Tyronian Army Reform
Moderators: Zahru II, Bragallot, RedRover, Natalya
Tyronian Army Reform
This is my reform of the Tyronain Army, I have decided to keep it simple and organized.
It consists of 6 different units; Commander, Grunt, Heavy, Sniper, Sapper, and Spec Unit.
The Grunt: 16 cp
Skill: 1d8
Movement: 7"
Armor: 6
M4L
Shots: 1
Use: 3
Range: 10"
Damage: 1d6+4
The Grunt is equiped with a single MKI grenade in pouch.
Heavy: 18 cp
Skill: 1d8
Movement: 5"
Armor: 7
T-22L Minigun
Shots: Autofire Rules.
Use: 4
Range: 12"
Damage: 1d8
Sapper: 18 cp
Skill: 1d8
Movement: 6"
Armor: 6
MKI-TRL
Shots: 1
Use: 4
Range: 12"
Damage: MKI (1d10)
The sapper is equipped with a MKI detonation charge that can be thrown or planted.
Sniper: 24 cp
Skill: 1d10
Armor: 5
Movement: 6"
B50-RL
Shots: 1
Use: 4
Range: 16"
Damage: 3d6+1
When the sniper doesn't move for a turn, he gets a +3 to his skill. The sniper is also equipped with an MKI claymore mine that be remotely detonated or tripped.
Commander: 30 cp
Skill: 1d10
Armor: 5
Movement: 7"
T-12 LLMG
Shots: Autofire Rules
Use: 4
Range: 12"
Damage: 1d6+4
OTC
The commander has a hero status.
Spec Units
All special units are 30 cp automatically.
We start off with my personal favorite, THE UBER HEAVY!
Uber Heavy: 30 cp
Skill: 1d10
Armor: 8
Movement: 4"
T-36L Minigun
Shots: Autofire Rules
Use: 5
Range: 12"
Damage: 3d6+4
Lancer: 30 cp
Skill: 1d10
Armor: 4
Movement: 10"
MKIII Lancer AM
Shots: 1
Use: 5
Range: 10"
Damage: 4d6
The Lancer Spec Unit is equipped with Biomechanic Leg Enhancers, which make him run faster.
PowerSuit: 30 cp
Skill: 1d10
Movement: 4"
Armor: 2d8
T-22LB Minigun Arm Attachment
Shots: Autofire Rules
Use: 4
Range: 12"
Damage: 1d8+2
Recon: 30 cp
Skill: 1d10
Movement: 8"
Armor: 4
Tac-22 Silenced
Shots: 1
Use: 3
Range: 6"
Damage: 1d6
Small CC Knife
The Recon Spec Unit can turn invisible for 2 turns at a time, but must stay still for 1 turn after using 2 turns, but can go unchanged if only uses one turn worth of invisibility.
Well, that's it!
C&C welcome.
It consists of 6 different units; Commander, Grunt, Heavy, Sniper, Sapper, and Spec Unit.
The Grunt: 16 cp
Skill: 1d8
Movement: 7"
Armor: 6
M4L
Shots: 1
Use: 3
Range: 10"
Damage: 1d6+4
The Grunt is equiped with a single MKI grenade in pouch.
Heavy: 18 cp
Skill: 1d8
Movement: 5"
Armor: 7
T-22L Minigun
Shots: Autofire Rules.
Use: 4
Range: 12"
Damage: 1d8
Sapper: 18 cp
Skill: 1d8
Movement: 6"
Armor: 6
MKI-TRL
Shots: 1
Use: 4
Range: 12"
Damage: MKI (1d10)
The sapper is equipped with a MKI detonation charge that can be thrown or planted.
Sniper: 24 cp
Skill: 1d10
Armor: 5
Movement: 6"
B50-RL
Shots: 1
Use: 4
Range: 16"
Damage: 3d6+1
When the sniper doesn't move for a turn, he gets a +3 to his skill. The sniper is also equipped with an MKI claymore mine that be remotely detonated or tripped.
Commander: 30 cp
Skill: 1d10
Armor: 5
Movement: 7"
T-12 LLMG
Shots: Autofire Rules
Use: 4
Range: 12"
Damage: 1d6+4
OTC
The commander has a hero status.
Spec Units
All special units are 30 cp automatically.
We start off with my personal favorite, THE UBER HEAVY!
Uber Heavy: 30 cp
Skill: 1d10
Armor: 8
Movement: 4"
T-36L Minigun
Shots: Autofire Rules
Use: 5
Range: 12"
Damage: 3d6+4
Lancer: 30 cp
Skill: 1d10
Armor: 4
Movement: 10"
MKIII Lancer AM
Shots: 1
Use: 5
Range: 10"
Damage: 4d6
The Lancer Spec Unit is equipped with Biomechanic Leg Enhancers, which make him run faster.
PowerSuit: 30 cp
Skill: 1d10
Movement: 4"
Armor: 2d8
T-22LB Minigun Arm Attachment
Shots: Autofire Rules
Use: 4
Range: 12"
Damage: 1d8+2
Recon: 30 cp
Skill: 1d10
Movement: 8"
Armor: 4
Tac-22 Silenced
Shots: 1
Use: 3
Range: 6"
Damage: 1d6
Small CC Knife
The Recon Spec Unit can turn invisible for 2 turns at a time, but must stay still for 1 turn after using 2 turns, but can go unchanged if only uses one turn worth of invisibility.
Well, that's it!
C&C welcome.
Last edited by Lt. Krus on Sun Dec 05, 2010 11:37 am, edited 1 time in total.
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You should buy some boobs for your Recon.
stubby wrote:omg noob, balrogs are maiars too, don't you know anything
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