HEAVY SUPPORT |
Scouts are the newly acquired recruits of the Chapter that have yet to prove themselves in battle. Scout support squads are equipped to provide heavy weapons support to their lightly armed trooper units. Force Recon Scouts are expected to be able to meet opposition and may be called upon to meet the enemy in full battle. Squad: The Scouts Squad consists of between four and nine Scouts and a Sergeant.Weapons: Bolter.Options: Any model in the squad may replace their bolter with a bolt pistol and close combat weapon, or a shotgun at no additional points cost.Any number of scouts may exchange their bolter with a sniper rifle at +5 points Up to three of the Scouts may have one the following: heavy bolter at +15 pts, autocannon at +20 pts, missile launcher at +20 pts, or heavy flamer at +15. The entire Squad may have blind grenades at an additional cost of +2 pts per model. The scout sergeant may be upgraded to a Veteran Sergeant at an additional cost of +13 points.
0-20 Call-in support fire ..5 pts per barrage The barrage could come from orbital barrages and air strikes as well as artillery units in the rear or close support units such as Whirlwinds and Imperial Griffons. Support fire is unlikely to cause massive damage to a mobile enemy but may keep some few of the opposition grounded and face down. The huge ground shaking explosions of the bombardment can also clear the way for an attack by destroying fixed defenses like razor wire and tank traps. Any enemy unit in a line of sight of ANY recon unit may have fire called down on it. Recon units that are pinned may not call down fire but any other unit may. In games with night fighting or similar rules then the enemy unit must be within the rolled for visibility range. Each recon unit may use one of the pre-purchased barrages per turn until all purchased barrages are used. This means that a recon army may use up to as many barrages as it has units per turn or may opt to save purchased barrages until later turns as it sees fit. Roll one d6 for each call-in. On a roll of 6 the unit or obstacle is hit. A squad takes 1d6 hits from the shelling, causing 1 wound each (make armor saves as normal) and must roll a Ld test or be pinned in the following turn if the unit sustains any casualties. A section of razor wire or tank traps is automatically destroyed by being hit. Remove it from play. Vehicles and bunkers are not affected by Call-in fire. But you should still roll for troops inside of them. They may refuse to dismount vehicles or be deafened or damaged by the impact of the heavy barrage. |