Post by TrueRonin on May 31, 2011 4:59:55 GMT -5
I've come up with an "armylist" for the German Luftwaffe since they are missing from the setting (atleast I think they are). All of the Fallschirmjäger unit choices are direct mirrors of the British and American Paratroopers except for the Combat Medic, and I've added rules in key with what I think is fitting for them. To me, it seemed right to do so, since the allied Paratrooper divisions were all more or less modelled on the German Fallschirmjägers anyways. It also seemed fitting, to use the Waffen SS Conscripts and Volkssturm as a basis to represent the Luftwaffe Infantry divisions, as they had a similar poor training and poor morale. Of course, all this reduced the workload on my end, which was an added bonus (all I had to do was substitute the weapons). Which also reduces the risk of me tampering to much with game mechanics and thus breaking the game.
I've only added one special rule to cover the unique feel of the Fallschirmjägers in an attempt to keep them in sync with the rest of the units in the game and as well make them feel unique (Adding Obstinacy to all Fallschirmjäger unit, was done because I feel this fits their historical tenacity and stubborness). The special rule, I think will cover the Fallschirmjägers nature and esprit de corps, from the blitz in Poland, to the long walks in Africa, from the costly jump on Crete to Monte Cassino and the bocage hedges of Normandy to the Falaise Pocket and all the way into Holland and the last German offensive in the Ardennes. The special rule I created, I find cover them nicely without breaking the game, but it can be left out if found broken. But then I suggest that all Fallschirmjäger units have their DR rating increased to the same level as that of their Waffen SS counterpart. Although not fanatics in the same league as the Waffen SS, the German Paratroopers were tenacious and stubborn enough to have atleast the same morale as them.
Without further ado.
Luftwaffe Valkyrie - Veteran Specialist (Individual)[/b]
Composition: 1 Valkyrie
M3 - RC4 - CC4 - A3 - S3 - DR5 - W2
- MP40, Pistol, Grenades, May be Hero
Additional Special Rules: Apathetic, Demoralizing Loss, Every man counts, Impervious (5+), Melee Master, Unique, Vain
If you choose to take the Luftwaffe Valkyrie, you may not field a Sonderkommando SS in the same detachment. The Luftwaffe Valkyrie is used to unlock access to the Luftwaffe Experiments Mad Scientist in your detachment. For each Valkyrie present in the detachment one Mad Scientist choice may be fielded. If the Valkyrie's Training level is increased to Elite they may take up to two.
The Luftwaffe Valkyrie has access to a number of unique Career Advancements. A veteran Valkyrie may take up to two advancements while a Elite Valkyrie may take up to three. These choices represents the career she has had before joining the Valkyrie programme.
1. Luftwaffe - Officer's Training - Command, +1 Drive, "Esprit de Corps"
2. Wehrmacht - Propaganda Radio speaker - Command, Inspiring, +1 Drive
3. Kriegsmarine - +1 Drive, +1 A, Manservant (Regular Individual, MP40, Pistol, Grenades)
4. Sonder Division - Infused with Experimental Combat Drug (+1S, +1A)
5. Waffen SS - Ring of the Valkyrie - May raise a dead model to unlife and creates a Draugr that joins the Valkyries unit.
6. Waffen SS - Rune Dagger
7. Waffen SS - Book of Secrets – Choose either Unnatural Prescence (6) or Hunter X ability at the beginning of the game. It costs 1 AP to change ability during play.
Luftwaffe Mad Scientist - Regular Specialist (Individual)[/b]
Composition: 1 Mad Scientist
The Mad Scientist is not a new type of unit per se, with it's own stats at all. Rather, it is a term the Luftwaffe has given to their scientists who worked together with either the SD or Waffen SS on their joint venture programmes in the past. If you choose to select a Luftwaffe Mad Scientist you must also select which of the subdivisions he was involved with. He was either involved with Sonder Büro 13 of the SD, the Sonderkommando H or the Vril Gesellschaft of the Waffen SS. To represent this the Mad Scientist is represented as either a SD Mad Doktor, a Vril Engineer or a Krieghexe. In the end this decides whether you may field Abomination, Supernatural or Occult units in your Luftwaffe force. You are still allowed to combine the two Waffen SS types into your force as normal.
The Mad Scientist is an exact copy of either one of the three Individuals with the same armament, skills and abilities.
Fallschirmjäger Officer – Veteran Infantry (Individual)
Composition: 1 Officer
M3 - RC4 - CC4 - A4 - S2 - DR6 - W2
- MP40, Pistol, Grenades, May be Hero
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Sniper – Veteran Specialist (Individual)
Composition: 1 Soldier
M3 - RC3 - CC3 - A3 - S2 - DR5 - W2
- WA46, Pistol, Grenades, May be Hero
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Feldwebel – Regular Infantry (Individual)
Composition: 1 Soldier
M3 - RC4 - CC3 - A3 - S2 - DR5 - W2
- MP40, Pistol, Grenades, May be Hero
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Sanitäter – Regular Specialist (Individual)
As Combat Medic in OTW#4
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Kriegspfarer – Green Specialist (Individual)
As Kriegspfarer in Occult Expansion
Fallschirmjäger K-9 Squad – Regular Specialist (Squad)
As Krieghund in Core Rulebook
Additional Special Rules: Every Man Counts (Handler only), Obstinacy (Handler only), ”Esprit de Corps” (Handler only)
Fallschirmjäger Squad – Regular Infantry (Squad)
Composition: 2 Fallschirmjägers
M3 - RC4 - CC3 - A3 - S2 - DR4 - W1
- Kar98k, Grenades, For every 3 Infantry selections, one may upgrade Kar98k to FG42.
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Heavy Weapon – Regular Support (Squad)
Composition: 2 Fallschirmjägers
M3 - RC4 - CC3 - A3 - S2 - DR4 - W1
- Kar98k, Grenades, 1 Flammenwerfer, 81mm Mortar, MG42 or a Panzerschreck
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Pioneer Squad – Regular Specialist (Squad)
Composition: 2 Fallschirmpioniers
As Combat Engineers in OTW#6
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Luftwaffe Feldwebel – Regular Infantry (Individual)
As Volkssturm Group Leader in Core Rulebook
Additional Special Rules: Reluctant
Luftwaffe Conscript Infantry – Green Infantry (Squad)
As Volkssturm in Core Rulebook, +1 DR
Additional Special Rules: Reluctant
Luftwaffe Conscript Heavy Weapon – Green Support (Squad)
As Volkssturm Heavy Weapon team in Core Rulebook, +1 DR
Additional Special Rules: Reluctant
Luftwaffe Gargouilles - Green Occult (Squad)[/b]
Composition: 3 Gargouilles
M5 - RCØ - CC4 - A4 - S4 - DRØ - W2
- Claws
Additional Special Rules: Impervious (5+), Unintelligent, Unliving, Unnatural Prescence (6), Unstoppable, Vulnerable (holy)
ALLIES
The German Luftwaffe may Ally with Wehrmacht or Waffen-SS but not both at the same time. May not Ally with ROA or the SD, but may take a Luftwaffe Mad Scientist and by doing so also unlock the Luftwaffe Experiments.
Fallschirmjäger Special Rules
”Esprit de Corps”
The Fallschirmjäger troops were famous for their code of honor and the strong bond of unity between them. To represent this, any Fallschirmjäger soldier within 8” and LOS of another fellow Fallschirmjäger, increases their DR by +1 (not Stackable but may be combined with other DR modifiers though). The high moral standards of the Fallschirmjäger soldier also means they will not break the Geneva Convention on purpose or treat their enemies badly. They may never attack a Geneva Convention protected individual or attack a broken and fleeing enemy unit, unless first fired upon (only template weapons that scatter onto such targets doesn't count).
FG42 aka Fallschirmgewehr 42
Range 24, Strength 4+d6, ROF 3:1
Panzerfausts
Any Fallschirmjäger Infantry squad and Luftwaffe infantry squad may use Panzerfausts as described in OTW#3.
Vain
The Individual will begin to rout if they reach a drive of 1 instead of 0.
Unique
The Valkyries are a select few, which means two are never fielded in the same detachment. The loss of two at the same time is to great and the Fuhrer forbade it. Therefore you are not allowed to take more than 1 Valkyrie per side in battle.
Hero types available to the Luftwaffe
Archeologist (CRB)
Assassin (CRB)
Astrologer (Basra)
Brute (CRB)
Desert Veteran (Basra)
Eccentric Millionaire (CRB) - Renamed German Aristocrat
Hound Master (OCC)
Hunter [x] (OTW#2)
Marksman (CRB)
Midnight Requisition Specialist (Basra)
Natural Leader (CRB)
Nickforce Veteran (Basra) - Renamed Normandy Veteran
One Man Army (OCC)
Pathfinder (CRB)
Sapper (OTW#6)
Tank Hunter (Basra)
Warhero (CRB)
Detachment types available to Luftwaffe:
Any. Since the Herman Göring Division was an armoured division and the Fallschirmjäger- and Luftwaffe divisions were infantry divisions all detachment types should be available to them.
The Luftwaffe worked together with both the Waffen SS and Sonder Büro 13 on a number of projects. The idea was to add the strength of their special branches to that of the Luftwaffes. The Waffen SS units would always be considered allied units, but the cooperation with the Sonderdivision reached a little deeper.
If you field a Luftwaffe Valkyrie you may field a Sonderbüro 13 Mad Scientist as a Luftwaffe Specialist, giving you access to the Luftwaffe Experiments, or the Eerie creatures of the Waffen SS.
If you choose to take the Luftwaffe Mad Scientist as a SD Mad Doktor it allows you to field a number of Luftwaffe Experiments in the detachment. For each Mad Scientist "SD", one Luftwaffe Experiment choice may be fielded in the detachment. If his Training level is increased to Veteran, you may take up to two Abomination choices.
Any Sonder Büro 13 Abomination can be fielded as part of a Luftwaffe detachment if the detachment also has a Luftwaffe Mad Scientist "SD" present.
The Luftwaffe experiments allows the player to use the following Abomination choices with the Parachute Assault Special Order.
- Blattsoldat
- Feuersoldat
- Rohlingsoldat
These three Luftwaffe Experiments are also considered to be Fallschirmjäger units for ”Esprit de Corps” purposes, and gain the full benefits of the special rule. Effectively adding "Esprit de Corps" to their special abilities.
The Abgezhertsoldat and Sturmaffe, although still Luftwaffe Experiments are a little different, as they couldn't benefit from any Fallschirmjäger training. They do not gain the benefits of the ”Esprit de Corps” special rule either. Instead the Luftwaffe used them as a Glider Assault force able to land in the faces of the defenders before disembarking from the Gliders and they must use the following profiles instead of the ones listed in the Rulebook.
Luftwaffe Experiment Sturmaffe - Regular Abomination (Individual)[/b]
Composition: 1 Luftwaffe Experiment Storm Ape
M5- RCØ - CC4 - A2 - S6 - DR4 - W5
- Fists
Additional Special Rules: Apathetic, Berserk, Frightening, Glider Deployment, Solo, Stand and Take It (3), Unintelligent, Unstoppable
Luftwaffe Experiment Raketen Abgezhertsoldat - Green Abomination (Squad)[/b]
Composition: 3 Luftwaffe Experiment Raketen Abgezhertsoldats
M3- RCØ - CC4 - A3 - S3 - DR4 - W2
- Mechanical Claws, Experimental Rocket Packs
Additional Special Rules: Frightening, Flight, Boom!
Boom!
At any time, the model moves more than 3" at normal walking speed, there is a chance the Experimental Rocket Pack explodes. To represent this roll 2D6 when the model comes to a halt, if both dice turn up as a 1, the Experimental Rocket pack explodes. On any other roll nothing happens. If the model using the Experimental Rocket pack runs or charges the danger of explosions increases, in this case roll 2D6 and if the dice turns up as any combination of doubles, the rocket pack explodes.
If the pack explodes remove the model and place a 1.5" template in it's stead. Any model below or partially below it, is hit and takes an automatic hit from the shrapnel as if it had been hit by a Handgrenade.
Glider Deployment
Glider Deployment can only be utilized in concert with the Special Order "Parachute Assault". Any unit with Glider Deployment may also be placed in reserves and must be the first Reserves units to be activated. They are brought onto the table in the following way.
As Gliders are only able to land safely in open terrain, their Pilots are trained to attempt to steer clear of any obstacles and set down in open fields. The player must use a special Glider template in order to use the Glider Deployment special rule. Place the template so that it faces open ground in front of it. It will travel 3d6 inches in the direction it is facing before coming to a halt. If the template travels off table in this way, the passengers instead arrives safely at the table edge at the point the Glider left it.
Landing a Glider on anything but a landingstrip or road is a dangerous undertaking and it quite often caused serious injuries or even the deaths of the passengers. To represent this, a number of dangers arise from Glider landings. For this reason the Glider template is divided into two sections, the Fuselage and the two Wing sections.
Hitting any kind of obstacle with the Gliders fuselage before reaching the distance rolled, will stop the Gliders movement. The passengers take a single automatic hit with a S equal to the distance travelled so far, the remaining inches of movement is ignored.
Hitting any kind of obstacle atleast 2" high with the wings, will destroy the wing and make the Glider turn. Change the templates direction by an angle of 45 degrees to the same side as the destroyed wing, before travelling the remaining inches rolled on the 3d6. Any further "clipped wings" on the same side is ignored.
A unit uses up all of it's APs in the turn they are deployed by way of Glider Deployment.
That's it... what do you think?
I've only added one special rule to cover the unique feel of the Fallschirmjägers in an attempt to keep them in sync with the rest of the units in the game and as well make them feel unique (Adding Obstinacy to all Fallschirmjäger unit, was done because I feel this fits their historical tenacity and stubborness). The special rule, I think will cover the Fallschirmjägers nature and esprit de corps, from the blitz in Poland, to the long walks in Africa, from the costly jump on Crete to Monte Cassino and the bocage hedges of Normandy to the Falaise Pocket and all the way into Holland and the last German offensive in the Ardennes. The special rule I created, I find cover them nicely without breaking the game, but it can be left out if found broken. But then I suggest that all Fallschirmjäger units have their DR rating increased to the same level as that of their Waffen SS counterpart. Although not fanatics in the same league as the Waffen SS, the German Paratroopers were tenacious and stubborn enough to have atleast the same morale as them.
Without further ado.
German Luftwaffe
Luftwaffe Valkyrie - Veteran Specialist (Individual)[/b]
Composition: 1 Valkyrie
M3 - RC4 - CC4 - A3 - S3 - DR5 - W2
- MP40, Pistol, Grenades, May be Hero
Additional Special Rules: Apathetic, Demoralizing Loss, Every man counts, Impervious (5+), Melee Master, Unique, Vain
If you choose to take the Luftwaffe Valkyrie, you may not field a Sonderkommando SS in the same detachment. The Luftwaffe Valkyrie is used to unlock access to the Luftwaffe Experiments Mad Scientist in your detachment. For each Valkyrie present in the detachment one Mad Scientist choice may be fielded. If the Valkyrie's Training level is increased to Elite they may take up to two.
The Luftwaffe Valkyrie has access to a number of unique Career Advancements. A veteran Valkyrie may take up to two advancements while a Elite Valkyrie may take up to three. These choices represents the career she has had before joining the Valkyrie programme.
1. Luftwaffe - Officer's Training - Command, +1 Drive, "Esprit de Corps"
2. Wehrmacht - Propaganda Radio speaker - Command, Inspiring, +1 Drive
3. Kriegsmarine - +1 Drive, +1 A, Manservant (Regular Individual, MP40, Pistol, Grenades)
4. Sonder Division - Infused with Experimental Combat Drug (+1S, +1A)
5. Waffen SS - Ring of the Valkyrie - May raise a dead model to unlife and creates a Draugr that joins the Valkyries unit.
6. Waffen SS - Rune Dagger
7. Waffen SS - Book of Secrets – Choose either Unnatural Prescence (6) or Hunter X ability at the beginning of the game. It costs 1 AP to change ability during play.
Luftwaffe Mad Scientist - Regular Specialist (Individual)[/b]
Composition: 1 Mad Scientist
The Mad Scientist is not a new type of unit per se, with it's own stats at all. Rather, it is a term the Luftwaffe has given to their scientists who worked together with either the SD or Waffen SS on their joint venture programmes in the past. If you choose to select a Luftwaffe Mad Scientist you must also select which of the subdivisions he was involved with. He was either involved with Sonder Büro 13 of the SD, the Sonderkommando H or the Vril Gesellschaft of the Waffen SS. To represent this the Mad Scientist is represented as either a SD Mad Doktor, a Vril Engineer or a Krieghexe. In the end this decides whether you may field Abomination, Supernatural or Occult units in your Luftwaffe force. You are still allowed to combine the two Waffen SS types into your force as normal.
The Mad Scientist is an exact copy of either one of the three Individuals with the same armament, skills and abilities.
Fallschirmjäger Officer – Veteran Infantry (Individual)
Composition: 1 Officer
M3 - RC4 - CC4 - A4 - S2 - DR6 - W2
- MP40, Pistol, Grenades, May be Hero
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Sniper – Veteran Specialist (Individual)
Composition: 1 Soldier
M3 - RC3 - CC3 - A3 - S2 - DR5 - W2
- WA46, Pistol, Grenades, May be Hero
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Feldwebel – Regular Infantry (Individual)
Composition: 1 Soldier
M3 - RC4 - CC3 - A3 - S2 - DR5 - W2
- MP40, Pistol, Grenades, May be Hero
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Sanitäter – Regular Specialist (Individual)
As Combat Medic in OTW#4
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Kriegspfarer – Green Specialist (Individual)
As Kriegspfarer in Occult Expansion
Fallschirmjäger K-9 Squad – Regular Specialist (Squad)
As Krieghund in Core Rulebook
Additional Special Rules: Every Man Counts (Handler only), Obstinacy (Handler only), ”Esprit de Corps” (Handler only)
Fallschirmjäger Squad – Regular Infantry (Squad)
Composition: 2 Fallschirmjägers
M3 - RC4 - CC3 - A3 - S2 - DR4 - W1
- Kar98k, Grenades, For every 3 Infantry selections, one may upgrade Kar98k to FG42.
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Heavy Weapon – Regular Support (Squad)
Composition: 2 Fallschirmjägers
M3 - RC4 - CC3 - A3 - S2 - DR4 - W1
- Kar98k, Grenades, 1 Flammenwerfer, 81mm Mortar, MG42 or a Panzerschreck
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Fallschirmjäger Pioneer Squad – Regular Specialist (Squad)
Composition: 2 Fallschirmpioniers
As Combat Engineers in OTW#6
Additional Special Rules: Every Man Counts, Obstinacy, ”Esprit de Corps”
Luftwaffe Feldwebel – Regular Infantry (Individual)
As Volkssturm Group Leader in Core Rulebook
Additional Special Rules: Reluctant
Luftwaffe Conscript Infantry – Green Infantry (Squad)
As Volkssturm in Core Rulebook, +1 DR
Additional Special Rules: Reluctant
Luftwaffe Conscript Heavy Weapon – Green Support (Squad)
As Volkssturm Heavy Weapon team in Core Rulebook, +1 DR
Additional Special Rules: Reluctant
Luftwaffe Gargouilles - Green Occult (Squad)[/b]
Composition: 3 Gargouilles
M5 - RCØ - CC4 - A4 - S4 - DRØ - W2
- Claws
Additional Special Rules: Impervious (5+), Unintelligent, Unliving, Unnatural Prescence (6), Unstoppable, Vulnerable (holy)
ALLIES
The German Luftwaffe may Ally with Wehrmacht or Waffen-SS but not both at the same time. May not Ally with ROA or the SD, but may take a Luftwaffe Mad Scientist and by doing so also unlock the Luftwaffe Experiments.
Fallschirmjäger Special Rules
”Esprit de Corps”
The Fallschirmjäger troops were famous for their code of honor and the strong bond of unity between them. To represent this, any Fallschirmjäger soldier within 8” and LOS of another fellow Fallschirmjäger, increases their DR by +1 (not Stackable but may be combined with other DR modifiers though). The high moral standards of the Fallschirmjäger soldier also means they will not break the Geneva Convention on purpose or treat their enemies badly. They may never attack a Geneva Convention protected individual or attack a broken and fleeing enemy unit, unless first fired upon (only template weapons that scatter onto such targets doesn't count).
FG42 aka Fallschirmgewehr 42
Range 24, Strength 4+d6, ROF 3:1
Panzerfausts
Any Fallschirmjäger Infantry squad and Luftwaffe infantry squad may use Panzerfausts as described in OTW#3.
Vain
The Individual will begin to rout if they reach a drive of 1 instead of 0.
Unique
The Valkyries are a select few, which means two are never fielded in the same detachment. The loss of two at the same time is to great and the Fuhrer forbade it. Therefore you are not allowed to take more than 1 Valkyrie per side in battle.
Hero types available to the Luftwaffe
Archeologist (CRB)
Assassin (CRB)
Astrologer (Basra)
Brute (CRB)
Desert Veteran (Basra)
Eccentric Millionaire (CRB) - Renamed German Aristocrat
Hound Master (OCC)
Hunter [x] (OTW#2)
Marksman (CRB)
Midnight Requisition Specialist (Basra)
Natural Leader (CRB)
Nickforce Veteran (Basra) - Renamed Normandy Veteran
One Man Army (OCC)
Pathfinder (CRB)
Sapper (OTW#6)
Tank Hunter (Basra)
Warhero (CRB)
Detachment types available to Luftwaffe:
Any. Since the Herman Göring Division was an armoured division and the Fallschirmjäger- and Luftwaffe divisions were infantry divisions all detachment types should be available to them.
The Luftwaffe Experiments
The Luftwaffe worked together with both the Waffen SS and Sonder Büro 13 on a number of projects. The idea was to add the strength of their special branches to that of the Luftwaffes. The Waffen SS units would always be considered allied units, but the cooperation with the Sonderdivision reached a little deeper.
If you field a Luftwaffe Valkyrie you may field a Sonderbüro 13 Mad Scientist as a Luftwaffe Specialist, giving you access to the Luftwaffe Experiments, or the Eerie creatures of the Waffen SS.
If you choose to take the Luftwaffe Mad Scientist as a SD Mad Doktor it allows you to field a number of Luftwaffe Experiments in the detachment. For each Mad Scientist "SD", one Luftwaffe Experiment choice may be fielded in the detachment. If his Training level is increased to Veteran, you may take up to two Abomination choices.
Any Sonder Büro 13 Abomination can be fielded as part of a Luftwaffe detachment if the detachment also has a Luftwaffe Mad Scientist "SD" present.
The Luftwaffe experiments allows the player to use the following Abomination choices with the Parachute Assault Special Order.
- Blattsoldat
- Feuersoldat
- Rohlingsoldat
These three Luftwaffe Experiments are also considered to be Fallschirmjäger units for ”Esprit de Corps” purposes, and gain the full benefits of the special rule. Effectively adding "Esprit de Corps" to their special abilities.
The Abgezhertsoldat and Sturmaffe, although still Luftwaffe Experiments are a little different, as they couldn't benefit from any Fallschirmjäger training. They do not gain the benefits of the ”Esprit de Corps” special rule either. Instead the Luftwaffe used them as a Glider Assault force able to land in the faces of the defenders before disembarking from the Gliders and they must use the following profiles instead of the ones listed in the Rulebook.
Luftwaffe Experiment Sturmaffe - Regular Abomination (Individual)[/b]
Composition: 1 Luftwaffe Experiment Storm Ape
M5- RCØ - CC4 - A2 - S6 - DR4 - W5
- Fists
Additional Special Rules: Apathetic, Berserk, Frightening, Glider Deployment, Solo, Stand and Take It (3), Unintelligent, Unstoppable
Luftwaffe Experiment Raketen Abgezhertsoldat - Green Abomination (Squad)[/b]
Composition: 3 Luftwaffe Experiment Raketen Abgezhertsoldats
M3- RCØ - CC4 - A3 - S3 - DR4 - W2
- Mechanical Claws, Experimental Rocket Packs
Additional Special Rules: Frightening, Flight, Boom!
Boom!
At any time, the model moves more than 3" at normal walking speed, there is a chance the Experimental Rocket Pack explodes. To represent this roll 2D6 when the model comes to a halt, if both dice turn up as a 1, the Experimental Rocket pack explodes. On any other roll nothing happens. If the model using the Experimental Rocket pack runs or charges the danger of explosions increases, in this case roll 2D6 and if the dice turns up as any combination of doubles, the rocket pack explodes.
If the pack explodes remove the model and place a 1.5" template in it's stead. Any model below or partially below it, is hit and takes an automatic hit from the shrapnel as if it had been hit by a Handgrenade.
Glider Deployment
Glider Deployment can only be utilized in concert with the Special Order "Parachute Assault". Any unit with Glider Deployment may also be placed in reserves and must be the first Reserves units to be activated. They are brought onto the table in the following way.
As Gliders are only able to land safely in open terrain, their Pilots are trained to attempt to steer clear of any obstacles and set down in open fields. The player must use a special Glider template in order to use the Glider Deployment special rule. Place the template so that it faces open ground in front of it. It will travel 3d6 inches in the direction it is facing before coming to a halt. If the template travels off table in this way, the passengers instead arrives safely at the table edge at the point the Glider left it.
Landing a Glider on anything but a landingstrip or road is a dangerous undertaking and it quite often caused serious injuries or even the deaths of the passengers. To represent this, a number of dangers arise from Glider landings. For this reason the Glider template is divided into two sections, the Fuselage and the two Wing sections.
Hitting any kind of obstacle with the Gliders fuselage before reaching the distance rolled, will stop the Gliders movement. The passengers take a single automatic hit with a S equal to the distance travelled so far, the remaining inches of movement is ignored.
Hitting any kind of obstacle atleast 2" high with the wings, will destroy the wing and make the Glider turn. Change the templates direction by an angle of 45 degrees to the same side as the destroyed wing, before travelling the remaining inches rolled on the 3d6. Any further "clipped wings" on the same side is ignored.
A unit uses up all of it's APs in the turn they are deployed by way of Glider Deployment.
That's it... what do you think?