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Game: AT-43
Pub: Rackham Entertainment (2006)


All images and information Copyright RACKHAM,1996-2010.


All rights reserved.
AT-43 is a registered trademark owned by RACKHAM.

U.N.A. Unit cards


v1 initial release
v1.1 Heroes updated with info on which units they can lead
v1.2 Basic platoon pattern error fixed
v2 Added support teams

v2
Mar 2010

For best results, print on card, laminate and trim to size.

STANDARD ORGANIZATION

U.N.A

Platoon Pattern

A Soldier slot may be used to field a unit of Soldiers.


A Support unit slot may be used to field a Support unit.
An Infantry slot may be used to field either a unit of Soldiers or a Support unit.
A Strider slot may be used to field a unit of Striders.
A Vehicle slot may be used to field a unit of Vehicles.
An AFV slot may be used to field either a unit of Striders or a unit of Vehicles.





M.IND

Advantage

Soldier unit ( / )

Every AFV of the company gets the Repair


ability.

Soldier unit () or support unit ( / )

Disadvantage

Soldier unit () or combat strider unit ()


or a vehicle unit ()

A unit without an officer must make a


Morale test at each one of its activations.

Strider unit ( / / )
or a vehicle unit ( / / )

Platoon Pattern

General Notes

Infantry unit () !

An Officer replaces a standard fighter; his cost is added.

Infantry unit ( / / )

All the Special Weapon Bearers in a unit must carry the


same weapon.

Soldier unit ()

Extra Fighters:
- cost of each fighter added to the standard number
without exceeding the maximum number
cost of each fighter to exceed the maximum number
when there is an officer in the unit. Officers numbers
is the most that can be added.
bonus
a unit must be at its maximum number of fighters in
order to have more than one special weapon bearer.

INDICATES FIGURE REPLACES A STANDARD FIGHTER.


IN BOTH CASES THE FIGURES COST IS ADDED TO THAT OF THE UNIT.

INDICATES FIGURE IS ADDED TO UNIT BUT DOES NOT COUNT IN THE NUMBER FIGHTERS
(SO IT IS POSSIBLE TO EXCEED THE MAXIMUM NUMBER OF FIGHTERS).

PLATOON PATTERN

During the company building, each unit can


change a standard fighter into a sergeant
for free.

Each Specialist replaces a standard fighter for free.

ONLY ONE PLATOON PATTERN CAN BE USED AT A TIME

CENTRAL COMMAND
Advantage

Soldier unit ( / ) !

U.N.A. PLATOON PATTERNS

PLATOON PATTERN

At the beginning or at the end of its units


activation it can repair a friendly AFV within
2.5cm, including itself.
The repaired AFV recovers 1 SP in a location
picked by the player. The chosen location
may be a piece of equipment previously
destroyed.
Disadvantage

The company is defeated if all its AFVs are


destroyed.

AFV unit ()

Platoon Pattern

AFV unit ( / / )

AFV unit ( / / ) !
AFV unit ( / / )
Soldier unit ()
Infantry unit ( / )
Infantry unit ( / )

PLATOON PATTERN

MORNINGSTAR

PLATOON PATTERN

UNION

Advantage

Advantage

Officers can be either Medics or Mechanics


during company building if this ability is not
already available.

All infantry units get the ability Nerves of


Steel. The fighters of these units never
need to roll Morale tests.

All the officers of the same company must


choose the same speciality.

Disadvantage

Each combat drill costs 2 LP.

Disadvantage

Companies cannot include officers beyond


Rank 3 (Lieutenant).
Heroes are an exception.

Platoon Pattern

Soldier unit () !
Infantry unit ( / )

Platoon Pattern

Soldier unit ( / / )

AFV unit ( / ) !

AFV unit ()

Infantry unit or combat strider unit ()

AFV unit ( / / )

Infantry unit or AFV unit ( / )


Infantry unit ( / )
Infantry unit ()

35 OFFICER OF ANY TYPE 2 SOLDIER UNIT

60 OFFICER OF ANY TYPE 1 SOLDIER UNIT

Standard Ranged

Laser pistol

1/0

4/1

Equipment & Abilities

Leadership When Borz/Bad Dog is the Commander, roll


2D6 when making Authority tests and keep the best result.
Designator May tag an enemy unit in LOS; until the end of
the round, indirect fire and locked shot weapons do not
need a LOS to the tagged unit.

250 OFFICER OF ANY NON-VARIANT FT UNIT

11

Standard Ranged

Lt laser cannon 1 8

1/1

14/1

Lt laser cannon 2 8

1/1

14/1

Equipment & Abilities

Leadership When Borz/Bad Dog is the Commander, roll


2D6 when making Authority tests and keep the best result.
Designator May tag an enemy unit in LOS; until the end of
the round, indirect fire and locked shot weapons do not
need a LOS to the tagged unit.
Heroic Pilot

OFFICER OF ANY FIRE TOAD UNIT


FIRE TOAD NUMBER ONE ADDED TO UNIT
DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS

25

CAPT. NEWTON ABOARD AFV

OFFICER OF ANY NON-VARIANT FIRE TOAD UNIT


FIRE TOAD BAD DOG ADDED TO UNIT
DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS

SGT. BORZ ABOARD BAD DOG

Standard Ranged

Multilaser

1/1

5/1

Equipment & Abilities

Repair At the beginning or end of her units activation can


repair a friendly AFV within 2.5cm (including her own). The
AFV regains 1 SP in a desired location, and a destroyed
location may be chosen.

14

10

Standard Ranged

Laser pistol

1/0

4/1

1/0

3/1

Close Combat

Combat knife
Equipment & Abilities

Leadership When Stark is the Commander, roll 2D6 when


making Authority tests and keep the best result.
Electro binoculars Spend 1 LP at any time to see the first
card of an opponents activation sequence.
Front line officer A disorganized unit is automatically
valiant on activation if one of its fighters can see Stark.
Promise Starks unit must be deployed first.

COL. G. STARK

ABOARD NUMBER ONE


CAPTAIN
4

25

ABOARD COPPERHEAD
COLONEL
-

11

Standard Ranged

Lt laser cannon 1 10

1/1

14/1

Lt laser cannon 2 10

1/1

14/1

Equipment & Abilities

Repair At the beginning or end of her units activation can


repair a friendly AFV within 2.5cm (including her own). The
AFV regains 1 SP in a desired location, and a destroyed
location may be chosen.
Heroic Pilot

COLONEL

470 SOLO AFV UNIT

CAPT. H. NEWTON

+230

14

300 OFFICER OF ANY FIRE TOAD UNIT

SGT. A. BORZ

ABOARD BAD DOG


SERGEANT

20

12

13

Standard Ranged

Medium missile
launcher
Medium mortar

3+
4

2/0
1/0

-
7

14/2
6/1

Equipment & Abilities

SOLO AFV UNIT

OFFICER OF ANY STEEL TROOPER UNIT


ADDED TO UNIT
DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS

CAPTAIN

COL. STARK

14

COLONEL G. STARK

COL. STARK
ABOARD COPPERHEAD

OFFICER OF ANY TYPE 1 SOLDIER UNIT


ADDED TO UNIT
DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS

SERGEANT

85 OFFICER OF ANY STEEL TROOPER UNIT

CAPT. H. NEWTON

CPT. NEWTON

OFFICER OF ANY TYPE 2 SOLDIER UNIT


ADDED TO UNIT
DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS

SGT. BORZ

SGT. A. BORZ

Leadership When Stark/CH is the Commander, roll 2D6


when making Authority tests and keep the best result.
Electro binoculars Spend 1 LP at any time to see the first
card of an opponents activation sequence.
Front line officer A disorganized unit is automatically
valiant on activation if one of its fighters can see CH.
Promise Copperhead must be deployed first.
Heroic Pilot

125 OFFICER OF ANY DD TACARM UNIT

OFFICER OF ANY DEATH DEALER TACARM UNIT


ADDED TO UNIT
DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS

LT. G. EPSTONE

LT. G. EPSTONE
LIEUTENANT

14

Standard Ranged

Volcano MG 1

3/0

7/1

Volcano MG 2

3/0

7/1

Equipment & Abilities

Gyroscopes
Stability: not grounded when caught in the area of effect
of an indirect fire weapon.
White Stars Marksmanship Medal
+1 re-roll for ranged weapons.

130 OFFICER OF ANY DD TACARM UNIT

OFFICER OF ANY DEATH DEALER TACARM UNIT


ADDED TO UNIT
DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS

LT. G. EPSTONE

LT. G. EPSTONE
LIEUTENANT

14

Standard Ranged

Volcano MG 1

3/0

7/1

Volcano MG 2

3/0

7/1

Equipment & Abilities

Gyroscopes
Stability: not grounded when caught in the area of effect
of an indirect fire weapon.
Laser Targeter
Designator May tag an enemy unit in LOS; until the end of
the round, indirect fire and locked shot weapons do not
need a LOS to the tagged unit.
White Stars Marksmanship Medal
+1 re-roll for ranged weapons.

+10

+15

STAR TROOPER
SERGEANT

14

14

Standard Ranged

Assault rifle

1/1

4/1

Assault rifle

1/0

3/1

Combat knife

+40

OFFICER REPLACES A STANDARD FIGHTER

STAR TROOPER OFFICERS

14

1/1

4/1

Assault rifle

1/0

3/1

Combat knife

14

Equipment as per unit

COLONEL

Standard Ranged

14

Standard Ranged

1/1

4/1

Close Combat

Assault rifle

1/1

4/1

1/0

3/1

Close Combat

1/0

3/1

Combat knife

Equipment as per unit

1/1

4/1

1/0

3/1

Close Combat

+60

Standard Ranged

STAR TROOPER

CAPTAIN

Equipment as per unit

Equipment as per unit

STAR TROOPER

Combat knife

Close Combat

Equipment as per unit

Assault rifle

LIEUTENANT

Standard Ranged

Close Combat

Combat knife

STAR TROOPER

MASTER SERGEANT

+25

STAR TROOPER

STD 175 . 20/

+25

14

STD 175 . 20/

STAR TROOPERS

Assault rifle

1/1

4/1

Assault rifle

STAR TROOPERS

1/0

3/1

Combat knife
1

Missile launcher 3+

1/0

13/2

Locked shot

14

Standard Ranged

1/1

4/1

Assault rifle

Close Combat

Special Weapon

Standard Ranged

Close Combat

Combat knife

14

Standard Ranged

1/1

4/1

1/0

3/1

3/0

7/1

Close Combat

1/0

3/1

Combat knife

Special Weapon

Flamer
[25] 1/0
4
8/1

Indirect fire
Projection

Special Weapon

Volcano MG

0-2 Specialists

0-2 Specialists

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

MAX 250 . 20/

+25

MAX 250 . 20/

STAR TROOPERS

12

MAX 250 . 20/

STAR TROOPERS

12

STAR TROOPERS

14

Assault rifle

1/1

4/1

Assault rifle

1/0

3/1

Combat knife

Missile launcher 3+

1/0

13/2

Locked shot

Standard Ranged

1/1

4/1

Assault rifle

Close Combat

Special Weapons

14

Standard Ranged

Close Combat

Combat knife

14

Standard Ranged

12 FIGHTERS 250
EXTRA FIGHTER 20

12 TROOPERS INCLUDING
2 SPECIAL WEAPONS + 0-2 SPECIALISTS + 0-1 OFFICER

12

STAR TROOPER INFANTRY


MAXIMUM UNIT

STD 175 . 20/

STAR TROOPERS

8 FIGHTERS
175
EXTRA FIGHTER 20

8 TROOPERS INCLUDING
1 SPECIAL WEAPON + 0-2 SPECIALISTS + 0-1 OFFICER

STAR TROOPER INFANTRY


STANDARD UNIT

1/1

4/1

1/0

3/1

3/0

7/1

Close Combat

1/0

3/1

Combat knife

Special Weapons

Flamer
[25] 1/0
4
8/1

Indirect fire
Projection

Special Weapons

Volcano MG

0-2 Specialists

0-2 Specialists

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

+10

+15

STEEL TROOPER
SERGEANT

14

14

1/0

5/1

Laser rifle

1/0

3/1

Combat knife

+40

OFFICER REPLACES A STANDARD FIGHTER

STEEL TROOPER OFFICERS

14

14

1/0

5/1

Laser rifle

Standard Ranged

1/0

3/1

Combat knife

Equipment as per unit

COLONEL

14

Standard Ranged

1/0

5/1

Close Combat

Laser rifle

1/0

5/1

1/0

3/1

Close Combat

1/0

3/1

Combat knife

Equipment as per unit

1/0

5/1

1/0

3/1

Close Combat

+60

Standard Ranged

STEEL TROOPER

CAPTAIN

Equipment as per unit

Equipment as per unit

STEEL TROOPER

Combat knife

Close Combat

Equipment as per unit

Laser rifle

LIEUTENANT

Standard Ranged

Close Combat

Combat knife

STEEL TROOPER

MASTER SERGEANT

Standard Ranged

Laser rifle

+25

STEEL TROOPER

STD 175 . 30/

+25

14

Laser rifle

STD 175 . 30/

STEEL TROOPERS

1/0

5/1

Laser rifle

Close Combat

Combat knife

STEEL TROOPERS

1/0

3/1

Combat knife
1

Missile launcher 3+

1/0

13/2

Locked shot

Standard Ranged

1/0

5/1

Laser rifle

1/0

5/1

1/0

3/1

3/0

7/1

Close Combat

1/0

3/1

Combat knife

Special Weapon

Laser gun

14

Close Combat

Special Weapon

14

Standard Ranged

1/1

14/1

Special Weapon

Volcano MG

0-2 Specialists

0-2 Specialists

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Mechanic Repair. At the beginning or end of his units
activation can repair 1 SP of a
friendly AFV within 2.5cm.

Medic First Aid. Once per round save member of the unit.
Mechanic Repair. At the beginning or end of his units
activation can repair 1 SP of a
friendly AFV within 2.5cm.

Medic First Aid. Once per round save member of the unit.
Mechanic Repair. At the beginning or end of his units
activation can repair 1 SP of a
friendly AFV within 2.5cm.

STD 275 . 30/

+25

MAX 275 . 30/

STEEL TROOPERS

MAX 275 . 30/

STEEL TROOPERS

9
6

STEEL TROOPERS

14

Laser rifle

Standard Ranged

1/0

5/1

Laser rifle

Close Combat

Combat knife

14

Standard Ranged

9 FIGHTERS
275
EXTRA FIGHTER 30

9 TROOPERS INCLUDING
2 SPECIAL WEAPONS + 0-2 SPECIALISTS + 0-1 OFFICER

Standard Ranged

STEEL TROOPER INFANTRY


MAXIMUM UNIT

STD 175 . 30/

STEEL TROOPERS

6 FIGHTERS
175
EXTRA FIGHTER 30

6 TROOPERS INCLUDING
1 SPECIAL WEAPON + 0-2 SPECIALISTS + 0-1 OFFICER

STEEL TROOPER INFANTRY


STANDARD UNIT

1/0

3/1

Combat knife

Missile launcher 3+

1/0

13/2

Locked shot

1/0

5/1

Laser rifle

1/0

5/1

1/0

3/1

3/0

7/1

Close Combat

1/0

3/1

Special Weapons

Laser gun

Standard Ranged

Close Combat

Special Weapons

14

Combat knife
2

1/1

14/1

Special Weapons

Volcano MG

0-2 Specialists

0-2 Specialists

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Mechanic Repair. At the beginning or end of his units
activation can repair 1 SP of a
friendly AFV within 2.5cm.

Medic First Aid. Once per round save member of the unit.
Mechanic Repair. At the beginning or end of his units
activation can repair 1 SP of a
friendly AFV within 2.5cm.

Medic First Aid. Once per round save member of the unit.
Mechanic Repair. At the beginning or end of his units
activation can repair 1 SP of a
friendly AFV within 2.5cm.

+10

+15

WING TROOPER
SERGEANT

18

18

Standard Ranged

Multilaser

1/1

5/1

Multilaser

1/0

3/1

Combat knife

+40

OFFICER REPLACES A STANDARD FIGHTER

WING TROOPER OFFICERS

18

1/1

5/1

Multilaser

1/0

3/1

Combat knife

18

Equipment as per unit

COLONEL

Standard Ranged

18

Standard Ranged

1/1

5/1

Close Combat

Multilaser

1/1

5/1

1/0

3/1

Close Combat

1/0

3/1

Combat knife

Equipment as per unit

1/1

5/1

1/0

3/1

Close Combat

+60

Standard Ranged

WING TROOPER

CAPTAIN

Equipment as per unit

Equipment as per unit

WING TROOPER

Combat knife

Close Combat

Equipment as per unit

Multilaser

LIEUTENANT

Standard Ranged

Close Combat

Combat knife

WING TROOPER

MASTER SERGEANT

+25

WING TROOPER

STD 200 . 35/

+25

18

STD 200 . 35/

WING TROOPERS

Multilaser

1/1

5/1

Multilaser

WING TROOPERS

1/0

3/1

Combat knife
1

Missile launcher 3+

1/0

13/2

Locked shot

Standard Ranged

1/1

5/1

Multilaser

1/1

5/1

1/0

3/1

10

1/0

8/1

Close Combat

1/0

3/1

Combat knife

Special Weapon

Laser gun

18

Close Combat

Special Weapon

Standard Ranged

Close Combat

Combat knife

18

Standard Ranged

1/1

14/1

Special Weapon

Sniper gun

Sniper

0-2 Specialists

0-2 Specialists

0-2 Specialists

Medic First Aid. Once per round save member of the unit.

Medic First Aid. Once per round save member of the unit.

Medic First Aid. Once per round save member of the unit.

STD 325 . 35/

+25

MAX 325 . 35/

WING TROOPERS

MAX 325 . 35/

WING TROOPERS

WING TROOPERS

18

Multilaser

Standard Ranged

1/1

5/1

Multilaser

Close Combat

Combat knife

18

Standard Ranged

9 FIGHTERS
325
EXTRA FIGHTER 35

9 TROOPERS INCLUDING
2 SPECIAL WEAPONS + 0-2 SPECIALISTS + 0-1 OFFICER

WING TROOPER INFANTRY


MAXIMUM UNIT

STD 200 . 35/

WING TROOPERS

6 FIGHTERS
200
EXTRA FIGHTER 35

6 TROOPERS INCLUDING
1 SPECIAL WEAPON + 0-2 SPECIALISTS + 0-1 OFFICER

WING TROOPER INFANTRY


STANDARD UNIT

1/0

3/1

Combat knife

Missile launcher 3+

1/0

13/2

Locked shot

1/1

5/1

Multilaser

1/1

5/1

1/0

3/1

10

1/0

8/1

Close Combat

1/0

3/1

Special weapons

Laser gun

Standard Ranged

Close Combat

Special weapons

18

Combat knife
2

1/1

14/1

Special weapons

Sniper gun

Sniper

0-2 Specialists

0-2 Specialists

0-2 Specialists

Medic First Aid. Once per round save member of the unit.

Medic First Aid. Once per round save member of the unit.

Medic First Aid. Once per round save member of the unit.

+10

STD 200 . 30/

SHOCK TROOPER

Standard Ranged

2/0

4/1

Close Combat

Powerpike

Equipment as per unit

1/1

7/1

Standard Ranged

SMG

2/0

4/1

1/1

7/1

Close Combat

6 FIGHTERS
200
EXTRA FIGHTER 30

Powerpike
Special Weapon

Flamer
[25] 1/0
4
8/1

Indirect fire
Projection

STD 325 . 30/

SHOCK TROOPERS

14

Standard Ranged

SMG

2/0

4/1

1/1

7/1

Close Combat

9 FIGHTERS
325
EXTRA FIGHTER 30

14
6 TROOPERS INCLUDING
1 SPECIAL WEAPON + 0-1 OFFICER

14

SMG

9 TROOPERS INCLUDING
2 SPECIAL WEAPONS + 0-1 OFFICER

SHOCK TROOPER INFANTRY


STANDARD UNIT

SHOCK TROOPER INFANTRY


MAXIMUM UNIT

OFFICER REPLACES A STANDARD FIGHTER

SHOCK TROOPER OFFICER

SERGEANT

SHOCK TROOPERS

Powerpike
2

Special Weapons

Flamer
[25] 1/0
4
8/1

Indirect fire
Projection

Grenades

1/0

4/1

SHOCK TROOPERS

EACH EXTRA FIGHTER ADDED NOW 35/

SHOCK TROOPERS

EACH EXTRA FIGHTER ADDED NOW 35/

WING TROOPERS

EACH EXTRA FIGHTER ADDED NOW 40/

WING TROOPERS

EACH EXTRA FIGHTER ADDED NOW 40/

STEEL TROOPERS

EACH EXTRA FIGHTER ADDED NOW 35/

STEEL TROOPERS

EACH EXTRA FIGHTER ADDED NOW 35/

STAR TROOPERS

EACH EXTRA FIGHTER ADDED NOW 25/

STAR TROOPERS

EACH EXTRA FIGHTER ADDED NOW 25/

Indirect fire

+45

+30

+45

+30

+45

+30

+60

+40

WING TROOPERS

EACH EXTRA FIGHTER ADDED NOW 40/

WING TROOPERS

EACH EXTRA FIGHTER ADDED NOW 40/

STEEL TROOPERS

EACH EXTRA FIGHTER ADDED NOW 35/

STEEL TROOPERS

EACH EXTRA FIGHTER ADDED NOW 35/

STAR TROOPERS

EACH EXTRA FIGHTER ADDED NOW 25/

STAR TROOPERS

EACH EXTRA FIGHTER ADDED NOW 25/

STEEL TROOPERS

1/0

SHOCK TROOPERS

EACH EXTRA FIGHTER ADDED NOW 35/

G-Pack
Rocket Jump: can jump over miniatures and terrain
elements during movement.

+45

1/0

4/1

+90

+60

Indirect fire
G-Pack
Rocket Jump: can jump over miniatures and terrain
elements during movement.

Grenades

SHOCK TROOPERS

Additional Equipment

EACH EXTRA FIGHTER ADDED NOW 40/

SHOCK TROOPERS

+90

+90
+60

+60

Indirect fire

EACH EXTRA FIGHTER ADDED NOW 40/

SHOCK TROOPERS

4/1

EACH EXTRA FIGHTER ADDED NOW 35/

+80
+120

+ GRENADES
+ G-PACK

Triple Lense Helmets


+1 Accuracy direct fire weapons

Grenades

WING TROOPERS

WING TROOPERS

EACH EXTRA FIGHTER ADDED NOW 45/

EACH EXTRA FIGHTER ADDED NOW 45/

STEEL TROOPERS

EACH EXTRA FIGHTER ADDED NOW 40/

EACH EXTRA FIGHTER ADDED NOW 40/

STAR TROOPERS

+ G-PACK

+30

STAR TROOPERS

EACH EXTRA FIGHTER ADDED NOW 30/

EACH EXTRA FIGHTER ADDED NOW 30/

Additional Equipment

12

ADDITIONAL EQUIPMENT
OPTIONS

Additional Equipment

+45

+30

+45

+30

+60

+40

+ GRENADES
+ TRIPLE LENSE HELMETS

ADDITIONAL EQUIPMENT
OPTIONS

ADDITIONAL EQUIPMENT
OPTIONS

Triple Lense Helmets


+1 Accuracy direct fire weapons

Additional Equipment

12

12

+ TRIPLE LENSE HELMETS

+ GRENADES

Additional Equipment

12

ADDITIONAL EQUIPMENT
OPTIONS

ADDITIONAL EQUIPMENT
OPTIONS

PLACE UNDER UNIT CARD / NOTE NEW COST OF EXTRA FIGHTERS

ADDITIONAL EQUIPMENT

STANDARD
3 FIGHTERS

14


Equipment as per unit

STD 300

STEEL TACARMS

Laser gun 1
7
1/1
-
14/1

Laser gun 2
7
1/1
-
14/1

Standard Ranged

Equipment

Gyroscopes
Stability: not grounded when caught in the area of effect
of an indirect fire weapon
Laser Targeter
Designator May tag an enemy unit in LOS; until the end of
the round, indirect fire and locked shot weapons do not
need a LOS to the tagged unit.

Additional Equipment

+15

G-PACK

+ LASER TARGETER

G-Pack
Rocket Jump: can jump over miniatures and terrain
elements during movement.

Additional Equipment

SHOCK TACARMS

ADDITIONAL EQUIPMENT
OPTIONS

+30

Laser Targeter
Designator May tag an enemy unit in LOS; until the end of
the round, indirect fire and locked shot weapons do not
need a LOS to the tagged unit.

G-Pack
Rocket Jump: can jump over miniatures and terrain
elements during movement.

Additional Equipment

SHOCK TACARMS

+ G-PACK
+ LASER TARGETER

ADDITIONAL EQUIPMENT
OPTIONS

DEATH DEALER
TACARMS

14/1

14/1

+15

1/1

JAM TACARMS

1/1

Laser gun 2

+15

Standard Ranged

SHOCK TACARMS

Laser gun 1

+15

STEEL TACARMS

14

ADDITIONAL EQUIPMENT
OPTIONS

SERGEANT

+15

OFFICER REPLACES A STANDARD FIGHTER

STEEL TACARM OFFICER

PLACE UNDER UNIT CARD

ADDITIONAL EQUIPMENT

300

3 STEEL TACARMS INCLUDING 0-1 OFFICER

STEEL TACARM INFANTRY STD UNIT

STEEL TACARM

+10

+10

+10

SHOCK TACARM

Flamer
[25] 1/0
4
8/1

Indirect fire
Projection

Close Combat

11/1

Equipment as per unit

Jammer

250

3+/1

Jammer

1/0

13/2

Locked shot

Equipment as per unit

Indirect fire
Projection

11/1

Equipment

Gyroscopes
Stability: not grounded when caught in the area of effect
of an indirect fire weapon

14

Standard Ranged

Jammer

Missile launcher 3+

14

Standard Ranged

Volcano MG 1

3/0

7/1

Volcano MG 2

3/0

7/1

Equipment as per unit

STD 300

JAM TACARMS

1/0

3+/1

Jammer

1/0

13/2

Locked shot

275

Close Combat

1/1

1/0

STANDARD
3 FIGHTERS

3 JAM TACARMS INCLUDING 0-1 OFFICER

Flamer
[25] 1/0
4
8/1

7

SERGEANT

STD 275

Standard Ranged

Powerlance

Missile launcher 3+

JAM TACARM INFANTRY STD UNIT

Standard Ranged

STD 250

SHOCK TACARMS

14

DEATH DEALER
TACARM

Equipment

Gyroscopes
Stability: not grounded when caught in the area of effect
of an indirect fire weapon

DEAth dealer
TACARMS

14

Standard Ranged

Volcano MG 1

3/0

7/1

Volcano MG 2

3/0

7/1

300

STANDARD
3 FIGHTERS

1/1

14

3 DEATH DEALER TACARMS INCLUDING 0-1 OFFICER

DEATH DEALER INFANTRY STD UNIT

Powerlance

OFFICER REPLACES A STANDARD FIGHTER

14

OFFICER REPLACES A STANDARD FIGHTER

JAM TACARM OFFICER

DEATH DEALER TACARM OFFICER

SERGEANT

Standard Ranged

STANDARD
3 FIGHTERS

3 SHOCK TACARMS INCLUDING 0-1 OFFICER

SHOCK TACARM INFANTRY STD UNIT

SHOCK TACARM OFFICER

OFFICER REPLACES A STANDARD FIGHTER

SERGEANT

+15

JAM TACARM

Equipment

Gyroscopes
Stability: not grounded when caught in the area of effect
of an indirect fire weapon

+15

MAX 200 . 200/

FIRE TOAD

MAX 600 . 200/

FIRE TOAD

FIRE TOADS

Lt laser cannon 2 8

1/1

14/1

Standard Ranged

Lt laser cannon 1 8

1/1

14/1

Lt laser cannon 2 8

1/1

14/1

+15

Standard Ranged

Lt laser cannon

1/1

14/1

Lt MG

3/1

7/1

11

11

Standard Ranged

Lt laser cannon 1 8

1/1

14/1

Lt laser cannon 2 8

1/1

14/1

MAX 600 . 200/

FIRE TOAD

LIGHT PRINCE

25

Standard Ranged

200
200

11

1 AFV
EXTRA AFV

1 FIRE TOAD INCLUDING 0-1 OFFICER

OFFICER REPLACES A STANDARD FIGHTER

FIRE TOAD OFFICER

FIRE TOAD AFV STANDARD UNIT

SERGEANT

25

MAX 200 . 200/

FIRE TOAD LIGHT PRINCE

600
200

14/1

3 FIRE TOADS INCLUDING 0-1 OFFICER

Lt laser cannon

1/1

14/1

Lt MG

3/1

7/1

11

FIRE TOADS
LIGHT PRINCE

25

Standard Ranged

600
200

1/1

3 AFVs
EXTRA AFV

Lt laser cannon 1 8

25

3 AFVs
EXTRA AFV

Standard Ranged

FIRE TOAD AFV MAXIMUM UNIT

3 FIRE TOADS INCLUDING 0-1 OFFICER

11

11

FIRE TOAD AFV MAXIMUM UNIT

200
200

25

25

1 AFV
EXTRA AFV

1 FIRE TOAD INCLUDING 0-1 OFFICER

FIRE TOAD OFFICER

OFFICER REPLACES A STANDARD FIGHTER

FIRE TOAD AFV STANDARD UNIT

SERGEANT

Lt laser cannon

1/1

14/1

Lt MG

3/1

7/1

+15

STD 200 . 200/

Standard Ranged

Lt MG 1

3/1

7/1

Lt MG 1

3/1

7/1

Lt MG 1

3/1

7/1

Lt MG 1

3/1

7/1

1/0

5/1
5/1

LANCELOT

25

Standard Ranged

Light grenade
launcher 1
Light grenade
launcher 2

4
4

11

Lt MG 1

3/1

7/1

Lt MG 1

3/1

7/1

11

MAX 450 . 150/

1/0
1/0

3
3

5/1
5/1

11

FIRE TOADS
LANCELOT

25

Standard Ranged

450
150

Light grenade
launcher 2

3 AFVs
EXTRA AFV

Standard Ranged

Standard Ranged

FIRE TOAD

3 FIRE TOADS INCLUDING 0-1 OFFICER

150
150

11

1 AFV
EXTRA AFV

1 FIRE TOAD INCLUDING 0-1 OFFICER

OFFICER REPLACES A STANDARD FIGHTER

FIRE TOAD OFFICER

25

1/0

FIRE TOAD AFV STANDARD UNIT

SERGEANT

25

STD 150 . 150/

FIRE TOAD AFV MAXIMUM UNIT

+15

Light grenade
launcher 1

Standard Ranged

FIRE TOAD LANCELOT

11

IRON RAIN

600
200

11

25

FIRE TOADS

3 AFVs
EXTRA AFV

IRON RAIN

200
200

25

1 AFV
EXTRA AFV

1 FIRE TOAD INCLUDING 0-1 OFFICER

FIRE TOAD OFFICER

OFFICER REPLACES A STANDARD FIGHTER

FIRE TOAD AFV STANDARD UNIT

SERGEANT

MAX 600 . 200/

FIRE TOAD

3 FIRE TOADS INCLUDING 0-1 OFFICER

FIRE TOAD AFV MAXIMUM UNIT

FIRE TOAD IRON RAIN

Light grenade
launcher 1

1/0

5/1

Light grenade
launcher 2

1/0

5/1

+15

+15

DEFENDER SNAKE

14/2
14/2

Locked shot
Locked shot

Medium missile
launcher

14/2

Locked shot

Medium mortar 4
1/0
7
6/1

Indirect fire

Medium missile
launcher

3+
3+

2/0
2/0

-
-

14/2
14/2

2/0

20

Locked shot
Locked shot

Medium missile
launcher

3+

2/0

13

Standard Ranged

Medium missile
launcher
Medium laser
cannon

COBRA

20

3+

2/0

14/2

2/1

15/1

Locked shot

STD 400

DEFENDER SNAKE

13

Standard Ranged

350

400

Medium missile
launcher

1 AFV

1 DEFENDER SNAKE INCLUDING 0-1 OFFICER

13

DEFENDER SNAKE AFV STD UNIT

Standard Ranged

1 AFV

1 DEFENDER SNAKE INCLUDING 0-1 OFFICER

DEFENDER SNAKE AFV STD UNIT

3+

STD 350

DEFENDER SNAKE

20

Standard Ranged

STD 400

13

OFFICER REPLACES A STANDARD FIGHTER

2/0

14/2

Locked shot

Medium mortar 4
1/0
7
6/1

Indirect fire

DEFENDER SNAKE
COBRA M8

20

13

Standard Ranged

400

3+

2/0

20

DEFENDER SNAKE OFFICER

Standard Ranged

Medium missile
launcher
Medium laser
cannon

1 AFV

1 DEFENDER SNAKE INCLUDING 0-1 OFFICER

13

SERGEANT

DEFENDER SNAKE AFV STD UNIT

OFFICER REPLACES A STANDARD FIGHTER

20

DEFENDER SNAKE OFFICER

OFFICER REPLACES A STANDARD FIGHTER

DEFENDER SNAKE OFFICER

Medium missile
launcher

COBRA M8

SERGEANT

3+

DEFENDER SNAKE

COBRA

SERGEANT

Medium missile
launcher

+15

DEFENDER SNAKE

3+

2/0

14/2

2/1

15/1

Locked shot

+40

+15

FIRE CRAWLER

MAPC DEFENDER
MI2 CAMEL D2

15

OFFICER REPLACES A STANDARD FIGHTER

20

CAMEL D2 VEHICLE OFFICER

3/0

17/2

Heavy graser 2

3/0

17/2

STD 775

FIRE CRAWLER

15

775

20

Standard Ranged

Heavy graser 1

3/0

17/2

Heavy graser 2

3/0

17/2

1 CAMEL INCLUDING 0-1 OFFICER

Heavy graser 1

CAMEL D2 VEHICLE STANDARD UNIT

Standard Ranged

25

Standard Ranged

Lt laser cannon 1 8
Lt laser cannon 2 8

1/1
1/1

-
-

14/1
14/1

Abilities & Equipment

Anti-G Generator Rocket Jump: can jump over miniatures


and terrain elements during movement.
Vehicle Variable altitude; limited shooting arc (front 180).

STD 250

1 MAPC DEFENDER MI2

CAMEL D2

25
250

SERGEANT

Standard Ranged

Lt laser cannon 1 8
Lt laser cannon 2 8

1 VEHICLE

1 AFV

1 FIRE CRAWLER INCLUDING 0-1 OFFICER

FIRE CRAWLER AFV STANDARD UNIT

OFFICER REPLACES A STANDARD FIGHTER

FIRE CRAWLER AFV OFFICER

LIEUTENANT

1/1
1/1

-
-

14/1
14/1

Abilities & Equipment

Anti-G Generator Rocket Jump: can jump over miniatures


and terrain elements during movement.
Vehicle Variable altitude; limited shooting arc (front 180).

1/1

4/1

Close Combat

Combat knife
2

1/0

3/1

Special Weapons

Flamer
[25] 1/0
4
8/1

Indirect fire
Projection

EA

14

Standard Ranged

Assault rifle

1/1

4/1

Close Combat

Combat knife
2

1/0

3/1

Special Weapons

Volcano MG

3/0

7/1

PP

STAR MISSILE

14

OR
TT

EA

STAR TROOPERS

Standard Ranged

Assault rifle

1/1

4/1

1/0

3/1

1/0

13/2

Close Combat

2 FIGHTERS
100
EXTRA FIGHTER 45

2 TROOPERS WITH 2 MISSILE LAUNCHERS

OR
TT

STAR MISSILE SUPPORT TEAM

SU

STD 100 . 45/

PP

STAR MG

STAR TROOPERS

2 FIGHTERS
75
EXTRA FIGHTER 35

Standard Ranged

Assault rifle

2 TROOPERS WITH 2 VOLCANO MGs

2 FIGHTERS
175
EXTRA FIGHTER 20

2 TROOPERS WITH 2 FLAMERS

STAR FLAMER SUPPORT TEAM

14

OR
TT

EA

STAR TROOPERS

SU

STD 75 . 35/

PP

STAR FLAMER

STAR MG SUPPORT TEAM

U.N.A. SUPPORT TEAMS

A SUPPORT TEAM MAY FILL AN INFANTRY SLOT


CONSIDERED RANK 3 UNITS FOR MORALE (TEST WHEN 1 FIGHTER LEFT)

SU

STD 100 . 50/

Combat knife
2

Special Weapons

Missile launcher 3+

Locked shot

5/1

Close Combat

Combat knife
2

1/0

3/1

Special Weapons

Laser gun

1/1

14/1

SU

14

Standard Ranged

Laser rifle

1/0

5/1

2 FIGHTERS
175
EXTRA FIGHTER 20

Close Combat

Combat knife
2

1/0

3/1

Special Weapons

Laser gun

1/1

Laser rifle

14/1

1/0

5/1

Combat knife
2

1/0

3/1

Special Weapons

Volcano MG

3/0

7/1

SU

STD 75 . 35/

OR
TT

Close Combat

EA

WING TROOPERS

Standard Ranged

PP

WING LASER

2 TROOPERS WITH 2 MISSILE LAUNCHERS

Standard Ranged

Laser rifle

1/0

5/1

Close Combat

Combat knife
2

1/0

3/1

Special Weapons

Volcano MG

3/0

7/1

Standard Ranged

Laser rifle

1/0

5/1

1/0

3/1

1/0

13/2

Close Combat

Combat knife
2

Special Weapons

Missile launcher 3+

EA

14

Locked shot

SU

STD 100 . 45/

OR
TT

OR
TT

EA

PP

WING SNIPER
WING TROOPERS

14

2 FIGHTERS
100
EXTRA FIGHTER 45

1/0

2 FIGHTERS
75
EXTRA FIGHTER 35

2 TROOPERS WITH 2 COLCANO MGs

Laser rifle

PP

STEEL MISSILE
STEEL TROOPERS

PP

WING MISSILE

14

OR
TT

EA

WING TROOPERS

Standard Ranged

Laser rifle

1/0

5/1

1/0

3/1

1/0

13/2

Close Combat

2 FIGHTERS
100
EXTRA FIGHTER 45

Standard Ranged

EA

14

2 FIGHTERS
75
EXTRA FIGHTER 35

2 TROOPERS WITH 2 VOLCANO MGs

STD 100 . 50/

2 TROOPERS WITH 2 FLAMERS

STEEL MG SUPPORT TEAM

WING MG SUPPORT TEAM

2 TROOPERS WITH 2 LASER GUNS

2 FIGHTERS
175
EXTRA FIGHTER 20

STEEL LASER SUPPORT TEAM

OR
TT

STEEL TROOPERS

SU

STD 100 . 45/

PP

STEEL MG

STEEL MISSILE SUPPORT TEAM

EA

14

WING FLAMER SUPPORT TEAM

2 TROOPERS WITH 2 MISSILE LAUNCHERS

OR
TT

STEEL TROOPERS

SU

STD 75 . 35/

PP

STEEL LASER

STEEL MISSILE SUPPORT TEAM

SU

STD 100 . 50/

Combat knife
2

Special Weapons

Missile launcher 3+

Locked shot

1/0

1/0
Triple Lense Helmets
+1 Accuracy direct fire weapons

Grenades

4/1

+20

+20

+20

+20

+20

+20

+20

+15

Indirect fire

WING MISSILE TEAM

EACH EXTRA FIGHTER ADDED NOW 70/

WING SNIPER TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

WING LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 60/

STEEL MISSILE TEAM

EACH EXTRA FIGHTER ADDED NOW 60/

STEEL MG TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

STEEL LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

STAR MISSILE TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

STAR MG TEAM

EACH EXTRA FIGHTER ADDED NOW 45/

+20

WING MISSILE TEAM

WING SNIPER TEAM


EACH EXTRA FIGHTER ADDED NOW 65/

EACH EXTRA FIGHTER ADDED NOW 45/

WING LASER TEAM

STEEL MISSILE TEAM


EACH EXTRA FIGHTER ADDED NOW 55/

EACH EXTRA FIGHTER ADDED NOW 55/

STEEL MG TEAM

STEEL LASER TEAM


EACH EXTRA FIGHTER ADDED NOW 45/

EACH EXTRA FIGHTER ADDED NOW 50/

STAR MISSILE TEAM

STAR MG TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

Triple Lense Helmets


+1 Accuracy direct fire weapons

Additional Equipment

EACH EXTRA FIGHTER ADDED NOW 40/

STAR FLAMER TEAM

+10

+10

+10

+10

+10

+10

+10

+10

+10

EACH EXTRA FIGHTER ADDED NOW 55/

STAR FLAMER TEAM

EACH EXTRA FIGHTER ADDED NOW 60/

Additional Equipment

+ TRIPLE LENSE HELMETS

Indirect fire

Triple Lense Helmets


+1 Accuracy direct fire weapons

+10

+10

+10

+10

+10

+10

+10

+10

+ GRENADES
+ TRIPLE LENSE HELMETS

4/1

WING MISSILE TEAM

WING SNIPER TEAM

EACH EXTRA FIGHTER ADDED NOW 65/

EACH EXTRA FIGHTER ADDED NOW 45/

WING LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

STEEL MISSILE TEAM

STEEL MG TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

EACH EXTRA FIGHTER ADDED NOW 45/

STEEL LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

STAR MISSILE TEAM

STAR MG TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

Additional Equipment

+10

ADDITIONAL EQUIPMENT
OPTIONS SUPPORT TEAMS

+20

+20

+20

+20

+20

+20

+20

+15

EACH EXTRA FIGHTER ADDED NOW 40/

STAR FLAMER TEAM

ADDITIONAL EQUIPMENT
OPTIONS SUPPORT TEAMS

Triple Lense Helmets


+1 Accuracy direct fire weapons

Grenades

WING MISSILE TEAM

EACH EXTRA FIGHTER ADDED NOW 70/

WING SNIPER TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

WING LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 60/

STEEL MISSILE TEAM

EACH EXTRA FIGHTER ADDED NOW 60/

STEEL MG TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

STEEL LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

STAR MISSILE TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

STAR MG TEAM

EACH EXTRA FIGHTER ADDED NOW 45/

EACH EXTRA FIGHTER ADDED NOW 55/

+20

EACH EXTRA FIGHTER ADDED NOW 60/

STAR FLAMER TEAM

+ TRIPLE LENSE HELMETS

+ GRENADES
+ TRIPLE LENSE HELMETS

Additional Equipment

ADDITIONAL EQUIPMENT
OPTIONS SUPPORT TEAMS

ADDITIONAL EQUIPMENT
OPTIONS SUPPORT TEAMS

PLACE UNDER UNIT CARD / NOTE NEW COST OF EXTRA FIGHTERS

4/1

Indirect fire

Grenades

1/0

4/1

+10

+10

+10

+10

+10

+10

+10

+10

+10

Indirect fire

WING MISSILE TEAM

WING SNIPER TEAM


EACH EXTRA FIGHTER ADDED NOW 65/

EACH EXTRA FIGHTER ADDED NOW 45/

WING LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

STEEL MISSILE TEAM

STEEL MG TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

EACH EXTRA FIGHTER ADDED NOW 45/

STEEL LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

STAR MISSILE TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

STAR MG TEAM

EACH EXTRA FIGHTER ADDED NOW 40/

STAR FLAMER TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

+ GRENADES

Additional Equipment

1/0

+10

+10

+10

+10

+10

+10

+10

+10

+10

ADDITIONAL EQUIPMENT
OPTIONS SUPPORT TEAMS

Grenades

WING MISSILE TEAM

WING SNIPER TEAM


EACH EXTRA FIGHTER ADDED NOW 65/

EACH EXTRA FIGHTER ADDED NOW 45/

WING LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

STEEL MISSILE TEAM

STEEL MG TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

EACH EXTRA FIGHTER ADDED NOW 45/

STEEL LASER TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

STAR MISSILE TEAM

EACH EXTRA FIGHTER ADDED NOW 50/

STAR MG TEAM

EACH EXTRA FIGHTER ADDED NOW 40/

STAR FLAMER TEAM

EACH EXTRA FIGHTER ADDED NOW 55/

+ GRENADES

ADDITIONAL EQUIPMENT
OPTIONS SUPPORT TEAMS

Additional Equipment

UNA SUPPORT TEAMS ADDITIONAL EQUIPMENT OPTIONS

SU

+10

OR
TT

STAR TROOPER BUNKER


SERGEANT

14

EA

14

1/1

4/1

Assault rifle

1/0

3/1

Combat knife

SU

OFFICER REPLACES A STANDARD FIGHTER

STAR TROOPER BUNKER OFFICERS

+40

14

14

1/1

4/1

Assault rifle

1/0

3/1

Combat knife

Equipment as per unit

OR
TT

SU

EA

14

1/1

4/1

Close Combat

Assault rifle

1/0

3/1

Combat knife

Equipment as per unit

EA

1/1

4/1

1/0

3/1

Close Combat

OR
TT

Standard Ranged

PP

STAR TROOPER BUNKER


COLONEL

EA

1/1

4/1

1/0

3/1

Close Combat

OR
TT

Standard Ranged

+60

PP

Standard Ranged

Equipment as per unit

PP

STAR TROOPER BUNKER


LIEUTENANT

Equipment as per unit

STAR TROOPER BUNKER


CAPTAIN

Combat knife

Close Combat

Equipment as per unit

Assault rifle

EA

Standard Ranged

Close Combat

Combat knife

OR
TT

SU

+25

PP

STAR TROOPER BUNKER


MASTER SERGEANT

Standard Ranged

Assault rifle

SU

+15

PP

SU

+10

OR
TT

STEEL TROOPER BUNKER


SERGEANT

14

EA

14

1/0

5/1

Laser rifle

1/0

3/1

Combat knife

OFFICER REPLACES A STANDARD FIGHTER

STEEL TROOPER BUNKER OFFICERS

SU

+40

14

14

1/0

5/1

Laser rifle

1/0

3/1

Combat knife

Equipment as per unit

OR
TT

SU

EA

14

1/0

5/1

Close Combat

Laser rifle

1/0

3/1

Combat knife

Equipment as per unit

EA

1/0

5/1

1/0

3/1

Close Combat

OR
TT

Standard Ranged

PP

STEEL TROOPER BUNKER


COLONEL

EA

1/0

5/1

1/0

3/1

Close Combat

OR
TT

Standard Ranged

+60

PP

Standard Ranged

Equipment as per unit

PP

STEEL TROOPER BUNKER


LIEUTENANT

Equipment as per unit

STEEL TROOPER BUNKER


CAPTAIN

Combat knife

Close Combat

Equipment as per unit

Laser rifle

EA

Standard Ranged

Close Combat

Combat knife

OR
TT

SU

+25

PP

STEEL TROOPER BUNKER


MASTER SERGEANT

Standard Ranged

Laser rifle

SU

+15

PP

A unit in a bunker cannot be issued the Take Cover! drill.


Each bunker has a single access to the rear. The loophole
allows a unit to shoot, but not fight in close combat.
Abilities

Improved Cover A unit in a bunker gets 3+ cover tests.


This also applies to artillery strikes and indirect fire
weapons, except Projection weapons.
Secured A bunker cannot be Sabotaged.
Damage

If the general structure of a bunker is destroyed, the


whole bunker is destroyed. If the roof is destroyed,
Improved Cover and Secured rules no longer apply and
bunker weapons are destroyed.
Damage Location: 1-2 Roof; 3-5 General; 6 Weapon
chosen by player, or roof if bunker is not armed.

Standard Ranged

Assault rifle

1/1

4/1

Close Combat

Combat knife
2

1/0

3/1

Special Weapons

Volcano MG

3/0

7/1

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

SU

STD 200 . 20/

PP

BUNKER TEAM

14

OR
TT

EA

STAR TROOPERS

Standard Ranged

Assault rifle

1/1

4/1

Close Combat

Combat knife
3

6 FIGHTERS
200
EXTRA FIGHTER 20

6 TROOPERS: 3 SPECIAL WPN BEARERS (VOLCANO MG)


+ 0-2 FIELD ENGINEERS + 0-2 MEDICS + 0-1 OFFICER

STAR BUNKER TEAM MAXIMUM

A BUNKER UNIT CAN INCLUDE SEVERAL TYPES OF SPECIAL WEAPONS


BUT ONLY ONE TYPE OF WEAPON IS FIRED EACH ROUND IN THE SAME
SALVO. FLAMERS STILL FIRE ONE AFTER THE OTHER.

WHEN A COMPANY INCLUDES A BUNKER UNIT, ALL BUNKERS ON THE


BATTLEFIELD BECOME NEUTRAL DROP POINTS THAT CAN ONLY BE USED
BY BUNKER UNITS. BUNKER UNITS CAN ONLY BE DEPLOYED THROUGH
BUNKER DROP POINTS AND CANNOT LEAVE THEIR BUNKER.

CONSIDERED RANK 3 UNITS FOR MORALE (TEST WHEN 1 FIGHTER LEFT)

U.N.A. BUNKER TEAMS

1/0

3/1

Special Weapons

Volcano MG

3/0

7/1

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

BUNKER TEAM

SU

+25

PP

OR
TT

EA

STAR TROOPERS

14

Standard Ranged

Assault rifle

1/1

4/1

1/0

3/1

1/0

13/2

Locked shot

Flamer
[25] 1/0
4
8/1

Indirect fire
Projection

Close Combat

Combat knife

2 FIGHTERS
75+25
EXTRA FIGHTER -

Only fighters of Size 2 or smaller can enter a bunker.

14

2 TROOPERS: 2 SPECIAL WPN BEARERS (MISSILE OR FLAMER)

STD 75

Special Weapons

Missile launcher 3+

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

STD 200

BUNKER TEAM

SU

+25

PP

14

OR
TT

EA

STAR TROOPERS

Standard Ranged

Assault rifle

1/1

4/1

1/0

3/1

1/0

13/2

Locked shot

Flamer
[25] 1/0
4
8/1

Indirect fire
Projection

Close Combat

6 FIGHTERS
200+25
EXTRA FIGHTER -

17

STAR BUNKER TEAM STANDARD

EA

6 TROOPERS: 3 SPECIAL WPN BEARERS (MISSILE LAUNCHER)


+ 0-2 FIELD ENGINEERS + 0-2 MEDICS + 0-1 OFFICER

OR
TT

STAR BUNKER TEAM MAXIMUM

STRUCTURE

STAR BUNKER TEAM STANDARD

ROOF

PP

BUNKER TEAM
STAR TROOPERS

2 FIGHTERS
75
EXTRA FIGHTER 20

2 TROOPERS: 2 SPECIAL WEAPON BEARERS (VOLCANO MG)

BUNKER

SU

STD 75 . 20/

Combat knife
3

Special Weapons

Missile launcher 3+

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

1/1

4/1

Close Combat

Combat knife
2

1/0

3/1

Special Weapons

Volcano MG

3/0

7/1

Laser gun

1/1

14/1

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

SU

PP

BUNKER TEAM

EA

STEEL TROOPERS

14

OR
TT

Standard Ranged

Assault rifle

1/1

4/1

Close Combat

Combat knife
3

1/0

3/1

Special Weapons

Volcano MG

3/0

7/1

Laser gun

1/1

14/1

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

STD 75

BUNKER TEAM

SU

+25

PP

OR
TT

EA

STEEL TROOPERS

14

Standard Ranged

Assault rifle

1/1

4/1

1/0

3/1

1/0

13/2

Close Combat

Combat knife

2 FIGHTERS
75+25
EXTRA FIGHTER -

Standard Ranged

6 FIGHTERS
200
EXTRA FIGHTER 25

6 TROOPERS: 3 SPECIAL WPN BEARERS (MG OR LASER)


+ 0-2 FIELD ENGINEERS + 0-2 MEDICS + 0-1 OFFICER

STEEL BUNKER TEAM MAXIMUM

A BUNKER UNIT CAN INCLUDE SEVERAL TYPES OF SPECIAL WEAPONS


BUT ONLY ONE TYPE OF WEAPON IS FIRED EACH ROUND IN THE SAME
SALVO. FLAMERS STILL FIRE ONE AFTER THE OTHER.

WHEN A COMPANY INCLUDES A BUNKER UNIT, ALL BUNKERS ON THE


BATTLEFIELD BECOME NEUTRAL DROP POINTS THAT CAN ONLY BE USED
BY BUNKER UNITS. BUNKER UNITS CAN ONLY BE DEPLOYED THROUGH
BUNKER DROP POINTS AND CANNOT LEAVE THEIR BUNKER.

STD 200 . 25/

CONSIDERED RANK 3 UNITS FOR MORALE (TEST WHEN 1 FIGHTER LEFT)

STEEL BUNKER TEAM STANDARD

6 TROOPERS: 3 SPECIAL WPN BEARERS (MISSILE LAUNCHER)


+ 0-2 FIELD ENGINEERS + 0-2 MEDICS + 0-1 OFFICER

Assault rifle

2 TROOPERS: 2 SPECIAL WPN BEARERS (MISSILE LAUNCHER)

EA

STEEL BUNKER TEAM MAXIMUM

14

U.N.A. BUNKER TEAMS

OR
TT

Special Weapons

Missile launcher 3+

Locked shot

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

STD 200

BUNKER TEAM

SU

+25

PP

14

OR
TT

EA

STEEL TROOPERS

Standard Ranged

Assault rifle

1/1

4/1

1/0

3/1

1/0

13/2

Close Combat

6 FIGHTERS
200+25
EXTRA FIGHTER -

PP

BUNKER TEAM
STEEL TROOPERS

2 FIGHTERS
75
EXTRA FIGHTER 25

2 TROOPERS: 2 SPECIAL WEAPON BEARERS (MG OR LASER)

STEEL BUNKER TEAM STANDARD

SU

STD 75 . 25/

Combat knife
3

Special Weapons

Missile launcher 3+

Locked shot

0-2 Specialists

Medic First Aid. Once per round save member of the unit.
Combat Engineer Sabotage. Remove a terrain element
within 2.5cm during units activation.

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