts the players should decide on the speed and direction of asteroid flow relative to the battle. This can be done by consensuses or random. Randomly determining speed: Rolling 2 D 6 to determine the number of inches the asteroids move each round. Direction: (if you have one, roll a D 12 to determine clock direction the asteroids are moving towards, 12 o'clock should be determined before rolling the dice). Each turn after the filling of the command pools, the asteroids are then moved by their speed and direction. Asteroids in motion can ram any model in play effectively doing a body block with the asteroids speed/2 as the damage inflicted (so an asteroid moving at speed 12 will inflict a body block doing 6 damage). Anyone being rammed by an asteroid can spend a command point to allow the mecha to avoid the asteroid untouched. Any Asteroid leaving the table will reenter the table at the point directly opposite where it exited the table. Line of Sight: Small asteriods and debris do not affect line of site, nor do they provide any cover unless the Mecha is in close proximity of the asteroid (within 2 inches). (this is because thrusters can be used to move up and down, allowing visibility behind most small asteroids) Larger asteroids (anything over 5 -6" in size) offer a larger shadow to hide in, doubling the shadow (4 inches). Asteroids can be targeted and be blown up, but have double the normal MD as military structures, debris has the same MD as normal structures.

Alternate Missile Types

Alternate Missile Types

Support: UEDF Standard Infantry Squadron Point Cost = 10 2 1 4 3 Type

Support: UEDF Standard Infantry Squadron Point Cost = 10 2 1 4 3 Type Assault Rifle Heavy Machine Gun Unit Trooper # x 6 x 2 MV PIL 1 1 GUN 1 RN 4 8 DF 4 MD 1 (Inf) 1 / 2(Inf) Special Infantry Spec

Support: Mobile Infantry Response Squadron Point Cost = 15 2 1 Type Infantry Assault

Support: Mobile Infantry Response Squadron Point Cost = 15 2 1 Type Infantry Assault Rifle Light Machine Gun Heavy Machine Gun LAV 25 MM Auto-Cannon Light Machine Gun Trooper # RN MD x 4 x 1 4 6 8 1(Inf) 2(Inf) 1 / 2(Inf) 12 6 3 2(Inf) Spec Unit Wheeled LAV Rear Fire Unit Trooper MV PIL GUN 5 2 2 MV PIL GUN 1 1 2 DF 4 Special Vehicle, Cumbersome Special Infantry

Support: Mobile Infantry Attack Squadron Point Cost = 15 2 1 Type Trooper #

Support: Mobile Infantry Attack Squadron Point Cost = 15 2 1 Type Trooper # RN MD Spec Upgrade Infantry Assault Rifle x 4 4 1(Inf) Light Machine Gun x 1 6 2(Inf) Heavy Machine Gun x 1 8 1 / 2(Inf) LAV 25 MM Auto-Cannon 12 3 M-223 9 1 Anti-Armor Missile 15 5 Immobile 6 Unit Tracked IFV Unit Trooper MV PIL GUN 4 2 2 MV PIL GUN 1 1 2 DF 4 Special Vehicle, Cumbersome Special Infantry

Point Cost = 15 Support: Mobile Infantry Assault Squadron 2 1 Type Infantry Assault

Point Cost = 15 Support: Mobile Infantry Assault Squadron 2 1 Type Infantry Assault Rifle Light Machine Gun Heavy Machine Gun LAV 105 MM Cannon Heavy Machine Gun Trooper # RN MD x 4 x 1 4 6 8 1(Inf) 2(Inf) 1 / 2(Inf) x 1 18 8 4 1 / 2(Inf) Spec Unit Tracked LAV Unit Trooper MV PIL GUN 4 2 2 MV PIL GUN 1 1 2 DF 4 Special Vehicle, Cumbersome Special Infantry

Core: Main Battle Tank Squadron Point Cost = 20 Command Points = 1 1

Core: Main Battle Tank Squadron Point Cost = 20 Command Points = 1 1 2 3 4 Unit MV PIL GUN Commander 4 1 2 Tank 4 1 2 DF 5 5 Ldr 1 0 Special Cumbersome, Vehicle Type Main Cannon Heavy Machine Gun RN 24 8 MD 5 1 / 2(Inf) Spec

Support: Main Battle Tank Squad 1 Point Cost = 10 Command Points = 0

Support: Main Battle Tank Squad 1 Point Cost = 10 Command Points = 0 2 Unit MV PIL GUN DF Battle Tank 4 1 2 5 Type Main Cannon Heavy Machine Gun Ldr 0 RN 24 MD 5 8 1 / 2(Inf) Special Cumbersome, Vehicle Spec

Core: Advanced Battle Tank Squadron Point Cost = 25 Command Points = 1 1

Core: Advanced Battle Tank Squadron Point Cost = 25 Command Points = 1 1 2 3 4 Unit MV PIL GUN Commander 4 1 2 Tank 4 1 2 DF 5 5 Ldr 1 0 Special Cumbersome, Vehicle Type Main Cannon Heavy Machine Gun RN 24 8 MD 6 1 / 2(Inf) Spec

Support: Advanced Battle Tank Squad 1 Point Cost = 15 Command Points = 0

Support: Advanced Battle Tank Squad 1 Point Cost = 15 Command Points = 0 2 Unit Tank MV PIL GUN DF 4 1 2 5 Type Main Cannon Heavy Machine Gun Ldr 0 RN 24 MD 6 8 1 / 2(Inf) Special Cumbersome, Vehicle Spec

Core: Convoy Vehicle Squadron Point Cost = 6 1 2 3 4 Unit MV

Core: Convoy Vehicle Squadron Point Cost = 6 1 2 3 4 Unit MV PIL GUN Convoy Vehicle 4 1 - DF 4 Special Vehicle, Cumbersome

Support: Convoy Vehicle Squad Point Cost = 3 1 2 Unit Convoy Vehicle MV

Support: Convoy Vehicle Squad Point Cost = 3 1 2 Unit Convoy Vehicle MV PIL GUN 4 1 - DF 4 Special Vehicle, Cumbersome

Support: Ground Support Squadron 1 Point Cost = 16 Command Points = 2 2

Support: Ground Support Squadron 1 Point Cost = 16 Command Points = 2 2 X X 3 3 XXXX X X X X X X Unit MV PIL GUN DF Warthog 14 2 2 LDR 5 0 Special Flight, Aircraft, Afterburner, Ground Attack allows the plane to make a second turn after the plane has moved at least half its SPD. The second turn is up to 45 degrees. Type RN MD Spec 30 mm Autocannon 12 6 Rapid Fire Overwhelming Ammo(10) Upgrade Short-Range Missiles 21 2 Missile Volley(X) Ammo(4) Missile Lock 1 Or Short Range Guided Bombs 15 4 Missile Volley(X) Ammo(4) Ground Only Missile Lock 1 Medium Guided Bombs 24 5 Missile Volley(3) Ammo(4) Ground Only Missile Lock 6 Or Medium-Range Missiles 30 3 Missile Volley(X) Ammo(4) Or Heavy Guided Bombs 24 5 Missile Volley(X) Ammo(4) Air Only Missile Lock Ground Only Missile Lock 2 Blast 3

Support: Medium Range Defense Squad Point Cost = 15 Command Points = 2 1

Support: Medium Range Defense Squad Point Cost = 15 Command Points = 2 1 2 X X 2 2 2 2 2 Unit MV PIL GUN DF Hornet Type 10 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover RN MD 20 mm Autocannon 9 3 Spec Upgrade Medium-Range Missiles 30 3 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 or Short-Range Missiles 15 4 Missile Volley(2) Ammo(2) Air Only Missile Lock 1 Medium-Range Missiles 30 3 Missile Volley(2) Ammo(2) Air Only Missile Lock 2 Or Medium Range Guided Bombs 24 5 Missile Volley(2) Ammo(2) Ground Only Missile Lock 2 Or Short-Range Missiles 21 2 Missile Volley(2) Ammo(3) Air Only Missile Lock 2

Support: Improved Medium Range Defense Squad Point Cost = 18 Command Points = 2

Support: Improved Medium Range Defense Squad Point Cost = 18 Command Points = 2 1 2 X X 2 2 2 2 2 2 Unit MV PIL GUN DF Super Hornet 11 Type 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover RN MD 20 mm Autocannon 9 3 Spec Upgrade Medium-Range Missiles 30 3 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 or Short-Range Missiles 15 4 Missile Volley(2) Ammo(2) Air Only Missile Lock 1 Medium-Range Missiles 30 3 Missile Volley(2) Ammo(3) Air Only Missile Lock 3 Or Medium Range Guided Bombs 24 5 Missile Volley(2) Ammo(3) Ground Only Missile Lock 3 Or Short-Range Missiles 21 2 Missile Volley(2) Ammo(4) Air Only Missile Lock 2

Support: Air Superiority Support Squadron 1 Point Cost = 20 Command Points = 2

Support: Air Superiority Support Squadron 1 Point Cost = 20 Command Points = 2 2 X X X X 2 2 2 2 Unit MV PIL GUN DF Eagle 12 Type 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover RN MD 20 mm Autocannon 9 3 Spec Upgrade Short-Range Missiles 21 2 Missile Volley(X) Ammo(4) Medium Range Guided Bombs 24 5 Missile Volley(4) Ammo(2) Medium-Range Missiles 30 3 Missile Volley(X) Ammo(4) Or Medium Range Guided Bombs 24 5 Missile Volley(4) Ammo(3) Missile Lock 2 Ground Only Missile Lock Air Only 4 Air Only Missile Lock 2 Ground Only Missile Lock 6

Support: Perimeter Interceptor Support Squadron 1 Point Cost = 18 Command Points = 2

Support: Perimeter Interceptor Support Squadron 1 Point Cost = 18 Command Points = 2 2 X X X 2 2 2 2 X X X X 4 4 4 Unit MV PIL GUN DF Tomcat Type 11 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover RN MD 20 mm Autocannon 9 3 Spec Upgrade Short-Range Missiles 21 2 Missile Volley(X) Ammo(4) Air Only Missile Lock 2 Or Long Range Missiles 48 4 Missile Volley(X) Ammo(2) Air Only Missile Lock 2 Medium-Range Missiles 30 3 Missile Volley(2) Ammo(4) Air Only Missile Lock 2 Or Long Range Missiles 48 4 Missile Volley(X) Ammo(4) Air Only Missile Lock 3 Or Medium Range Guided Bombs 24 5 Missile Volley(4) Ammo(3) Ground Only Missile Lock 6

Support: Advanced Multi-Role Squad 1 Point Cost = 24 Command Points = 2 2

Support: Advanced Multi-Role Squad 1 Point Cost = 24 Command Points = 2 2 X X X X X X X X Unit Lightning MV PIL GUN DF 11 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover Type RN MD Spec 25 mm Autocannon 12 3 Overwhelming Upgrade Short-Range Missiles 21 2 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 Medium-Range Missiles 30 3 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 Or Long Range Guided Bombs 24 5 Missile Volley(X) Ammo(2) Ground Only Missile Lock 1 Long Range Missiles 48 4 Missile Volley(X) Ammo(4) Or Long Range Guided Bombs 42 6 Missile Volley(X) Ammo(4) Air Only Missile Lock 3 Ground Only Missile Lock 3

Point Cost = 30 Command Points = 2 Support: Stealth Fighter Squad X X

Point Cost = 30 Command Points = 2 Support: Stealth Fighter Squad X X 1 X X 2 X X X X X X Unit Raptor X X MV PIL GUN DF 12 2 2 X X X 6 X X X X X X LDR 0 Special Flight, Aircraft, Afterburner, Stealth, Fast Mover Type 20 mm Autocannon RN 9 MD 3 Spec Upgrade Short-Range Missiles 21 2 Missile Volley(X) Ammo(2) Air Only Missile Lock 1 Medium-Range Missiles 30 3 Missile Volley(X) Ammo(6) Air Only Missile Lock 3 Or Medium-Range Guided Bombs 24 5 Missile Volley(X) Ammo(6) Ground Only Missile Lock 3 Medium-Range Missiles 30 3 Missile Volley(X) Ammo(8) Missile Lock Lose Stealth 4 Or Medium-Range Guided Bombs 24 5 Missile Volley(X) Ammo(8) Ground Only Missile Lock Lose Stealth 4 Air Only

Support: Multi-Role Support Squadron Point Cost = 18 Command Points = 2 1 2

Support: Multi-Role Support Squadron Point Cost = 18 Command Points = 2 1 2 2 2 X X X X X X X X X X Unit MV PIL GUN DF Mig-35 11 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover X X X Type 20 mm Autocannon RN 9 MD 3 Spec Short-Range Missiles 21 2 Missile Volley(2) Ammo(4) Air Only Missile Lock 2 Or Medium-Range Missiles 30 3 Missile Volley(X) Ammo(6) Air Only Missile Lock 3 Or Guided Bombs 24 5 Missile Volley(X) Ammo(6) Ground Only Missile Lock 3 Medium-Range Missiles 30 3 Missile Volley(X) Ammo(8) Or Ground Effect Missiles 24 5 Missile Volley(X) Ammo(8) X X Upgrade Air Only Missile Lock 4 Ground Only Missile Lock 4

Support: Multi-Role Support Squadron 1 Point Cost = 20 Command Points = 2 2

Support: Multi-Role Support Squadron 1 Point Cost = 20 Command Points = 2 2 X X X X X X X X X X X X Unit MV PIL GUN DF Mig-35 12 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover X X X Type 20 mm Autocannon RN 9 MD 3 Spec Short-Range Missiles 21 2 Missile Volley(2) Ammo(4) Air Only Missile Lock 2 Or Medium-Range Missiles 30 3 Missile Volley(X) Ammo(6) Air Only Missile Lock 3 Or Ground Effect Missiles 24 5 Missile Volley(X) Ammo(6) Ground Only Missile Lock 3 Medium-Range Missiles 30 3 Missile Volley(X) Ammo(8) Or Ground Effect Missiles 24 5 Missile Volley(X) Ammo(8) X X Upgrade Air Only Missile Lock 4 Ground Only Missile Lock 4

Support: UEDF Standard Infantry Squadron Point Cost = 20 2 1 4 3 Type

Support: UEDF Standard Infantry Squadron Point Cost = 20 2 1 4 3 Type M-21 M-223 Unit Trooper # x 7 x 2 MV PIL 1 1 GUN 1 RN 4 6 DF 4 MD 1 1 / 2(Inf) Special Infantry

Support: Fixed Heavy Infantry Squadron Point Cost = 15 2 1 4 3 Type

Support: Fixed Heavy Infantry Squadron Point Cost = 15 2 1 4 3 Type M-21 M-223 M-225 M-227 replaces M-223 or M-225 Mk. 18 replaces M-223 or M-225 0. 50 cal replaces M-223 or M-225 Troopers x 5 x 2 x 2 x 2 RN 4 6 8 12 18 18 10 Unit Trooper MD 1 1 / 2(Inf) 2 6 6 5 2 Spec 2 Man Crew MV PIL 0 1 GUN 1 Cost/Squad Missile DF 4 Ammo 4 Special Infantry Volley 1 Ground Only Air Only 4 3 3 4

Point Cost = 15 Support: Mobile Infantry Squadron 2 1 Type Infantry M-21 M-223

Point Cost = 15 Support: Mobile Infantry Squadron 2 1 Type Infantry M-21 M-223 M-225 LACV-60 M-227 Trooper # RN MD x 5 x 1 4 9 9 1 1 /(2 Inf) 2 12 3 Spec Unit LACV-60 Unit Trooper MV PIL GUN 5 2 2 MV PIL GUN 1 1 2 DF 4 Special Vehicle, Cumbersome, Amphibious Special Infantry

Support: Mobile Infantry Response Squadron Point Cost = 20 2 1 Type Infantry M-21

Support: Mobile Infantry Response Squadron Point Cost = 20 2 1 Type Infantry M-21 M-223 M-225 LAV 25 MM Auto-Cannon M-223 Trooper # RN MD x 5 x 1 4 9 9 1 1 /(2 Inf) 2 12 9 4 1 /(2 Inf) Spec Unit Wheeled LAV Unit Trooper MV PIL GUN 5 2 2 MV PIL GUN 1 1 2 DF 4 Special Vehicle, Cumbersome Special Infantry

Support: Mobile Infantry Attack Squadron Point Cost = 20 2 1 Type Infantry M-21

Support: Mobile Infantry Attack Squadron Point Cost = 20 2 1 Type Infantry M-21 M-223 M-225 LAV 25 MM Auto-Cannon M-223 Trooper # RN MD x 5 x 1 4 9 9 1 1 /(2 Inf) 2 12 9 4 1 /(2 Inf) Spec Unit Tracked IFV Unit Trooper MV PIL GUN 4 2 2 MV PIL GUN 1 1 2 DF 4 Special Vehicle, Cumbersome Special Infantry

Point Cost = 20 Support: Mobile Infantry Assault Squadron 2 1 Type Infantry M-21

Point Cost = 20 Support: Mobile Infantry Assault Squadron 2 1 Type Infantry M-21 M-223 M-225 LAV 105 MM Cannon M-223 Trooper # RN MD x 5 x 1 4 9 9 1 1 /(2 Inf) 2 21 9 3 1 /(2 Inf) Spec Unit Tracked LAV Unit Trooper MV PIL GUN 4 2 2 MV PIL GUN 1 1 2 DF 4 Special Vehicle, Cumbersome Special Infantry

Core: Main Battle Tank Squadron Point Cost = 45 Command Points = 1 1

Core: Main Battle Tank Squadron Point Cost = 45 Command Points = 1 1 2 3 4 Unit MV PIL GUN Commander 4 1 2 Tank 4 1 2 DF 5 5 Ldr 1 0 Special Cumbersome, Vehicle Type Main Cannon Top-Mounted Maching-Gun RN 24 MD 7 Spec 6 1 Rapid Fire

Support: Main Battle Tank Squadron 1 Point Cost = 20 Command Points = 0

Support: Main Battle Tank Squadron 1 Point Cost = 20 Command Points = 0 2 Unit MV PIL GUN DF Battle Tank 4 1 2 5 Type Main Cannon Top-Mounted Machine-Gun Ldr 0 Special Cumbersome, Vehicle RN 24 MD 9 Spec 6 1 Rapid Fire

Core: Advanced Battle Tank Squadron Point Cost = 50 Command Points = 1 1

Core: Advanced Battle Tank Squadron Point Cost = 50 Command Points = 1 1 2 3 4 Unit MV PIL GUN Commander 4 1 2 Tank 4 1 2 DF 5 5 Ldr 1 0 Special Cumbersome, Vehicle Type Main Cannon Top-Mounted Machine-Gun RN 24 MD 8 6 1 Spec Rapid Fire, Anti. Infantry

Support: Advanced Battle Tank Squad 1 Point Cost = 25 Command Points = 0

Support: Advanced Battle Tank Squad 1 Point Cost = 25 Command Points = 0 2 Unit Tank MV PIL GUN DF 4 1 2 5 Type Main Cannon Top-Mounted Machine-Gun Ldr 0 Special Cumbersome, Vehicle RN 30 MD 10 Spec 6 1 Rapid Fire, Anti-Infantry

Core: Convoy Vehicle Squadron Point Cost = 10 1 2 3 4 Unit MV

Core: Convoy Vehicle Squadron Point Cost = 10 1 2 3 4 Unit MV PIL GUN Convoy Vehicle 4 1 - DF 4 Special Vehicle, Cumbersome

Support: Convoy Vehicle Squad Point Cost = 5 1 2 Unit Convoy Vehicle MV

Support: Convoy Vehicle Squad Point Cost = 5 1 2 Unit Convoy Vehicle MV PIL GUN 4 1 - DF 4 Special Vehicle, Cumbersome

Core: F-203 Dragon II Squadron F-203 Dragon II x 4 Flight, Aircraft, Afterburner Type

Core: F-203 Dragon II Squadron F-203 Dragon II x 4 Flight, Aircraft, Afterburner Type F-203 Dragon II M-65 Rotary Cannon Wing-Hardpoints Standard Medium Range Missiles Short-Range Missiles Long-Range Missiles Point Cost = 60 Command Points = 5 6 4 X X 6 4 X X X 1 6 4 X X 6 4 X X X 2 6 4 X X 6 4 X X X 3 6 4 X X 6 4 X X X 4 RN MD Spec 12 4 24 9 Missile Volley(4) Ammo(3) 18 49 6 9 Missile Volley(6) Volley(X) Ammo(3) Ammo(6) Unit MV PIL GUN DF LDR F-203 Leader F-203 10 10 3 2 6 6 1 0 Upgrade Special Anti-Missile Blast 8 15

Point Cost = 30 Command Points = 2 Core: F-203 Dragon II Squad 1

Point Cost = 30 Command Points = 2 Core: F-203 Dragon II Squad 1 F-203 Dragon II x 2 2 6 4 X Flight, Aircraft, Afterburner Type F-203 Dragon II M-65 Rotary Cannon Wing-Hardpoints Standard Medium Range Missiles Short-Range Missiles Long-Range Missiles 6 4 X X 6 4 X X X 6 4 X RN MD Spec 12 4 24 9 Missile Volley(4) Ammo(3) 18 49 6 9 Missile Volley(6) Volley(X) Ammo(3) Ammo(6) Unit MV PIL GUN DF LDR F-203 10 2 2 6 0 6 4 X X 6 4 X X X Upgrade Special Anti-Missile Blast 4 8

Support: Ground Support Squadron 1 Point Cost = 22 Command Points = 2 2

Support: Ground Support Squadron 1 Point Cost = 22 Command Points = 2 2 X X 3 3 X X Unit MV PIL GUN DF Warthog 15 Type 2 2 5 LDR 0 Special Flight, Aircraft, Afterburner, Ground Attack allows the plane to make a second turn after the plane has moved at least half its SPD. The second turn is up to 45 degrees. RN MD Spec Pulse Cannon 18 6 Rapid Fire Overwhelming Upgrade Short-Range Missiles 18 6 Missile Volley(X) Ammo(4) Medium-Range Missiles 24 9 Missile Volley(3) Ammo(4) Or Long-Range Missiles 48 9 Missile Volley(X) Ammo(4) 2 6 Blast 8

Support: Improved Medium Range Defense Squad Point Cost = 22 Command Points = 2

Support: Improved Medium Range Defense Squad Point Cost = 22 Command Points = 2 1 2 X X 2 2 2 2 Unit MV PIL GUN DF Super Hornet 12 Type 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover RN MD 20 mm Autocannon 12 5 Spec Upgrade Medium-Range Missiles 24 9 Missile Volley(X) Ammo(2) 2 or Short-Range Missiles 18 6 Missile Volley(2) Ammo(2) 2 Medium-Range Missiles 24 9 Missile Volley(2) Ammo(3) 6 Or Short-Range Missiles 18 6 Missile Volley(2) Ammo(4) 4

Support: Air Superiority Support Squadron 1 Point Cost = 26 Command Points = 2

Support: Air Superiority Support Squadron 1 Point Cost = 26 Command Points = 2 2 X X X X 2 2 2 2 X X X X Type Unit MV PIL GUN DF Eagle 13 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover RN MD 20 mm Autocannon 12 5 Spec Upgrade Short-Range Missiles 18 6 Missile Volley(X) Ammo(4) 2 Medium Range Missiles 24 9 Missile Volley(4) Ammo(2) 4 Medium-Range Missiles 24 9 Missile Volley(X) Ammo(4) 4

Support: Perimeter Interceptor Support Squadron 1 Point Cost = 24 Command Points = 2

Support: Perimeter Interceptor Support Squadron 1 Point Cost = 24 Command Points = 2 2 X X X 2 2 2 2 X X X X Unit MV PIL GUN DF Tomcat Type 12 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover RN MD 20 mm Autocannon 12 5 Spec Upgrade Short-Range Missiles 18 6 Missile Volley(X) Ammo(4) Or Long Range Missiles 48 9 Missile Volley(X) Ammo(2) Medium-Range Missiles 24 9 Missile Volley(2) Ammo(4) Or Long Range Missiles 48 9 Missile Volley(X) Ammo(4) 2 Blast 2 2 Blast 8

Support: Stealth Fighter Squad X X 1 Point Cost = 36 Command Points =

Support: Stealth Fighter Squad X X 1 Point Cost = 36 Command Points = 2 X X X X X X Unit X X MV PIL GUN DF Raptor 13 2 2 X X X X X X X X LDR 6 0 Special Flight, Aircraft, Afterburner, Stealth, Fast Mover Type 20 mm Autocannon RN 12 MD 5 Spec Upgrade Short-Range Missiles 18 6 Missile Volley(X) Ammo(2) Medium-Range Missiles 24 9 Missile Volley(X) Ammo(6) Medium-Range Missiles 24 9 Missile Volley(X) Ammo(8) 1 6 Lose Stealth 8

Support: EBSIS Multi-Role Support Squadron Point Cost = 22 Command Points = 2 1

Support: EBSIS Multi-Role Support Squadron Point Cost = 22 Command Points = 2 1 2 2 2 X X X X X X Unit Mig-35 MV PIL GUN DF 11 2 2 6 LDR 0 Special Flight, Aircraft, Afterburner, Fast Mover Type 20 mm Autocannon RN 12 MD 5 Spec Upgrade Short-Range Missiles 18 6 Missile Volley(2) Ammo(4) 4 Or Medium-Range Missiles 24 9 Missile Volley(X) Ammo(4) 4 Medium-Range Missiles 24 9 Missile Volley(X) Ammo(8) 8

Support: EBSIS Multi-Role Support Squadron 1 Point Cost = 24 Command Points = 2

Support: EBSIS Multi-Role Support Squadron 1 Point Cost = 24 Command Points = 2 2 X X X X X X X X X Unit MV PIL GUN DF Mig-35 12 2 2 LDR 6 0 Special Flight, Aircraft, Afterburner, Fast Mover Type 20 mm Autocannon RN 12 MD 5 Spec Upgrade Short-Range Missiles 18 6 Missile Volley(2) Ammo(4) 4 Or Medium-Range Missiles 24 9 Missile Volley(X) Ammo(6) 3 Medium-Range Missiles 30 3 Missile Volley(X) Ammo(8) 4

Special: UEDF Cat’s Eye Recon Point Cost = 90 Command Points = 6 Theater

Special: UEDF Cat’s Eye Recon Point Cost = 90 Command Points = 6 Theater Recon Suite 1. Provides Friendly Forces an Initiative Bonus of +1 2. Recon removes either the +1 to strike for flanking bonuses or rear attack bonuses BUT only one, not both on all friendly units within 36 inches. 3. Allows one Free Steal Activation or Prevents one from being stolen once per turn. Unit Cat’s Eye MV PIL GUN DF LDR 9 2 2 5 5 Special Aircraft, Flight, Theater Recon Suite, Electronics Attack Suite, Jamming Suite

Support: UEDF Comanchero Squadron Point Cost = 30 Command Points = 2 1 6

Support: UEDF Comanchero Squadron Point Cost = 30 Command Points = 2 1 6 6 4 X X 6 6 4 X X 2 6 6 4 X X 6 6 4 X X 6 6 6 6 4 X X X X 6 6 6 X X Unit MV PIL GUN DF LDR Comanchero 9 2 2 5 0 Type Special Hover, Flight, Aircraft RN MD Spec Upgrade Gsh-30 -4 A 1 30 mm Autocannon 12 3 Spinal Mounted Rotary Cannons 9 2 Short-Range Missiles 18 6 Missile Volley(4) Ammo(3) Medium-Range Missiles 24 9 Missile Volley(X) Ammo(6) Long-Range Missiles 48 9 Missile Volley(X) Bomb 2 Fly Overwhelming Comanchero Mini-Bombs Anti-Missile 6 Ammo(6) Blast 10 Blast Ammo(15) 6 Volley(6) 6