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INFO: Once a rank in file Marine on Mars, the Doom Marine found himself as the only survivor of a demon attack. Afterwards, he travelled to Mars to slay more demons.
EQUIPMENT: He is equipped with all of his armaments as well as his fists.
POINTS COST: 5000x soldiers for 2500x points
INFO: To combat the Nazi menace, the Soviet Union pressed a portion of its populace into its armed services, including the Red Army.
ORGANIZATION: The soldiers are organized into 555x nine-man light rifle sections. The sergeant is armed with a PPS-series submachine gun, Nagant revolver, combat knife and 1x frag grenade. The deputy-sergeant is armed identically but with an SVT-40 rifle n place of the PPS machine gun. One man is armed identically to the sergeant but with a 1 TT pistol instead of a revolver. 5x riflemen, including the assistant machine gunner, are armed with a Mosin rifle, TT pistol, combat knife and 1x grenade. The machine gunner is armed with a DP-27 light machine gun.
POINTS COST: 1000x soldiers for 1500x points
INFO: During the Xindi and Romulan Wars, the United Earth needed ddicated military personnel to complement the security retinues of Starfleet ships. Looking to Earth's past special forces, the Military Assault Command Operations bureau was formed to address the problem. MACO soldiers are elite when compared to Earth Starfleet security and are a match even for genetically modified opponents.
ORGANIZATION: The marines are organized into ten squads of ten men. The sereant is armed with a phase pistol, combat knife and 2x grenades. Seven men are armed identically but with the edition of a particle rifle. Two men are armed identically to the standard Marines but with particle snipers in place of the standard rifle.
POINTS COST: 100x robots for 1000x points
INFO: On the world of Mobius, humanity is protected by the Guardian Unit of Nations, or G.U.N. for short. Alongside traditional human infantry and armor, G.U.N. also employs drones of varying degrees of practicality. The G.U.N. Hunter is one of the standard combat automations used by the organization, mostly seen guarding important areas or pursuing fugitives.
ORGANIZATION: The Hunters are organized into ten squads of ten machines. All robots except one have an energy cannon. Instead, that robot has a goo cannon that can trap opponents. The leading robot of the squad is also equipped with a giant riot shield capable of blocking large projectiles.
POINTS COST: 400x tanks for 1200x points
INFO: Perhaps the most iconic tank of the Great War, the Renault was revolutionary for being the first mass-produced tank with a turreted weapon. The FT and its countless variants were used throughout the early-mid 20th Century, with some reports of them being used during the Soviet-Afghan War.
ORGANIZATION: The Renaults are organized into a hundred groups of four. Each Renault is armed with a 37mm cannon.
POINTS COST: 200x vehicles for 500x points.
INFO: Designed early in the reign of the Empire by Sienar Fleet Systems and Ubrikkian Motors, the RTT has many variants designed to fulfill a variety of roles. This variation foregos the open troop compartment for transparasteel doors for troops to move out of.
ORGANIZATION: The RTTs are organized into twenty convoys of five, each transporting either a MACO squad or five deactivated Hunters. Each one is armed with an anti-vehicle dual light laser cannon and 2x blaster cannons.
POINTS COST: 30x platforms for 300x points
INFO: The Nod Mobile Artillery was an anti-gravity weapons platform used against GDI by not only Nod, but by CABAL and the Forgotten. When stationary, the cannon is accurate even against moving targets. However, as the image suggests, they are susceptible to EMP attacks.
ORGANIZATION: The Artillery is regimented into fifteen units of two. Each one is armed with a cannon.
POINTS COST: 40x tanks for 1200x points
INFO: A newcomer to the armory of the Imperial Guard, the Rogal Dorn is a heavy batletank that fills the gap between the Leman Russ Battle Tank and superheavy platforms such as the Baneblade. Unlike the competing Malcador design, the Rogal Dorn has a moving turret and better ground clearance.
ORGANIZATION: The tanks are regimented into eight units of five tanks. Half of them are armed with a turret-mounted oppressor cannon, hull-mounted pulverizer cannon, 2x multi-meltas, 2x meltaguns, a heavy stubber and hunter-killer missile. The other half are armed with a turret-mounted twin battle cannon, a hull-mounted oppressor gatling cannon, 2x heavy bolters, 3x heavy stubbers and a hunter-killer missile.
POITNS COST: 80x fighters for 800x points
INFO: A controversial entry in the roster of NATO, many misconceptions and concerns of cost effectiveness plague the F35. Regardless, it has proven to be an effective, if costly, fighter for countries that operate it.
ORGANIZATION: The fighters are organized into ten squadrons of eight. Each one is armed with a 25mm rotary cannon, 2x 1100 KG bombs, 8x SDBs, 4x ASRAAMs, 2x air-to-surface missiles, chaff and an anti-missile laser.
POINTS COST: 2x missile boats for 1000x points
INFO: One day, when I was thinking of stuff for an army and reminiscing about my my favorite childhood source of my thalassophobia, I had an idea. What if this thing had Terminator armor? This is the result of my boredom.
ORGANIZATION: The Liopleurodons are organized in a two-beast fleet. Each one is equipped with upscaled _Indomitus_-pattern Terminator Armor, a cybernetically enhanced jaw with twice the biteforce of the Liopleurodon from WWD, 4x flipper-mounted chainblades, a plasma blastgun, 6x Storm Eagle missile launchers with 4x missiles each, 32x Cyclone missile launchers w/ krak, flak and frag missiles and attached dual storm bolters, and 12x heavy bolters.
xerxis fury of halaak
He is accompanied by Tiberion, the warjack boned to him:
Shooter infantry armed with reivers, gas powered weapons that launch barrages of needles, and an officer and standard bearer. also have swords as backup.
The crewed machine gun to the reivers compared to assault rifle.
6 man squads. armed with incendiary chemical rocket launchers, which have huge bayonet blades. very heavily armored.
Big monster dude with a big cannon. also has a mace as well as his tusks, for melee combat.
A ancient Gen'Dai, Durge has shed blod for two millenia. During that time his bloodthirstiness escalated into a undiagnosed mental illness. Possessing extreme strenght, regenerative abilites, a modifiable body plan, and just plain super toughness he is one of the few enemies Obi-Wan and Anakin faced together and yet couldn't kill.
He wears a suit of powered armor primarily for improved agility. It also incorporates a jetpack and provides carrying capacity for Energised Bolas for trapping enemies, a pair of Blaster Pistols, a Blaster Rifle, a Machine Gun Gauntlet, a wrist mounted flamethrower, a spiked flail, explosive dart launchers, and wrist mounted energy shields for blocking lightsabers.
He has access to a NovaSword fighter, which is armed with 2 Laser Cannons and a Medium Concussion Missile Launcher with 3 Medium Range Concussion Missiles. It is protected by a forcefield.
8 man squads. 1 squad leader armed with a pump-action shotgun, 5 riflemen armed with Vektor R4 assault rifles, 1 machine gunner armed with a SS-77 machine gun, and 1 grenadier armed with a Milkor 40mm rotary grenade launcher. All are armed with machetes and equipped with GLA stealth training and equipment.
4 man teams. They are all armed with AKS-74U carbines and MP-443 Grach pistols.
200 are ATGM squads. The squads operates a 9M133 Kornet system.
100 are MANPADS squads. All squad members have a 9K38 Igla-S MANPADS in addition to their personal weapons.
100 are mortar squads. They operate a 2B9 Vasilek gun-mortar (max range 4.27 km).
300 Vultures (900 points)
Attack bike. Armed with two grenade launchers and Spider Mines. Spider Mines emerge when they detect enemies and run into their midst before exploding and doing massive damage. They even react to stealthed enemies.
200 Fast Attack Vehicles (600 points)
6x6 attack truck. Armed with a anti-drone missile launcher with fragmentation/incendiary warheads which can also be manually aimed at ground targets, a pair of forward facing HMGs, and a rear facing AGL. The AGL can be dismounted and stowed away, opening up the back for 8 passengers and the ability to tow equipment or else stow it away for transport.
200 WLO-5 speeder tanks (1000 points)
Fast speeder. Armored to an IFV standard and armed with a pair of rapid blasters and a pintle mounted Heavy Laser Cannon. The Heavy Laser is a more powerful version of the AAT's main gun, so these glasscannons are packing a punch. For high speed runs/charges they have powerful anti-tank bombs and thermal detonators which dedicated grenadiers lob at enemies. The Grenadiers otherwise use Blaster Pistols.
100 RAK-12s (500 points)
Rocket artillery. Max range of 13km. Towed by a Technical, armed with a HMG acquired from somewhere or other. The 5 man crew is armed with assorted AK deriratives and random pistols.
100 Jackals (500 points)
AFV. Armed with two autocannons, which are able to target ground and air targets, and a HE grenade launcher. The autocannons can load depleted uranium rounds for increased AP. Can use a repair module to perform self repairs and can deploy sentry guns. These sentry guns can be armed with either a Autocannon, a anti-tank rocket launcher, or short ranged anti-air missiles. Up to 8 people can ride on top of them and they can tow weapons.
100 MRAPs (500 points)
Mine resistant ambush protected bus. Pretty well armored. Armed with the turret of an Avenger, which is outfitted with 8 Stinger anti-air missiles and .50 machine gun. Can transport 8 soldiers and their equipment.
Strike fighter. Relies on a kinetic shield instead of armor for survival, which makes it faster and more agile than the typical jet fighter but none tougher. Armed with Merlin 16-90 Torpedoes capable of hitting air and ground targets (max range 12km), a Atmospheric Particle Accelerator to destroy enemies and projectiles within a 750 meter radius (5 minute recharge), anti-personel bombs, and a turreted Defender Gun to engage air and ground targets. Its Artemis targeting system makes it nearly flawlessly accurate. Can use Rocket Boosters for an extreme speed boost but no ability to turn at all.
3000x Erusean infantry (3,000 points)
Standard infantry of the Erusean army responsible for occupying much of the Usean continent. Four man squads, three carry a Beretta AR70/90 automatic rifle, two frag grenades*, two smoke grenades*, and a Walther PP pistol. The fifth is carrying an FN Minimi* machine gun, and had swapped their smoke grenades for satchel charges*, but they are still carrying the same pistol and smoke grenades as the rest of the squad.
200x Flamethrower troops (1,000 points)
Erusean soldiers armed with model 35 flamethrowers*. As with any flamethrower, it is extremely dangerous for enemy enemy infantry but also poses a hazard to the wearer. An unknown variety of flamethrower was used at least once during the second continental war.
200x Spike ATGMs* (1,000 points)
Anti-Tank Guided Missile. The Spike is a fire-and-forget infrared guided missile. Similarly to the famous Javelin missile, it can perform top down or conventional attacks.
101x M1A1 Abrams (1,010 points)
THE main battle tank. The Abrams is a modern classic. Armed with a M256 smoothbore 120mm cannon a, coaxial 7.62mm machine gun, and a 12.7mm and 7.62mm machine gun on the top of the turret. It is also incredibly fast and well armored.
33 M270 MLRS (990 points)
Twelve-celled self propelled rocket artillery. The M270 fires the same rockets as the HIMARS system, boasting a 300km maximum range. They also have a 7.62mm machine gun for self defense.
Stonehenge (1,000 points)
The Spaceguard Turret Network or "Stonehenge" is a massive fortification in central Usea. A jamming device in the center of the base protects the STN from radar guided, infrared guided, and potentially laser-guided ordinance. Stonehenge's main claim to fame is its seven cannons. Each electromagnetic launcher can lob a 120cm thermobaric shell at Mach 18.1 up to a maximum range of 1,200km. Stonehenge can target aircraft, ground forces, and even asteroids, however, the weapon has trouble targeting low flying aircraft at long ranges.
100x F-16C (1,000 points)
The F-16 "Fighting Falcon" is a 4th generation multirole fighter aircraft. It boasts a maximum speed of Mach 2 and nine weapon hardpoints. It can carry a variety of weapons such as AIM-120 AMRAAM air-to-air missiles, guided bombs, AIM-9 Sidewinder missiles, and AGM-65 Maverick air-to-surface missiles. It's also packing an internal 20mm cannon.
Aegis cruiser Raven (500 points)
A Ticonderoga class AEGIS cruiser. The ship is equipped with two MK-26 twin missile launchers. These weapons are connected to internal magazines containing a total of 68 SM-2 Surface-to-Air missiles and RUR-5 ASROC anti submarine missiles. The ship is also armed with two MK-45 5" guns, two 20mm Phalanx CIWS, four 12.7mm machine guns, two MK-32 triple launchers, and eight Harpoon anti-ship missiles. Of course, its most notable feature is the advanced SPY-1 radar system.
Battleship Tanager (500 points)
Iowa class fast battleship. The Iowa can make speeds of up to 33knots. She is armed with three 50 caliber 16" (40.6cm) three gun turrets. Post refit, her secondary armament is six 5" (12.7cm) dual gun mounts, however, she has received sixteen RGM-84 Harpoon thirty two BGM-109 Tomahawk missiles and four 20mm Phalanx CIWS. Note that Erusea posses advanced cruise missiles that can sometimes outmaneuver air-to-air missiles and can carry burst warheads. For this scenario, I'm going to assume that Tanager is carrying two such missiles.
Yellow Squadron
Erusea's top aces, Yellow Squadron is feared through the ranks of the Independent State Allies Forces (ISAF.) Their signature aircraft is the SU-37 "Super Flanker," a super-maneuverable Mach 2 fighter with a 30mm and twelve hard points. It is a multirole aircraft, capable of engaging air or surface targets. The squadron is led by Yellow 13, Erusea's ace of aces. He always leads a give a craft formation. Thus, my forces will have five SU-37s.
will be accompanied by his bonded warbeast, Dozer & Smigg.
each squad consists of 13 trollkin including one leader with a hand wpn and shield, 9 kriel warriors with hand wpns and shields, 2 caber throwers, and 1 trollkin sorcerer.
Units consist of 5 trollkin with sluggers(belft-fed MG) and an axe, including the leader.
trolls with bazookas that can fire indirectly(arching) and have a decent area of effect. 3 trolls with bazookas and axes.
a big monster dude with a big fists, claws, and a dude on his back manning a mounted MG.
same as the blitzer, except armed with large explosive powder kegs, and a lighter for them, instead of an MG.
armored vehicle with support options, two flamethrowers, and a firebomb launcher.
can attack by ramming. also armed with a scattergun and a big cannon that is suppose to be really powerful against infantry. basically, a an assault tank/spg combo.
direct fire artillery powerful against heavies. essentially, an anti-tank gun.
giant elemental monsters with various powers. 20 are glacier kings, 20 are mountain kings, and 20 are sea kings.
NOTE=the trollbloods dont have any flyers, but the game does have flyers, even some aircraft, and the trollbloods are apparently able to fight them. So I'm going to assume that all of the ranged weapons, except for the obvious ones that cant like the thumper cannon, can attempt to shoot aircraft(as in, they have the range and potential elevation, but no special features for being specifically anti-air).
Beyond that, some special effects, like the glacier kings cold aura should make it difficult for aircraft to operate.
A legendary big game hunter, Skragbad's many scars and cybernetics only makes him greater in the eyes of his mob.
Armed with the Power Klaw Gutrippa and a Thump Gun grenade launcher. Skragbad is widely regarded as indestructible, citing the many monsters who tried and ultimately failed to kill him.
Mozrog rides Big Chompa, one of the most furios creatures known to Ork kind. It attacks with its great jaws.
10 Boyz pr. mob. 1 Nob armed with a Slugga pistol and a Power Snappa weaponised surgery tool, 1 Boy armed with a Thump Gun, and 8 Boyz armed with Sluggas and Choppa axes.
10 Orks pr. mob. 1 Nob armed armed with a Slugga and a Big Choppa riding a Smasha Squig, which uses its great jaws and can its reinforced ram-like 'ead Each to fight and 9 Squighogs. Squighog is mounted by a Boy and a Grot. The Boy is armed with a Stikka javelin, which has rocket boosters, the Grot is armed with a crude Blasta pistol and a truely primitive melee weapons (perhaps even just a sharp piece of metal with cloth wrapped around on one end). The Squighogs have massive powerful jaws. Each mob is accompanied by two Bomb Squigs which can be sent off to perform kamikaze attacks on enemies.
'Tamed' enemy aircraft. Armed with a Rokkit Kannon, twin Big Shoota LMGs, and Missiles (3 km range) against ground and air targets. The jet engine (and really the entire front of the vehicle) is modified as giant spear tip or ram.
War chariot. Armed with a 'Eavy Lobba mortar (can fire HE and destabilizing Groundshaker Shells, max range 10km), a Stikka Kannon spear gun (max range 300 meters), a Wurrtower psionic cannon, and Saw Blades. A pair of onboard Butcha Boyz armed with wicked chainweapons stand ready to slize and dice while the illtempered Tramplasquig uses its horns and hooves to gore any enemy.
Can transport a mob of infantry, which can fire from 'inside' the Rig.
The Wurrboy hooked up to the Wurrtower can cast Roar of Mork to spread supernatural panic among the enemy, Frazzle to directly attack the enemy's life force within 200 meters around the Rig, Bitin' Jaws which magically chews up enemies in the Wurrboy's line of sight, Spirit of Gork to boost the strenght of Squigs within a kilometer around him, Beastscent which enables him to mystically and literarilly 'sniff out' stealthed enemies, and the Squiggly Curse which transforms non-Heavy Infantry soldiers into Squigs.
100 Braincrushas (750 points)
A steam powered chassis hauling around a gigantic gun. A wooden structure was built around it to protect the gun, steam engine, and ammunition from the weather and light enemy fire. The tower on top houses the crew and provides a excellent view.
It has two twin-linked Big Shootas in the tower.
200 Gargantuan Squiggoths (1500 points)
Living siege engines. Has the toughness of a Land Raider, if not the firepower, as it is armed with only a Zzap anti-tank energy Gun, two turrets with twin Big Shootas, and its mass and huge tusks. It can take out even Heavy Tanks en melee combat however. Can transport three mobs of infantry, which can fire from inside.
50 Giant Squiggoths (500 points)
Siege beast. Armed with a Supa-Kannon howitzer (range of 17km) and its mass and huge tusks. Can transport two mobs which can fire from the howdah surrounding the Supa-Kannon.
30 Sea Squigs (300 points)
Organic submarine. Armed with a Supa-Lobba, which can fire torpedoes even when submerged or shell targets when on the surface up to 9 km away. Amphibious, its terrestial movment is slow, awkward, and clumsy but it allows it to bring its gun to the fight.
Look, it was the closest thing to a dragon I could get.
Designed explicitly for 'nam movie reenactments, each Burna-Bommer is armed with two Burna incendiary bombs, two Supa-Shoota machine guns, two Big Shootas in a Grot operated turret, and racks of Skorcha incendiary Missiles (range of 12 km against air and ground target).
She also has her bonded warjack, Nightmare.
10 woman squad, plus a Blood Hag leader. All have stealth, can attack even intangibles and can potentially go intangible. But, they only have melee weapons, so I dont think they go beyond basic inf.
melee unit that is really good at anti-armor with powerful axes and some magical support. each unit has 10 bane thralls, an officer, and a standard bearer.
They have a big cannon and a mid length sword and are big ogre dudes. 5 per squad. Can fire in an arch. Can use smoke for concealment.
Relatively light mechanized monsters a sludge thrower, basically a chemical weapon sprayer with corrosive effects; think toxing tractor from generals or banewolf from wh40k.
Mostly useful for support options, but decent in combat too.
mechanical monster with a powerful ranged attack that can fire different types of attacks; also has a melee attack.
has a really good artillery gun with corrosive effect, a really good melee attack, and is amphibious.
The big one with the big cannon and two tentacles. Anyways, its really powerfull at both range and melee, plus its another amphibious unit.
The light air unit will consist of one of each of the two flyer bonejacks, a shrike and a scavenger. While they have some armor and are effective in melee, neither have a ranged attack.
Commander David Mason leads Seal Team 6 and spearheaded the US response to the Codis Die movement. He proved himself a couragous soldier and a talented tactician.
He is armed with a KAP-40 machine pistol, a M27 assault rifle, a XM31 grenade launcher which can also fire a grappling hook, and a pair of Combat Suppression Knuckles (aka taser knuckles). He is equipped with a pair of Data Gloves and Head Up Display for sharing battlefield data and hacking.
He commands from a Command VTOL, which is armed with door mounted miniguns. This houses additional command and control interfaces for a smoother command experience, as well as the extremely talented hacker Chloe Lynch (codename Karma). She has her own station for infiltrating enemy codes and the Celerium Device.
8 man squads. 4 Operatives armed with Laser Rifles and Alien Grenades, 2 Heavies armed with Heavy Lasers and Rocket Launchers, 1 Sniper armed with a Laser Sniper Rifle, and 1 Medic armed with a Laser Rifle and equipped with Med Kits and Dense Smoke Grenades.
All are equipped with Carapace Armor, bugs for infiltrating enemy systems, and gene mods to enhance their combat abilities. The Operatives have customized adrenaline glands, to ensure their fight-or-flight response is resolved in a way best fitting to being in active combat, Heavies have been modified so their skin and muscles form an extra layer of armor, the sniper has enhanced eyesight for improved accuracy, and the Medic has been modified to release Regen Pheromones which passively regenerates the Medic and the rest of the squad.
8 Chrysalids pr. pack.
The pack is lead by a Brood Mother who is almost 3 times bigger than a normal Chrysalid but just as swift and agile with tougher armor and it is even stronger than it looks like. Psionic, it can cause enemies' heads to explode (requires line of sight) and inflict panic. Can inject enemies with Chrysalid Eggs for creating Uber Chrysalids.
It is protected by 7 Uber Chrysalids. While the same size as normal Chrysalids they feature similar armor to the Brood Mother and further improved speed but they can't implant eggs. When lacking a Brood Mother one of them will feast and rapidly grow into a new Brood Mother.
The Uber Chrysalids protect the Brood Mother by strenghtening its armor and muscles, making it even tougher and able to keep up with the Uber Chrysalids. Between the Chrysalids inherient senses and the Brood Mother's psychic nature these are excellent stealth detection.
4 girls pr. squad. Armed with sonic grenade launchers effective against all ground targets and dual SAMs. Their toughness is enhanced with Power Packs which also grand them regenerate and Scanner Packs which improves their battlefield awareness to the point they become stealth detectors. They are equipped with Jumppacks.
200 APCs (1000 points)
Actually a IFV. Can transport 16 soldiers. Armed with a 30mm autocannon. Can pop smoke grenades.
100 LOSATs (500 points)
Stealthed tank destroyer. Based off of the M8 light tank chassis and outfitted with Optical Camouflage. Can fire either anti-tank kinetic kill missiles or anti-personel cluster bomb missiles. It has a M2HB HMG in a remote weapons station on top of main turret.
Rocket artillery. Can fire rockets with cluster bomblets (max range of 32km), ATACMS (max range of 300km), and NASAMS (max range of 50km).
Battle tank. Armed with a Model T Class 10 autocannon, a coaxial Maxi Mini machine gun, and Maxi Mini in ball turret in front of the main gun.
Nuclear attack submarine. Armed with 8 torpedo tubes which can fire Tomahawk cruise missiles (max range 1700km), Harpoon anti-ship missiles (max range 124km), and guided Mk 48 torpedoes. The Mk 48 can also be used as a naval mine.
Supersonic light combat aircraft. Armed with a 20mm rotary cannon and equipped with 7 hardpoints. Two wingtip hardpoints for carrying Sidewinders short range air-to-air missiles and 5 hardpoints capable of carrying rocket pods, AMRAAM long range AAMs, Maverick air-to-ground missiles, and Naval Strike Missiles. The hull hardpoint can carry a KEPD cruise missile. All hardpoints can carry dumb and smart bombs and cluster bombs, including cluster bombs with guided bomblets. They can also mount Sniper Targeting Pods for long range stealth detection and target acquisation for fellow aircraft as well as ground forces.
Number: 1 Individual and 1 Ship
Point Cost: n/a
Armament: Grinston is armed with 1 x M11 Pistol
The Cape St. George: is armed with 2 x 61 Cell Mk 41 Vertical Launch Systems (containing a mixture of 122 Missiles, which include: RIM-66M-5 Standard SM-2MR Block IIIB Medium Range Surface to Air Missiles, RIM-
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