Author Topic: The United Planets  (Read 2409 times)

wariorpoet

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The United Planets
« on: July 26, 2013, 09:28:32 AM »
In order to understand this faction you have to read this http://yourmovegames.com/forum/index.php/topic,7570.0.html
You might also want to read thishttp://yourmovegames.com/forum/index.php/topic,7573.msg37668.html#msg37668 and thishttp://yourmovegames.com/forum/index.php/topic,7574.0.html

These are your humans from Earth.

Battleground Units
Faction Abilities: Sprint- You may increase the movement class of one infantry unit by one for one command action.
Career Soldiers:  For one command action, mark the Career Soldiers box. While the box is marked, the unit gets C+2. When your opponent rolls to hit, you may erase the mark to negate one damage done during the attack. This counts as playing a command card.

Command Cards
Dogged Determination- Play during an attack, before your opponent rolls to damage. Your unit gets D+0/1 and heals one damage.*2 B
Remember Mumbai!-Play during a unit’s attacks, before it rolls to hit. The unit gets A+1/0/1 and if it is engaged, gets an additional A+0/1/0.*2 R
Recon in Force-Play on a unit, during the Movement and Command phase. That unit gets A+1/0/0 and MC+2.*2 G
Stand Together-Play during an attack, before your opponent rolls to hit. If there is another friendly unit within 6” of the defending unit, the defending unit gets D+1/1. B
Split Them Apart-Play during an attack, before your unit rolls to hit. That unit gets A+1/1/0, and if there are no enemy units within 6” of the defending unit, the attacking unit gets an additional A+0/1/0. R
Tactical Withdraw-Play during the Courage phase, on one of your units that is in the yellow or red. It may move its movement +1MC, even if it is engaged. If your unit was engaged, it is no longer engaged.*2 G

Infantry Team
A 6/4/4 D2/3 R** M3.5” C12 3G/2Y/1R
Core
SA-3000 MG, A 6/5/5 R24.5” Suppressive
C10 Combat Rifle A 1/6/5 R21”*4
PGL3 Grenade Launcher 3/6/6 R14” MR3.5” Ballistic, if shot into engagement both units are attacked, or C10 Carbine A 1/6/5 R17.5” (Same Soldier carrying each)
HG 15 Fragmentation Grenades A 2/6/6 R7” Ballistic, Support, if thrown into engagement both units are attacked
Supply-When in supply range of vehicle, this unit may use- AT4 Disposable Anti Tank Launcher-Anti-Armor, Support, A 3/5/9 R7” A-0/1/0 vs. infantry
Six soldiers

Engineer Team
A 6/5/5 D2/3 R** M3.5” C12 3G/2Y/1R
Core
Engineer-May deploy defenses if within the supply radius of a vehicle.
Infantry
M27 MK6 LMG, Suppressive A 4/5/5 R 21”
C10 Carbine A 1/6/5 R17.5”*2
AA12 Shotgun A 2/6/6 R10.5”*3 CQW
EMP grenades- Support, Ballistic, attacks vehicles and electronic things. A 2/6/* R7” On a hit, the vehicle cannot act till next turn.
CHOAK grenades- Support, Ballistic, A 2/6/* R7” on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
AT4 Disposable Anti Tank Launcher (2)-Anti-Tank, Support, A 3/5/9 R7” A-0/1/0 vs. infantry. You only have two uses with this squad. Refilled when in supply radius of vehicle
Six soldiers

Light Infantry Team
A 5/4/4 D2/3 R** M3.5” C12 2G/2Y/1R
Core
Infantry
M27 MK6 LMG, Suppressive A 4/5/5 R21”
C10 Combat Rifle A 1/6/5 R21”*4
Paladin PLR-5 Sniper Rifle A 1/7/5 R 28” Sniper
HG 15 Fragmentation Grenades A 2/6/6 R7” Ballistic, Support if thrown into engagement both units are attacked
Six Soldiers

Mechanized Infantry Team
A 4/4/4 D2/3 R** M3.5” C12 2G/1Y/1R
Core
Infantry
M27 MK6 LMG, Suppressive A 4/5/5 R21”
C10 Carbine A 1/6/5 R17.5”*3
AT4 Anti Tank Launcher (4)-Anti-Tank, Support, A 3/5/9 R7” A-0/1/0 vs. infantry. You only have four uses with this squad. Refilled when in supply radius of vehicle
HG 15 Fragmentation Grenades A 2/6/6 R7” Ballistic, Support if thrown into engagement both units are attacked
EMP grenades- Support, Ballistic, attacks vehicles and electronic things. A 2/6/* R7” On a hit, the vehicle cannot act till next turn.
Four Soldiers

PHALANX Squad
A 8/5/6 D2/3 R** M3.5” C13 4G/2Y/2R
Elite
Infantry
DT3 Heavy Laser, Suppressive A 4/8/5 R24.5” *2
DT3 Laser Rifle A 1/8/5*4 R21”*4
Coilgun, Sniper 1/7/7 R31.5”
PGL3 Grenade Launcher, Ballistic, A 3/6/6 R14” or Laser Pistol A 1/8/4 R7”
HG 15 Fragmentation Grenades A 2/6/6 R7” Ballistic, Support, if thrown into engagement both units are attacked
EMP grenades- Support, Ballistic. Attacks vehicles and electronic things. A 2/6/* R7” On a hit, the vehicle cannot act till next turn.
CHOAK grenades- Support, Ballistic, A 2/6/* R7” on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
AT grenades- Support, Ballistic, Anti Armor, A 2/5/8 R5”
Eight Soldiers

Marine Tactical Squad
A 5/5/6 D2/4 R** M3.5” C14 3G/1Y/1R
Elite
Infantry
You must field one of these squads to field any other Marine squad
Bolter A 2/6/6 R21”*4
Heavy Bolter, Suppressive, Anti-Armor A 5/6/6 R28” may only attack armored units if their toughness is 5 or less
HG 15 Fragmentation Grenades A 2/6/6 R7” Ballistic, Support, if thrown into engagement both units are attacked
EMP grenades- Support, Ballistic, attacks vehicles and electronic things. A 2/6/* R7” On a hit, the vehicle cannot act till next turn.
CHOAK grenades- Support, Ballistic, A 2/6/* R7” on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
AT grenades- Support, Ballistic, Anti Armor, A-1/0/0 vs. infantry A 2/6/8 R5”
Five Soldiers

Marine Assault Squad
A 8/6/7 D2/4 R** M5” C14 3G/1Y/1R
Elite
Infantry
Bolter A 2/6/6 R21”*2
Bolt Pistol, Assault, A 1/6/6 R10.5””*3
Monomolecular Swords- Basic Attack, Anti-Armor, may only attack armor units with a toughness of 5 or less. When attacking treat them as if they had a range of .25”
HG 15 Fragmentation Grenades A 2/6/6 R7” Ballistic, Support, if thrown into engagement both units are attacked
EMP grenades- Support, Ballistic, Attacks vehicles and electronic things. A 2/6/* R7” On a hit, the vehicle cannot act till next turn.
CHOAK grenades- Support, Ballistic, A 2/6/* R7” on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
AT grenades- Support, Ballistic, Anti Armor, A 2/6/8 R5”
Five Soldiers

Marine Devastator Squad
A 7/5/6 D2/4 R** M2.5” C14 3G/3Y/1R
Elite
Infantry
A-3/0/0 when this unit charges or is charged
Sicarus Missile Launcher, Anti Armor, A 4/7/10 R35” A-0/3/0 vs. infantry May only fire if unit is on hold and has been stationary for one turn or Bolt Pistol, 1/6/6 R7” If this weapon is fired from concealment the unit is not revealed to vehicles (vehicles cannot hit it)
Heavy Bolter, Suppressive, Anti-Armor A 5/6/6 R28” may only attack armored units if their toughness is 5 or less*2
Bolter A 2/6/6 R21”*4
HG 15 Fragmentation Grenades A 2/6/6 R7” Ballistic, Support, if thrown into engagement both units are attacked
EMP grenades- Support, Ballistic, attacks vehicles and electronic things. A 2/6/* R7” On a hit, the vehicle cannot act till next turn.
CHOAK grenades- Support, Ballistic, A 2/6/* R7”” on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
AT grenades- Support, Ballistic, Anti Armor, A 2/6/8 R5”
Seven Soldiers

 AT Team (Half)
A 2/4/4 D2/3 R** M2.5” C12 2G/1R
Infantry
Sicarus Missile Launcher Anti Armor, A 5/6/10 R35” A-0/2/0 vs. infantry, May only fire if unit is on hold and has been stationary for one turn or C10 Carbine 1/6/5 R17.5” When the launcher is shot from concealment, the unit is still concealed from vehicles
C10 Carbine 1/6/5 R17.5”
EMP grenades- Support, Ballistic, attacks vehicles and electronic things. A 2/6/* R7” On a hit, the vehicle cannot act till next turn.
AT grenades- Support, Ballistic, Anti Armor, A 2/6/8 R5”
Two soldiers

Heavy Bolter Team (Half)
A 2/4/4 D2/3 R** M2.5” C12 2G/1R
Infantry
Heavy Bolter, Suppressive, Anti-Armor A 5/6/6 R28” may only attack armored units if their toughness is 5 or less. May only fire if unit is on hold and has been stationary for one turn or C10 Carbine A 1/6/5 R17.5”
C10 Carbine A 1/6/5 R17.5”
CHOAK grenades- Support, Ballistic, A 2/6/* R7”” on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
Two Soldiers

Sniper Team (Half)
A 2/4/4 D2/3 R** M3.5” C12 2G/1R
Infantry
Paladin PLR-5 Sniper Rifle A 1/7/5 R 28” Sniper*2
CHOAK grenades- Support, Ballistic, A 2/6/* R7” on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
Two Soldiers

Mortar Team (Half)
A 2/4/4 D1/3 R** C12 2G/2R
Infantry
Type 12 60mm Light Mortar- A 4/5/6 R 35” Indirect Fire, Suppressive, May only fire if unit is on hold and has been stationary for one turn or C10 Carbine 1/6/5 R 17.5”*2
Smoke Barrage- R35” Indirect Fire, Creates a smoke screen which blocks LOS and is 30’ high. It lasts for two turns, when used you may not fire the normal mortar attack
May only fire if unit is on hold and has been stationary for one turn or C10 Carbine 1/6/5 R 17.5”*2
C10 Carbine 1/6/5 R 17.5”
Three Soldiers

Stryker
A 5/6/6 D2/5 R28” M10.5” C12 4G/2Y/2R
Core
Vehicle
Armored
Transport 12
Supply 7”
Heavy Bolter- Main Stat Line, Suppressive, Anti-Armor, may only attack armored units if their toughness is 5 or less.
Smoke Grenade Launcher- R14” Ballistic, Creates a smoke screen which blocks LOS and is 30’ high.  It lasts for two turns
CHOAK grenade launcher- A 2/6/* R14” Ballistic, on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.

Mortar Stryker
A 6/6/8 D2/5 R56” M10.5” C12 4G/2Y/2R
Vehicle
Armored
Elite
120mm Dragon Mortar- Main Stat line-indirect fire, suppressive, may only fire while the unit is stationary,
 SA-3000- A 6/5/5 R24.5” suppressive
Smoke Grenade Launcher- R14” Ballistic, Creates a smoke screen which blocks LOS and is 30’ high.

Fire Support Stryker
A 6/6/11 D2/5 R70” M10.5” C12 4G/2Y/2R
Vehicle
Armored
105mm HVATC- Main Stat line, Suppressive, Anti-Armor, A-1/1/0 versus infantry
SA-3000- A 6/5/5 R24.5” Suppressive
CHOAK grenade launcher- A 2/6/* R14” Ballistic, on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
Smoke Grenade Launcher- R14” Ballistic, Creates a smoke screen which blocks LOS and is 30’ high.

Hydra IFV
A 8/6/7 D2/6 R 35” M9.5” C12 4G/3Y/2R
Vehicle
Armored
Transport 4
Supply 5”
30mm Bushmaster Cannon- Main Stat line, Suppressive, Anti-Armor, A-0/1/0 vs. infantry, may only attack armored units if their toughness is 5 or less.
SA-3000- A 6/5/5 R24.5” Suppressive,
CHOAK grenade launcher- A 2/6/* R14” Ballistic, on a hit, the target infantry cannot act for its turn. If thrown into engagement, both units cannot act.
Smoke Grenade Launcher- R14” Creates a smoke screen which blocks LOS and is 30’ high.  
Sicarus Missile Launcher (4) Anti Armor, A 4/6/10 R35” MR5” A-0/2/0 vs. infantry, you may only use this attack four times.

Napoleon Main Battle Tank
A 8/6/12 D3/8 R98” M7” C13 5G/3Y/3R
Vehicle
Armored
Elite
150mm MBTHVC- Main Stat line, Suppressive, Anti-Armor, A-1/1/0 vs. infantry, if infantry fail a suppression check caused by this weapon, they are automatically pinned.
Heavy Bolter, Suppressive, Anti-Armor A 4/6/6 R28” may only attack armored units if their toughness is 5 or less.
SA-3000- A 6/5/5 R24.5” Suppressive, May only fire forward,
CHOAK grenade launcher- A 2/6/* R14” Ballistic, on a hit, the target infantry cannot act for its turn. If shot into engagement, both units cannot act.
Smoke Grenade Launcher- R14” Ballistic, Creates a smoke screen which blocks LOS and is 30’ high.  

I would love feedback on everything!
« Last Edit: July 26, 2013, 08:37:41 PM by wariorpoet »
"Here stand my unbreakable Celestial Guard. They are invincible. They will destroy you. Do your worst."
-Opponent places down an Ancient Red Dragon-
"Dang"

iamJMAN00793

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Re: The United Planets
« Reply #1 on: July 26, 2013, 12:51:15 PM »
Sounds interesting. I liked the Warhammer 40k references.  :)
Every man dies. Not every man really lives. ~ Braveheart

Braveheart101

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Re: The United Planets
« Reply #2 on: August 16, 2013, 01:53:22 PM »
Cool stuff! Makes me wish for an official Sci-Fi version of Battleground from Chad and the boys at YMG.
« Last Edit: August 16, 2013, 01:59:32 PM by Braveheart101 »

Torrg

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Re: The United Planets
« Reply #3 on: August 27, 2013, 12:52:23 PM »
This is cool, I like the little more realistic ranges the that other game...

98" range on the tank??? this is old school play on the floor and fire over the coffee table stuff, awesome!
An armed society is a polite society. Manners are good when one may have to back up his acts with his life.
Robert A. Heinlein