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RAMMING A TROOPER
Tracked vehicles and walkers can try to ram (or run over) troopers. Flyers can't because if they flew that low they would crash! As with normal
ramming the unit must touch the trooper, or his base. The ram isn't worked out as if two vehicle units rammed each other, instead the player
controlling the trooper rolls a dice and looks on the table below to see how much damage the trooper takes.
DICE ROLL |
DAMAGE |
| 1 |
1 |
| 2 |
2 |
| 3 |
3 |
| 4 |
4 |
| 5 |
None (they dived out of the way) |
| 6 |
None (they dived out of the way) |
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TROOPERS
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On each trooper's base is an armour counter with which you can record any damage the trooper takes. To do this just move the marker across
1 number for every point of damage the trooper takes. When you have run out of numbers the trooper is destroyed!
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UNIT SHEET
Because you can record the damage to a trooper on his base you don't need a unit sheet for every single soldier. There is one unit card for
each army so you can see all the things about each type of soldier that you'll need to know for the battle.
Just as with your vehicle units, troopers move less the more damage they take. You can use the counter on the trooper's base to record damage
and look on the unit sheet to see how many resource points the model has to move.
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ARMOUR (DAMAGE COUNTER) |
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RESOURCE |
TYPES OF TROOPER
You can see on the unit sheet that there are four types of soldiers -the Rifleman, Sniper, Machinegunner and Bomber.
TYPES OF TROOPER |
RIFLEMAN |
The Rifleman is the basic soldier and the one you will normally have most of in your army. To make 1 shot takes him 1
RESOURCE point.
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SNIPER |
The Sniper is a long range expert armed with a powerful rifle and sniper scope. He is the best shot out of all your units and the most effective trooper for attacking enemies at longer ranges. Whenever you roll a dice to shoot an enemy you add +1 to the dice roll to see if he scores a hit, so if you roll
a 4 it counts as a 5. Because the Sniper needs to take a long time setting up each of his shots, it costs him 2 resource points in order to shoot his rifle.
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MACHINEGUNNER |
The Machinegunner carries a heavy pulse gun, similar to the one the Rifleman carries, only the Machinegunner's weapon fires much faster. He can act just like the Rifleman can, but when he spends a point of resource to shoot he gets to take two separate shots with his gun, one after the other. So, he might shoot at one enemy and then another, or at the same one twice.
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BOMBER |
The Bomper is armed with a powerful bazooka for attacking vehicles. Because the bazooka is so heavy and difficult to fire the Bomber must spend 2 resource points to fire his weapon.
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