Post by Republic's Fury on Mar 25, 2006 1:04:01 GMT -5
HR: On Top _____________________________________________ VTOLs may occupy blocking terrain, at NOE, as though it were clear terrain. Unit becomes a landed unit. LOS to and from any landed unit is blocked except for VTOLs at cruizing level
"Yeeeoww! That's a tight fit Marry!" "It's all about finesse" - Lt. Marry _____________________________________________
Post by Republic's Fury on Mar 25, 2006 1:07:36 GMT -5
HR: For The Team _____________________________________________ During order phase, player may give pushing damage to a unit until SE: Salvage is gained by that unit.
A unit chosen for this action must continue to be given pushing damage until SE: Salvage is gained. If SE: Salvage is not gained unit is given pushing damage unti it is destroyed. Units with SE: Salvage may not be chosen for this action.
"We'll not let them have our lion! Scuttle the tank!" "Sir...Yes Sir!" Sargent Luang, Liao
Post by Republic's Fury on Mar 25, 2006 1:10:57 GMT -5
HR: Capshot _____________________________________________ Unit(s) in a transport may fire out of the transport and may be the target of an attack. Units(s) firing out of a transport receive a -2 to their attack value. Unit(s) targeting transported units(s) receive a -2 to their attack value. Unit(s) inside a transport may not participate in a range combat formation. A player failing to declair the target before rolling the dice defaults to attacking the transport.
"Sir look at that, a unit stranded in the open." "Shoot it, we'll scavange it." - First Lieutenant Haumosh, inside Sea Fox Transport "Exchange". _____________________________________________
Post by Republic's Fury on Mar 25, 2006 1:13:43 GMT -5
HR: Catapult _____________________________________________ A Mech with Melee damage may throw one friendly infantry unit that is in base contact with the Mech a number of inches equal to or less than its (the Mech's) maximum run movement. An infantry piece thrown in this manner takes 3 clicks of impact damage at the end of player's turn. Infantry piece may not land in base contact with any opposing unit(s). Infantry piece may act after being thrown.
Post by Republic's Fury on May 4, 2006 21:41:30 GMT -5
HR: Full Energy Discharge / Cost: 3/150 (incl. in build total) __________________________________________________________________________________________ Once per turn, give one infantry piece (at a time) with electric attack alpha strike. SE must remain with this unit until it is destroyed. When unit uses Alpha-Strike click unit to death and add the number of clicks to the damage done. This unit's value is added to opponent's VC1. Unit may not be part of a formation attack. Friendly units in base contact with unit when attack performed receive 2 clicks of splash damage.
"Hell Just Nuke Em!" Malvina Hazen __________________________________________________________________________________________
Post by Republic's Fury on May 4, 2006 23:00:16 GMT -5
HR: Tank Drop ____________________________________________________Units w/ Speed mode VTOL may deploy units at crusing. Units w/o SE: Jump Jet are destroyed at the end of the turn. Vehicles deployed in this mannor while VTOL is in base contact with a Mech fall on top of the Mech. Roll 1d6: 3-4 Mech takes no damage, 1-2 Mech takes 2 clicks impact damage, vehicle destroyed.
"First step sure is a doozie" ____________________________________________________
Post by Republic's Fury on May 4, 2006 23:02:33 GMT -5
__________________________________________________________________ MERCENARY CONTRACT HR:MC-001 THIS DOCUMENT ENTITLES THE BEARER TO FULL PRIVILEGES OF RANK WITHIN THE ASSOCIATED ORGANIZATION (S) IN ACCORDANCE WITH THE SOLARIS CONVENTION ON MERCENARY ASSETS (ARTICLE 3.27-A). __________________________________________________________________ HOUSE SEAFOX MERCENARY CONTRACT All Mercenary units friendly to you gain the Sea Fox faction symbol. "Yeah we're happy to help the merchants…just don't try to sell our stuff." COST: 5/150 HR:MC-001 __________________________________________________________________
Post by Republic's Fury on May 4, 2006 23:40:29 GMT -5
HR: Slot It! (Playable by BM only) ____________________________________________________All Mech's gain one slot. Must be played at the beginning of the tournament. All players receive five minutes to re-tool their army.
"But Colonel my Mech doesn't have space for that gear. Well son...now you do." ____________________________________________________
Post by Republic's Fury on May 4, 2006 23:54:05 GMT -5
HR: Mounted Infantry __________________________________________________ ________________ All Mechs have 1 cargo space, only infantry with B.A. in their name may be transported. When the Mech is dealt damage roll 1d6. On a result of 1-3 reduce damage delt to Mech by 1 and transported unit receives 1.5 times the damage delt to the Mech, On a result of 4-6 reduce damage delt to Mech by 1 and transported unit receives 2 pushing damage.
"I thought it'd be safe in there." Pvt. Matson "Nope, one of the more dangerous places." Sgt. Billings __________________________________________________ ________________
Post by Republic's Fury on May 5, 2006 5:52:29 GMT -5
HR: Fully Loaded __________________________________________________ SE only terminate if unit gains SE: Salvage, or SE is replaced by a different SE in the same combat dial slot.
Example: Unit has SE Armor Piercing on primary weapon and Streak Missles gear paddle is being used for primary weapon as well. After three clicks Armor Piercing disapears on the dial, but unit does not gain SE: Salvage. In this case the SE: Armor Piercing stays in effect even though it is no longer on the dial, and SE: Streak Missles is still in affect as well.
"I don't care if we're running low on missles...fill that Mech up!" - Sgt. Brisco at the battle of Mission Hills __________________________________________________
Post by Republic's Fury on May 5, 2006 5:59:50 GMT -5
HR: Hot Loading & Disabling Field Inhibitors. ____________________________________________________ You May Fire Weapons within minimum Range. Ballistic Weapons: do 2 less damage, to a minimum of 1. Energy Weapons: Roll 1d6 to see if you take Particle Feedback, on a roll, of 1-4, take half damage, and on a roll of 6 take full damage.
"Close??? I’d call that too close corporal!” –Sgt. Rockjaw ____________________________________________________
Post by Republic's Fury on May 5, 2006 6:11:45 GMT -5
HR: Surprised ____________________________________________________ When determining first player in a two player game, if one player rolls a 12 on the white Dice while the other player rolls a 2 on the white dice, then the player who rolled the 12 on the two white dice may infiltrate half of his army.
"They caught me with my kilt down" James Taggart "Paladin" Ross ____________________________________________________
Post by Republic's Fury on May 6, 2006 21:48:47 GMT -5
HR: Bounce ____________________________________________________ Before artillary token resolves opponent rolls 1d6, rotate pog arrow in that direction. Attacker resolves artillary as normal after rotation.
"Misdirection, sometimes the best defense." - Lacne Corporal "Shoe Fly" Dobson ____________________________________________________
Post by Republic's Fury on May 8, 2006 4:59:30 GMT -5
HR: Bezerker ____________________________________________________ If a Mech with close combat takes 8 or more points of damage as a result of an attack by an opponent, Mech gains SE Full strike for one full turn and can use SE: Full Strike in addition to any other Close Combat Gear. As a result of its “berserk” state, reduce Mech’s defense by 2 during opponent’s next turn.
"CHARGE!!!!!" a Pirate. ____________________________________________________