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AT44-COBOXEN-1

ATAT-44 COG Army box No.1


40 Stars
AT44v17; Copyright 2011 Azoxystrobin

This is an example of company composition. Its not the most optimized company
possible, but it makes for a fast game.
All unit stats are on their cards.

Units

4 Warmongers (with Engineer, and one special weapon (Jammer or Quantum


MG)): 3 Stars,

4 Stalkers (with Electronic warfare specialist): 3 Stars,

3 Sharpshooters (with Medic, and one special weapon of your choice (Jammer
or Sniper gun)): 3 Stars,

3 Sharpshooters (with Medic, and one special weapon of your choice (Jammer
or Sniper gun)): 3 Stars,

3 Gunmen: 4 Stars,

2 Recon robots (any weapons layout, but same layout for both): 6 Stars,

1 Vandal: 12 Stars.

Heroes

C-Naps G09 (may lead any rank 1 or 2 infantry): +3 Stars,

C-Naps G36 (may lead any rank 3 infantry): +2 Stars,

C-Naps G45 (may lead any rank 1 or 2 infantry): +1 Star.

All heroes must be assigned to a unit, no more than one hero per unit though!
TOTAL 40 Stars

The chain of command


C-Naps G09 (AUT 7, LP 9),
C-Naps G36 (AUT 3, LP 3),
C-Naps G45 (AUT 2, LP 2).

Reinforcements
A minimum of 8 Stars must be set as reinforcements.

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Abilities
AI Beacon
When the officer is in contact with an objective on the battlefield, instead of using a
melee attack, they may immediately call in one Recon strider unit (Cog Rank 1 combat
striders) which was in reinforcements. Each recon strider in the unit requires 4 LP.
The strider unit enters play as normal reinforcements; its card is played immediately
after the officers unit. Each AI beacon can only call in one unit per battle.
Auto repair
Only vehicles can have this ability. Once per turn, this ability reduces the amount of
damage suffered by the unit one point.
Camouflage
Units with this ability cannot be targeted by any means at range band 2 or higher.
A unit can target a camouflaged unit if their unit leader within 20cm of the camouflaged
unit leader.
Cold blooded
For purposes of moral checks, all Cogs are considered to be rank 3. Their critical unit
size is always a single model.
Control
Units with this ability can hold objectives on the battlefield. Almost all infantry units
have this ability.
Detection
Models with this ability gain +1 ACC with projectile weapons. They can also see
models with the Camouflage ability up to range band 4.
A unit with detection can target units with camouflage between 0 and 40cm.
Disruption
In the end phase, when each player has counted the command points they have for
the following turn, each model with this ability which is taking part in the game will
take away one command point from the opponents total.
Drop troops
Models with this ability may use drop points to enter the table, even when not placed
in reinforcements, furthermore they may activate normally when they arrive on the
table via drop points.

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Engineer
Once per activation, instead of using a melee attack, a model with this ability may
inflict on point of damage to whatever is in contact (terrain feature, vehicle or
infantry).
Force field
Cog infantry can never benefit from cover.
However all Cog infantry is equipped with a portable force field. This force field cant
be activated all the time, but when a cog unit uses the take cover combat drill, it
always gains a cover save of 3+ regardless of cover.
Homing beacon
Once per activation, instead of using a melee attack, a model with this ability can
create a drop zone (an entry point for allied reinforcements).
A homing beacon is destroyed at the start of the units next activation, or if the unit is
destroyed or disorganized
Jammer
This ability will damage anything with structure points on a fixed result.
Infantry can be hit, but never suffer damage from weapons with the jammer ability.
Medic
Only Infantry can have this ability. Once per turn, this ability reduces the amount of
damage suffered by the unit one point.
Power strike
Models with this ability may replace their usual melee salvos with a single more
powerful salvo. The stats for the different attacks are described in the unit entry.
Rocket jump
This ability allows models to ignore terrain features and obstacles when moving. They
never need to use the crossing terrain movement type. Rocket jump also allows
models to move vertically, but they may not exceed their MOV allowance. A model
must always be able to stand on its base correctly at the end of its movement.
Sniper
Models with this ability may ignore cover saves and intervening models in the fire
corridor when shooting, but only if they did not move during their activation.
Stability
Models with this ability are never knocked down.

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