Forces of Humanity COMMANDER. ASTROBORNE RIFLEMEN: 70 PTS 1x Sergeant, 2x infantry, 1x Mule Drone WEAPON WEAPONS:

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Forces of Humanity COMMANDER Commander Command skill: Command, orders Special skill: Once per game can double the amount of orders. Default equipment: Each Commander is armed with a W and an. WEAPON (AP) W ASTROBORNE RIFLEMEN: 0 PTS x Sergeant, x infantry, x Mule Drone Sergeant Rifleman Drone Def 0 Default equipment: Each rifleman is armed with a W and an, Drone is armed with a. Additional options: Drone Support weapon: 0 pts (ATGM or mortar), replaces Drone Shield: pts. Grants + to the Drone *Drone may fire its weapon using other model s BS from its unit, if that model does not fire or fight in close combat that turn. *Drone Automatic Mode: If the Drone is not controlled by any rifleman from the unit, its ranged and close combat attacks always hit on + only regardless of the target s defence characteristic. If the Drone is the only surviving model is the unit, during its activation it must move towards the nearest friendly model. Special skill: Once per game all models in the unit may double the amount of attacks when they shoot. Infantry units with Sergeants still alive have + to hit with s (any mode) if they do not move that turn. Mobile cover: All hits from shooting attacks against this unit are distributed to the drone first, unless the controlling player decides otherwise. Riflemen (AP) W Drone ATGM Mortar

NOBLE HOUSE: SQUIRE 0 PTS Squire + 0 0 Special skill: Once per game, before the Squire makes any close combat attacks or before an enemy model attacks the Squire, the controlling player may choose one of the following stances. Defence stance: + against close combat attacks, for own close combat attacks stance: + s, in close combat Balanced Stance: + and + Stance effects last until the end of the turn in which this special skill was activated. Squires can not benefit from command bonus, but are able to activate their Special Skill without Commander s order. Default equipment: Plasma Spike hammer and Knight heavy Beamer WEAPONS Weapons: can exchange his default equipment to Plasma Pollaxe( pts) or Plasma sword(free). R Arm Plas. Spike Hammer L Arm Knight Plasma Pollaxe Plasma Sword, Sweep, handed, Reroll handed RANGERS: MODELS 0 PTS r Special skill: Once per game in any time during their activation they can place Translation beacon. Translation beacon has of,, and command range. Commander can use its command range to allocate orders even if Translation beacon is outside of Commander command range. Cloaking device () *Artillery spotters Artillery units can fire their weapons using LOF from the rangers. Distance is still measured from the firing unit. rs disengage without free strikes. Infantry Marksman Rifle W RANGER SHARPSHOOTERS: MODELS + RFD 00PTS Raptor RFD 0 Special skill: Once per game may substitute the attribute of their ranged weapon with. rs and RFDs are equipped with Thermooptical camo cloaks and are a Hard Target (). If rs and RFDs did not move, they get + to BS and are a Hard Target (). rs and RFDs disengage without free strikes.

Sharpshooter Marksman Rifle W RFD Heavy Sniper Rifle Heavy Sniper Rifle AP NOBLE HOUSE: ARMOR BEARERS: MODELS + 0 (0) PTS. Armor Bearer + 0 Special skill: Once per game a unit of Armor Bearers may gain the Shield Guard special rule and protect a friendly Squire, Knight, Paladin within. Each Armor Bearer may carry only one weapon (close combat or ranged) from the Knight weapons list. Then using such weapon reduce the of the weapon by. Armor Bearers allow a friendly knight to choose any close combat weapon and/or shield each turn if he is within inches. POLTERGEIST: MODELS POLTERGEIST PSIONIC 0 PTS Poltergeist WEAPON: Poltergeist Poltergeist Rifle Poltergeist squad are Psionic specialists and can use one psionic power each round. Unit knows only one power from the list. To use a power nominate a model is the squad which uses the power, than pass a mental test, as described in main rules Mental power section. Backslash: Than passing mental test on a roll of the model received a wound with no saves available. Special skill: Once per game Poltergeist unit PSIONIC POWERS LIST: Psionic attack Psionic shield Strengthening Effect : Enemy unit suffers and. () : Friendly unit gets + Def () Friendly unit gets +M. HOUND MAIN BATTLE TANK: MODEL 0 PTS Tank Spesial skill: Once per game can regain up to to a maximum of. grade: If model is on wounds it suffers, and MV characteristic. WEAPON: Armed with a and a Rail Cannon with two firing modes: Rail Cannon HE Rail Cannon AP May replace the Rail Cannon with heavy Beamers: pts. Impact AOE 0

SCORPION SELFPROPELLED HOWITZER: MODEL 0 PTS Tank 0 Special Skill: Once per game may receive + until the end of the your turn. grade: If model is on wounds its suffers and M characteristic. Rail Howitzer with two following firing modes Rail Howitzer HE Rail Howiter AP May take Controlled Impact warheads for HE rounds +0 pts. Impact AOE HUMAN COMMAND SKILLS.Psionic special corps.. Commander becomes Psionic specialist and get Poltergeist rifle. Commander gets Psionic shield power (Friendly unit gets + to ()). Commander get +. Commander gets Guiding projectiles power (Friendly units within get + and + ()). Poltergeist unit can have one more Psionic power from the list. Poltergeist unit gets +. Commander gets Stealth field ability. Commander gets Mind trap power (Enemy model must use command order to activate next turn ()). Commander gets +.0 Commander gets Psionic explosion (All enemy units in receive hits with no saves allowed()) Backslash effect for this power will take effect on rolls or instead of only.. Mechanized Infantry Commander.. Astroborn cost 0pts less... Scorpion and Hound get + against models whose is more than.. Scorpions get + against targets that did not move DoubleTime... rs gain Infiltrate ability.. Commander gets + and + Command Focus, 0 Command.. Vehicles that did not move and pivot are hard targets ()... Mule weapon upgrades and shields are free.. All Vehicles and Drones selfrepair D at the end of the owning player s turn... rs and r Sharpshooters count cover modifiers lower..0. If the Commander is killed, nominate a new one (cant be units from Noble house).. Noble House Officer Noble House units bonuses.. Allows to allocate Command Focus on Noble House units... Commander receives Armor Bearer armor +,.. Armor bearers get + against models whose is more than. Noble House units get +M... Commander receives a Knight armor +, 0 (can get weapon from the Knight weapons list).. Noble House units cost 0pts less.. rs can take Mule drones for pts each(for profiles and upgrades use Astroborne Riflemen squad profile).. Noble House units can use their special actions twice per game... All units in the army get when shooting into close combat instead of..0. All Squires, Knights and Paladins in the army become Command Units with + Command Focus

KNIGHT WEAPONS LIST Armed for pts R Arm Plas. Spike Hammer Armed for pts L Arm Knight Armed for pts Plasma Pollaxe, Sweep, handed Armed for 0 pts Plasma Sword, Reroll handed Armed for 0 pts Armed for 0 pts ATGM