Post by macnam on Aug 7, 2010 22:27:28 GMT -5
Zonn's Mindbreakers
Pirate Large Crew
1 Veteran slot, 2 Regular slots, 3 Green slots
Slot 1: Captain (Master Mentalist Hero individual) - Zonn
Quality: Veteran
Race: Logician
Heavy Armored Suit, LRF Psychic Gun (range 15, strength 2+1d6, RoF 3:1, Mental, Terrifying), Personal Teleporter
M 2 RC 4+ CC 3 A 6 S 4 DR 5 W 2
Command, Get Up & Shoot, Mentalist (w/Inspire Terror), Master Mentalist (w/Kinetic Shield), Slow
Slot 2: Quartermaster (individual) - Inferior Intellect Primus
Quality: Regular
Race: Logician
Heavy Armored Suit, Psychic Rifle (range 20, strength 3+1d6, RoF 1:1, Mental, Terrifying), Personal Teleporter
M 2 RC 4+ CC 3 A 6 S 3 DR 4 W 2
Issue Equipment, Mentalist (w/Inspire Terror), Slow
Slot 3: Quartermaster (individual) - Inferior Intellect Secundus
Quality: Regular
Race: Logician
Heavy Armored Suit, Psychic Rifle (range 20, strength 3+1d6, RoF 1:1, Mental, Terrifying), Personal Teleporter
M 2 RC 4+ CC 3 A 6 S 3 DR 4 W 2
Issue Equipment, Mentalist (w/Inspire Terror), Slow
Slot 4: Crewmen (squad of 3) - Expendables A7A, D9K, D9X
Quality: Green
Race: Logician
Personal Teleporter, Self Destruct Mechanism
M 3 RC 5+ CC 2 A 1 S 2 DR 3 W 1
Mentalist (w/Inspire Terror)
Slot 5: Crewmen (squad of 3) - Expendables B2C, C6M, H5N
Quality: Green
Race: Logician
Personal Teleporter, Self Destruct Mechanism
M 3 RC 5+ CC 2 A 1 S 2 DR 3 W 1
Mentalist (w/Inspire Terror)
Slot 6: Crewmen (squad of 3) - Expendables J2J, K4B, Q7R
Quality: Green
Race: Logician
Personal Teleporter, Self Destruct Mechanism
M 3 RC 5+ CC 2 A 1 S 2 DR 3 W 1
Mentalist (w/Inspire Terror)
Dirty Trick to be decided - Surrender would help lower DR on key targets, but Regroup is extremely appealing for setting up a sudden surge of movement from the Expendables in reaction to an officer making a long teleport move.
Twelve models, six units, total of 15 wounds and 16 actions per turn on the table to start. Typically massive numerical edge over most enemies, and scoring bounty credits should be easy. A little weak against specialist melee types, might be worth taking Telekinetic Push on some models to help breaking away. Models immune to DR loss and psychic weapons are a major problem, and will have to be swamped with suicide bombers or clubbed to death in melee.
Overall plan is to teleport groups of crewman close to the enemy, setting up so they can chain-detonate when killed and catch multiple enemies in their blasts. If you let them live instead, they do massed Inspire Terror attacks to set up easy kills for the psychic guns - try not to outright rout targets until you've reached 1000 bounty credits. The officers should try to stay in a tight group to benefit from Kinetic Shield most turns, giving them A 9 (on Logicians, no less!). Careful use of their Terrifying guns should weaken target DR rating so Inspire Terror works better, which will in turn make the guns more deadly in later shots.
Pirate Large Crew
1 Veteran slot, 2 Regular slots, 3 Green slots
Slot 1: Captain (Master Mentalist Hero individual) - Zonn
Quality: Veteran
Race: Logician
Heavy Armored Suit, LRF Psychic Gun (range 15, strength 2+1d6, RoF 3:1, Mental, Terrifying), Personal Teleporter
M 2 RC 4+ CC 3 A 6 S 4 DR 5 W 2
Command, Get Up & Shoot, Mentalist (w/Inspire Terror), Master Mentalist (w/Kinetic Shield), Slow
Slot 2: Quartermaster (individual) - Inferior Intellect Primus
Quality: Regular
Race: Logician
Heavy Armored Suit, Psychic Rifle (range 20, strength 3+1d6, RoF 1:1, Mental, Terrifying), Personal Teleporter
M 2 RC 4+ CC 3 A 6 S 3 DR 4 W 2
Issue Equipment, Mentalist (w/Inspire Terror), Slow
Slot 3: Quartermaster (individual) - Inferior Intellect Secundus
Quality: Regular
Race: Logician
Heavy Armored Suit, Psychic Rifle (range 20, strength 3+1d6, RoF 1:1, Mental, Terrifying), Personal Teleporter
M 2 RC 4+ CC 3 A 6 S 3 DR 4 W 2
Issue Equipment, Mentalist (w/Inspire Terror), Slow
Slot 4: Crewmen (squad of 3) - Expendables A7A, D9K, D9X
Quality: Green
Race: Logician
Personal Teleporter, Self Destruct Mechanism
M 3 RC 5+ CC 2 A 1 S 2 DR 3 W 1
Mentalist (w/Inspire Terror)
Slot 5: Crewmen (squad of 3) - Expendables B2C, C6M, H5N
Quality: Green
Race: Logician
Personal Teleporter, Self Destruct Mechanism
M 3 RC 5+ CC 2 A 1 S 2 DR 3 W 1
Mentalist (w/Inspire Terror)
Slot 6: Crewmen (squad of 3) - Expendables J2J, K4B, Q7R
Quality: Green
Race: Logician
Personal Teleporter, Self Destruct Mechanism
M 3 RC 5+ CC 2 A 1 S 2 DR 3 W 1
Mentalist (w/Inspire Terror)
Dirty Trick to be decided - Surrender would help lower DR on key targets, but Regroup is extremely appealing for setting up a sudden surge of movement from the Expendables in reaction to an officer making a long teleport move.
Twelve models, six units, total of 15 wounds and 16 actions per turn on the table to start. Typically massive numerical edge over most enemies, and scoring bounty credits should be easy. A little weak against specialist melee types, might be worth taking Telekinetic Push on some models to help breaking away. Models immune to DR loss and psychic weapons are a major problem, and will have to be swamped with suicide bombers or clubbed to death in melee.
Overall plan is to teleport groups of crewman close to the enemy, setting up so they can chain-detonate when killed and catch multiple enemies in their blasts. If you let them live instead, they do massed Inspire Terror attacks to set up easy kills for the psychic guns - try not to outright rout targets until you've reached 1000 bounty credits. The officers should try to stay in a tight group to benefit from Kinetic Shield most turns, giving them A 9 (on Logicians, no less!). Careful use of their Terrifying guns should weaken target DR rating so Inspire Terror works better, which will in turn make the guns more deadly in later shots.