Federation

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sunnyside
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Federation

Post by sunnyside »

This is from the other thread. Just assembled for ease of viewing.

Federation wargear (may be taken by veteran seargents and officers)
Phaser rifle 5 points range 24" strength 4 Armor piecing value 5(lowever values here are good) Rapid fire (can shoot wide or in ball burst form closer in) Additionally once per game it may fire "on max power" as a combi weapon (range 24" strength 7 ap2 heavy 1)
Federation dominion war armor (gives 4+ save, you see it in some dominion war episodes) 5 points
type II phaser 2 points range 12+ strenth 4 armor peirves value 5 pistol. Maybe fire in vaporize more range 12 s6 ap4 heavy 1
one handed close combat weapon 1 point
two handed close combat weapon(+1 strength) 1 point
anti vehicle demo charges 5 points (melta bombs)


All vehicles may be given smoke launchers for +3 points

TRANSPORT

Work Bee Transport. Origionally sent down with the inent of hauling cargo back they have been quickly emptied and utilized for moving troops. The two manipulator arms proving well enough at handling two type 3 phase rifles. (forward fire only). Troops exit from the rear. 12 troops can be carried. Each side features six firing slits for the troops inside. But using these makes the vehicle count as open topped during the next turn.
points 65 BS 3 Armor Front 10 sides 10 rear 10 Skimmer
armed with 2x phaser rifles

HQ
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Command squad. 1+ This consists of the commanding officer.
Captain ws4 bs4 s3 t3 w3 i4 a3 ld9 sv - points 50
commander ws4 bs4 s3 t3 w2 i4 a3 ld8 sv - points 35
Lieutenant commander ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - points 20

A bodyguard unit may be included this consists of 5-10 people chosen from the list below
11 points standard federation navy soldier
14 points federation armored soldier (has 4+ save)
12 points cheif science officer ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - (all officers must be equiped from the armory) counts as having an asupix/scanner
helmsman (the unit may be mounted in a BS4 work bee transport for 67 point or a BS4 type 18 shuttle for 146, taking the type 18 shuttle also uses up a heavy support choice)
27 points cheif Tactical officer ws4 bs4 s3 t3 w2 i4 a3 ld8 sv - the tactical officer counts as being equiped with a targeter(may measure distance to other units before firing)
100 points cheif Engineering officer ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - the engineering officer comes with a personal force field(modified to stop dominion as well along with other Federation shield systems). During setup place a 5" round circle that blocks fire and otherwise counts as a vehicle with armor value 12. It blocks enemy fire behind it and the command squad may embarc and disembarc as a vehicle. On a vehicle destroyed result the field disipates with no harm to the members inside. Other results are ignored.
13 points chief medical officer ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - is equiped with a medkit
10 points cheif of operations officer ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - if included the unit may include:
Isomagnetic disintigrator +15 points (like an imperial missile launcher range 48" strength 8 ap 3 heavy 1 or strength 4 AP 5 heavy 1 blast)
Overcharged wide beam phaser rifle with external power pack +15 points (like a heavy flamer str5 AP4 template)
Argo phaser +15 points (range 27" strength 6 ap 4 assault 1 or strength 3 AP6 assault 1 blast)
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Special commander 0-1 : The Federation sometimes picks up powerful members from other races or groups. For now I will simply group these into "physically enhanced" and "pshychic" they are given wargear as officers

Physically enhanced (i.e. an ex borg drone, chakat trained for war etc)
ws4 bs4 s4 t4 w3 i4 a3 ld8 sv - 50 points
may be given a special weapon that ignores armor saves for +10 points over its regular cost

Psychically enhanced 25 points
ws3 bs3 s3 t3 w2 i3 a2 ld8 sv -
gains telepathy (may cause any units within 18" to use their leadership or the commanding officers if they are in the same unit)
and an attack range 24" strength 3 AP6 heavy d6

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ELITES:

Dominon war Armored Navy Soldiers 5-10 men
ws3 bs3 s3 t3 w1 i3 a1 ld7 sv 4
armed with Phaser rifles
Two members of the squad can form a wepaons team operating one of the following for the points listed:
Isomagnetic disintigrator +15 points (like an imperial missile launcher range 48" strength 8 ap 3 heavy 1 or strength 4 AP 5 heavy 1 blast)
Overcharged wide beam phaser rifle with external power pack +15 points (like a heavy flamer str5 AP4 template)
Argo phaser +15 points (range 27" strength 6 ap 4 assault 1 or strength 3 AP6 assault 1 blast)
For +8 points one member may be upgraded to a veteran seargent (has leadership 8 isntead of 7 and 2 attacks) They may exchange their phaser rifle for a type 2 phaser pistol(range 12 Str5 ap5 pistol) and a close combat weapon.
type 2 phaser pistol(range 12 Str4 ap5 pistol) . The pistol may be set to "vaporize". (range 12 strength 6 AP4 heavy 1)


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Veterans 17 points each. 1 veteran sargent/officer and 4-9 veterans

Through actual combat and training these soldiers are now adept at getting where they need to be in combat and shooting straight.
veteran sargent 15 points ws3 bs4 s3 t3 w1 i3 a2 ld8 sv- must be equipped from the armory

veteran points 15
ws3 bs4 s3 t3 w1 i3 a1 ld7 sv- may have a phaser rifle or type II phaser pistol and close combat weapon
The squad has the infiltrate, move through cover, and tank hunter special rules.
They may be equiped with anti tank demo charges at +5 points per model

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TR-116 snipers 3-5 members at 20 points each.
ws3 bs3 s3 t3 w1 i3 a1 ld7 sv -
Equipeed with TR-116 rifles and type II phase pistols.

TR-116 rifle range 36" hits on a 2+ strength 4 ap 5 heavy 1, pinning, ignores all cover saves)

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Riot shield troops (yes they had them) 5-20 men unit at 12 points each
ws4 bs3 s3 t3 w1 i3 a1 ld7 sv -
equiped with a combat shield that gives them a 3+ armor save in close combat or against non energy weapon based attacks, does not give them an extra attack
also equiped with a type II phaser pistol

May upgrade a member to a sargent/officer for +8 points ws3 bs3 s3 t3 w1 i3 a2 ld9 sv- may take equipment from the armory.



TROOPS:
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Federation Navy soldiers:
Point value 11 5-12 members Weapon skill 3 Ballistic skill 3 strength 3 toughness 3 wounds 1 attacks 1 initiative 3 leadership 7 armor - (standard human soldier in no armor)
Phaser rifle: range 24" strength 4 Armor piecing value 5(lowever values here are good) Rapid fire (can shoot wide or in ball burst form closer in) Additionally once per game it may fire "on max power" as a combi weapon (range 24" strength 7 ap2 heavy 1)
Two members of the squad can form a wepaons team operating one of the following for the points listed:
Isomagnetic disintigrator +15 points (like an imperial missile launcher range 48" strength 8 ap 3 heavy 1 or strength 4 AP 5 heavy 1 blast)
Overcharged wide beam phaser rifle with external power pack +15 points (like a heavy flamer str5 AP4 template)
Argo phaser +15 points (range 27" strength 6 ap 4 assault 1 or strength 3 AP6 assault 1 blast)
For +8 points one member may be upgraded to a veteran seargent (has leadership 8 isntead of 7 and 2 attacks) They may exchange their phaser rifle for a type 2 phaser pistol(range 12 Str5 ap5 pistol) and a close combat weapon.
type 2 phaser pistol(range 12 Str4 ap5 pistol) . The pistol may be set to "vaporize". (range 12 strength 6 AP4 heavy 1)



Federation researchers:
Not initially expecting conflict the federation sent down many science and engineering crewmen. They are now caught fighting for their lives.

Points 7 WS 2 BS 3 str3 T3 I3 attacks1 wounds1 armor- leadership 6 (somewhat less impressive stats)
armed with a type 1 phaser (the little ones) range 12" strength 3 AP6 pistol and a makeshift daggar
being very lightly equiped this unit has the fleet of foot special rule (they can run if they don't shoot)

For +10 points an officer may be included with WS3 and Ld7. The unit then counts as equiped with tricorders(unit counts has having auspex/scanners)



FAST ATTACK:

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Teleport squad (you can never totally keep federation systems down for too long, they have found a way to make transporter systems work over very short distances from a homing beacon system for a small lightly armed squad)
a unit consisting of exactly 6 people for 100 points
ws3 bs3 s3 t3 w1 i3 a1 ld7 sv- armed with phaser rifles
may have a sargent/officer at +10 points ws3 bs3 s3 t3 w1 i3 a2 ld8 sv- the sarge/officer may take equipment from the armory
may be armed with anti vehicle demo charged (melta bombs) at +5 points per member
This unit enters play via the deep strike rules whether they are in use this mission or not.



Rocket boot infantry. 5-10 members 22 points each
ws3 bs3 s3 t3 w1 i3 a1 ld7 sv- armed with phaser rifles or a type II phaser and close combat weapon.
count as jump infantry
may deepstrike if rules allow
may have a sargent/officer at +10 points ws3 bs3 s3 t3 w1 i3 a2 ld8 sv-
may be armed with anti vehicle demo charged (melta bombs) at +5 points per member



Mechanized Infantry(Federation troops may be given a work bee transport at the points given, this makes them a fast attack choice)

Civilian Argo points 45
Fast Open topped Vehicle Ballistic Skill 3 Armor front 10 side 10 rear 10 (that is "please don't shoot me" armor values)
has a rear facing hull mounted argo phaser (range 27" strength 6 ap 4 assault 1 or strength 3 AP6 assault 1 blast)
Made for rapid transit of supplies below the surfaces these vehicles are maginally suited for combat but are readily availible
may be bought in squads of 1-3 vehicles

Combat Argo points 60+main weapon
Fast Open topped vehicle BS 3 AV Front 11 side 10 rear 10
forward facing phaser rifle used by the passenger
select a weeapon to be fired in a 360 degree arc by the rear gunner
Isomagnetic disintigrator +20
Overcharged wide angle phaser rifle(heavy flamer) +15



Heavy Support
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Type 15 shuttle.
This small shuttlepod has proven to be a useful little combat workhorse despite its lack of shielding. Best kept away from the heavy fighting however.
points 100
BS 3 Armor front 10 sides 10 rear 10 Skimmer Agile
armed with a twin linked type IV phasers
Type 4 phaser (range 48 strength 9 AP 2 heavy 1 blast)



Type 18 shuttle
Also unshielded this shuttlepod is more modern than the Type 15 and is more capable in the atmosphere. It is also designed to carry personell. Any squad number six members or less may be transported in a type 18 shuttle.
points 146 points
BS 3 Armor front 12 sides 11 rear 10 skimmer fast
armed with twin linked type IV phasers (range 48 strength 9 AP 2 heavy 1 blast)


Photon Mortor squad (a three man team transporting and operating the morter) Points: 100
operator ws3 bs3 s3 t3 w1 i3 a1 ld7 armed with a type II phaser
photon mortor range guess 12-48 strength 6 AP 4 ordenance 1/large blast


Heavy weapons squad. (some commanders like their heavy weapons all together).
6 federation navy soldiers for 66 points formed up into 3 teams (ammo carrier is armed with a phaser rifle)
Isomagnetic disintigrator +15 points (like an imperial missile launcher range 48" strength 8 ap 3 heavy 1 or strength 4 AP 5 heavy 1 blast)
Overcharged wide beam phaser rifle with external power pack +15 points (like a heavy flamer str5 AP4 template)
Argo phaser +15 points (range 27" strength 6 ap 4 assault 1 or strength 3 AP6 assault 1 blast)
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