Hey folks,
after some absence of WAR | MAKER (due to terrain and mini overhaul), I’m now restarting. We’ve been playing for a while with building forces in between skirmishes, but this is a bit too exhausting for me. Hence I’ve built an army listing for me, so I can quickly swap out units between skirmishes without rebuilding them (hence it’s easier to memory). It works in a WW2 or modern war setting (e.g. Command & Conquer Universes)
Some of the things are RAW abilities, others are homebrew. But how do your forces look like?
INFANTRY FORCES (REGULAR)
Strike Force
- Ranged: Assault Rifle
- Melee Reflexes: 3 HITS with knifes on activation
Medic Force
- Ranged: Pistol (1 pencil range)
- First Aid: heal close allied force, 1 HIT restores 1 member
INFANTRY TEAMS (HERO)
Rocket Launcher Team
- Ranged: Rocket Launcher
- Sniper: doubled range (4 pencils)
- Armor-Piercing: doubled HITs against buildings/vehicles
Sniper Team
- Ranged: Sniper Rifle
- Sniper: doubled range (4 pencils)
- Anti-Infantry: reroll Misses against infantry
Pioneer Team
- Melee: Explosive charge (time fused until end of turn)
- Armor-Piercing: doubled HITs against buildings/vehicles
- Builders: Create terrain piece with 1-3 HITs (depending on type/size)
Flamethrower Team
- Melee: Flamethrower
- Spread: split melee damage to forces within 1 pencil range
- Anti-Infrantry: Reroll Misses against infantry
Heavy Machine Gun Team
- Ranged: Heavy Machine Gun
- Artillery: split ranged damage between forces within 1 pencil distance to each other
- Fury: second attack if first attack got at least one HIT
VEHICLES (ELITE)
Battle Tank
- Ranged: Main Cannon
- Armor-Piercing: double HITs against buildings/vehicles
- Melee: run over infantry
- Armored: enemy ranged HITs must be confirmed
APC
- Ranged: Machine Gun
- Armored: enemy ranged HITs must be confirmed
- Carry: shelter a REGULAR or HERO force inside
- Fast: additional pencil for movement
Cheers
glocke