Author Topic: The Ursan Empire  (Read 846 times)

wariorpoet

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The Ursan Empire
« on: July 26, 2013, 09:31:36 AM »
In order to understand this, you need to read this http://yourmovegames.com/forum/index.php/topic,7570.0.html
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These are non-Earth humans with a somewhat feudalistic society
Ursan Empire=Humans

Faction Abilities: Sprint-increase the MC of an Infantry unit by one for one command action.
Fresh Soldiers-An infantry unit within 5” of another infantry unit that is in the green may spend one command action to mark its or the other unit’s Fresh Soldiers box and heal one point of damage. When an infantry unit is within the supply radius of a vehicle, it may heal one damage for one command action without marking the any of its Fresh Soldiers boxes. The Number Next to the unit’s name shows how many boxes it has.

Unless it says otherwise, all range weapons are direct fire.

Command Cards
To the King-Play during an attack, before your unit rolls to hit. Your unit gets A+0/1/0 and C+1 or Play during your movement and command phase. Your unit gets MC+1 and C+1.*2 R/G
Bring Them Up-You gain two command actions that you may use to use the Fresh Soldiers ability.*2 G
New Blood-Unmark three or all of a unit’s Fresh Soldiers boxes, whichever is less. G
Gallant Charge-Play during an attack, before your unit roll to hit. It gets A+0/0/1 and if it is mêlée, one impact hit.
Knightly Honor- Play during an attack, after your opponent rolls to damage. You may increase the results of one die by one. This does not count as playing a command card.
Knightly Strength-Play during an attack, before your opponent rolls to hit. Your unit gets D+0/1 and if it is suppressed, it is unsuppressed or play during your Movement and Command phase. If your unit is suppressed, it is now unsuppressed and it gets C+1.

Conscript Platoon (6)
A 12/4/4 D2/1 R17.5” M3.5” C11 2G/9Y/2R
Core
Engineers
Infantry- Pays move and shot penalties, does not maneuver for free,
May not be transported
Motley assortment of personal energy rifles-Main stat line
20-35 soldiers
Common people pulled from their shops and homes to fight alongside their lords.

Noble’s Armsmen (2)
A 7/4/5 D2/2 R** M3.5”C12 3G/2Y/1R
Core
Infantry
Mk18 combat energy rifle-1/5/5*5 R21”*4
Mk3 suppressor  energy cannon- 5/5/5 R21”, Suppressive, May only fire if unit is on hold and has been stationary for one turn, or 18 combat energy rifle-1/5/5*5 R21”*2 (two rifles attacks)
Disruptor grenades- A2/6/* Ballistic, Support, on a hit, the target unit cannot act for one turn.
Short swords-Main stat line
Six Soldiers
Trained professional soldiers who fight alongside the nobles who pay them.

Armsmen Cannon Team (Half) (1)
A 4/4/5 D2/2 R** M3.5” C12 2G/2R
Core
Infantry
Mk18 combat energy rifle-1/5/5*5 R21”
Mk3 suppressor energy cannon- 5/5/5 R21”, Suppressive, May only fire if unit is on hold and has been stationary for one turn,*2 or Mk18 combat energy rifle-1/5/5*5 R21”*2 Short swords-Main stat line
Four soldiers

Armsmen Flamers (Half) (1)
A 2/4/5 D2/2 R** M3.5” C12 1G/1R
Core
Infantry
Redeemer Flamethrower- A 3/5/7 R10.5” Ballistic, Anti Armor, may only attack armored units if their toughness is 5 or less*2  
Disruptor grenades- A2/6/* Ballistic, Support, on a hit, the target unit cannot act for one turn.
Two soldiers

Armsmen AT Team (Half) (1)
A 3/4/5 D2/2 M2.5” C12 2G/1R
Core
Infantry
Jan Laser Cannon- A 4/7/8 R28” Anti Armor, Suppressive, A-0/2/0 vs. infantry, may only fire if unit is on hold and has been stationary for one turn, or Mk18 combat energy rifle-1/5/5*5 R21”*2
Mk18 combat energy rifle-1/5/5*5 R21”
Three soldiers

Noble’s Cohorts (1)
A 4/5/6 D2/4 R** M2.5” C13 2G/1Y/1R
Core
Infantry
Dueling Pistols- A 1/6/5 R10.5” Assault
Broadswords-Main stat line
A noble of some stature and his personnel guard
Four soldiers
 
Kings Armsmen (2)
A 6/4/4 D2/2 R** M3.5” C12 3G/2Y/1R
Infantry
Engineers
Ballistic Rifles, commonly the old M-16 or AK 47-A 1/6/5 R21”*4
Machine Gun- A 6/5/5 R24.5” Suppressive
Breach Maker Grenade Launcher- A2/6/6 R14” Ballistic
G6 Grenade- A2/6/6 R7” Ballistic, Support
Disruptor grenades- A2/6/* Ballistic, Support, on a hit, the target unit cannot act for one turn.
Six soldiers

Marauder
A 4/5/8 D1/4 R** M5” C13 3G/3Y/2R
Vehicle
May fight in mêlée
Gains cover bonuses from Shell craters, walls and debris
May enter buildings
30mm Punisher Cannon- A 4/5/7 R35” Suppressive, Anti-Armor, A-0/1/0 vs. infantry, may only attack armored units if there toughness is 5 or less (primary weapon)
Redeemer Flamethrower- A 3/5/7 R10.5” Ballistic, Anti Armor, may only attack armored units if there toughness is 5 or less
EM burst-A 2/6/* Support, on a hit, target vehicle cannot act for one turn
Big Knife- Main stat line
One Marauder Walker

AT Cannon (1)
A 6/6/10 D1/2 R3.5” M2.5” 3G/1R/
A-3/2/5 when engaged
This unit may be transported
75mm Anti-Tank gun-Main stat line- may only fire if unit is on hold and has been stationary for one turn, A-2/0/0 vs. infantry, Anti-Armor or Mk18 combat energy rifle-1/5/5*5 R21”*3
Three Soldiers

Kings Honor Guard (1)
A 6/5/6 D2/4 R** M3.5” C13 3G/3Y/2R
Elite
Infantry
Pulse Rifle-A 1/6/6 R21”*4
P.A.R- A 6/6/5 R24.5” Suppressive
Redeemer Flamethrower- A 3/5/7 R10.5” Ballistic, Anti Armor, may only attack armored units if their toughness is 5 or less
Broadswords-Main stat line
Tank Hunter rockets (6) - A 2/6/11 R10.5” Anti Armor, Support, You only have six uses with this squad. Refilled when in supply radius of vehicle
G6 Grenade- A2/6/6 R7” Ballistic, Support
Six soldiers

Enforcers (1)
A 4/6/6 D2/3 R** M3.5” C13 3G/1Y/1R
Elite
Infantry
Fearsome
Any infantry engaged by this unit must take a rout check every turn
Broadswords and Clubs-main stat line
Executioner Pistol-A 1/5/6 Assault, CQW,*4
Six soldiers

Transport Walker
A 5/5/5 D2/5 R21” M9.5” C12 4G/2Y/1R
Transport 12
Supply 7”
Vehicle
Armored
Mk3 Suppressor Cannon-Main stat line-Suppressive

Reaper
A 10/5/5 D2/5 R21” M14” C11 4G/2Y/1R
Vehicle
Armored
Overrun-This unit may charge infantry when direct controlled. Roll a die. On a roll of 1-3, you get four to damage hits against the infantry unit, doing damage on a roll of 1-5.
Dual Mk3 Suppressor Cannons-Main stat line, may only fire forward

T2B Light Tank
A 8/7/8 D2/6 R28” M10.5” C13 4G/2Y/1R
Vehicle
Armored
Hover
Dual Laser Cannons-Main stat line-Anti Armor, Suppressive, A-1/1/0 vs. infantry,

2M Heavy Tank
8/7/12 D2/8 R98” M7” 5G/2Y/4R
Elite
Vehicle
Armored
Hover
Icarus Laser-Main stat line-A-1/1/0 vs. infantry, Anti-Armor, Suppressive
Mk3 Suppressor Cannon-A 5/5/5 R28” Suppressive
Mk3 Suppressor Cannon-A 5/5/5 R28” Suppressive, may only fire forward

 Self Propelled Forward Artillery
A 8/6/8 D2/5 R112” M7” 3G/2Y/1R
Elite
Vehicle
155mm MK6 Howitzer-Main stat line-Suppressive, Indirect Fire, any infantry unit that fails a suppression check from this weapon is automatically pinned.
Mk3 Suppressor Cannon-A 5/5/5 R28” Suppressive

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« Last Edit: July 26, 2013, 08:38:42 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"