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Infantry: Arcs: All Infantry have 360 degree arcs can attack from all sides. Defense: Normal Infantry have a DF of 4 and take on the DF of any building that is greater than 4 while they are inside the building. Power Armor like Cyclones and Invid Soldiers will also take on the DF of a building while inside it IF it is higher than their normal DF rating. Combat: Infantry of all types take half damage when attacked while they are inside a building. Infanty cannot Roll with Impact when attacked unless is it in Hand to Hand against another squadron of infantry. Hand to Hand Combat: Infantry only take one MD from any single hand to hand attack. Infantry do D6 damage to each other in hand to hand. Normal Infantry cannot damage mecha in HTH unless stated otherwise. Power Armor will do 2 less damage to mecha in HTH than a normal mecha will so a Kick will only do a single point of damage. Since they are so small all attacks in HTH are given the Accurate Trait making Power Armor a potential danger for Invid if engaged in HTH combat. Losses: When an infantry is lost it is assumed that they will do their best to man the heaviest of weapons so when a trooper is lost the next man will take up the heavier weapons. There is no need to track individual infantry troopers. Damage is simply marked off from left to right starting with the first trooper. In the case of infantry that can take multiple hits, wounded infantry are no longer effective in battle but can still take damage. Power Armor are hit and tracked just like any other unit are tracked individually. Blast: Infantry cannot dodge attacks with the Blast trait.

Infantry and Structures: Infantry may enter a building. If the building is destroyed a piloting roll can be made to see if they survive. They must roll a 6+ adding the die result to their PIL. If the roll fails the infantry are destroyed in the collapse. If the roll is successful the infantry are placed adjacent to the fallen building. The player using the infantry can choose where to place them. Power Armor will also make a PIL roll. Failure means they take D6 damage. Infantry in Vehicles: If a vehicle is destroyed with infantry inside, each squad or individual base will take D6 damage. Jump: The jump trait is treated like a LEAP but only allows the unit to move 2 additional inches and ignore 2 inches of terrain. Quick: Units with this trait are exceptionally small or agile or both. This trait allows the unit to add +1 to his rolls when performing any dodge rolls. Not only do they receive a +1 to all dodge rolls but units targeting them do not get a +1 bonus to strike when attacking from the rear. This gives them a distinct advantage in close in combat and allows them to survive in situations where many other units would be destroyed. Shield(X): Units with this trait have large shields designed to protect themselves from enemy fire. Units with this trait can choose to parry in place of the chance to dodge. They pay one command point for the parry attempt. Units with this trait roll a single D6 and resolve just like a dodge attempt they just add +1 to the result. If the roll is greater than or equal to the Roll to Strike the attack hits the shield. Once the points that the shield has are gone excess damage will hit the unit directly. Explosive hits like those from missiles do half damage against shields.

Southern Cross Faction We work as a team! The first time a command mecha is hit in combat on each turn, any other mecha that is in the same squadron that has LOS to the mecha struck, may make a free additional attack during its next activation or a free dodge roll the next time it is attacked, without paying a command point.

Core: Veritech Squadron Base Point Cost = 75 Base Command Points = 6 LT x1 Soldier x3 LT 1 Soldier Tank 8 3 1 5 0 Vehicle, Hover Turret 1 1 3 5 0 Focused Fire, Leap Battloid 5 2 2 5 0 Shield(1) LT Tank 8 4 2 5 2 Vehicle, Hover Turret 1 2 4 5 2 Focused Fire, Leap Battloid 5 3 3 5 2 Shield(1) 2 3 EU-11 12 4 Accurate Rapid Fire 105 MM Smoothbore (APFSDS) 30 9 Overwhelming or Canister 12 7 Blast Overwhelming Inescapable MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Core: Veritech Squadron Cannon Upgrade Base Point Cost = 80 Base Command Points = 6 LT x1 Soldier x5 LT 1 Soldier Tank 8 3 1 5 0 Vehicle, Hover Turret 1 1 3 5 0 Focused Fire, Leap Battloid 5 2 2 5 0 Shield(1) LT Tank 8 4 2 5 2 Vehicle, Hover Turret 1 2 4 5 2 Focused Fire, Leap Battloid 5 3 3 5 2 Shield(1) 2 3 EU-11 24 4 Accurate Rapid Fire Heavy Particle Cannon 24 11 Overwhelming Accurate MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Core: Veritech Squadron Cannon and Targeting Upgrade Base Point Cost = 85 Base Command Points = 8 LT x1 Soldier x5 LT 1 Soldier Tank 8 3 2 5 0 Vehicle, Hover Turret 1 1 4 5 0 Focused Fire, Leap Battloid 5 2 3 5 0 Shield(1) LT Tank 8 4 3 5 2 Vehicle, Hover Turret 1 2 5 5 2 Focused Fire, Leap Battloid 5 3 4 5 2 Shield(1) 2 3 EU-11 24 4 Accurate Rapid Fire Heavy Particle Cannon 24 11 Overwhelming Accurate MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Core: Veritech Squad Base Point Cost = 35 Base Command Points = 2 Soldier x2 1 Soldier Tank 8 3 1 5 0 Vehicle, Hover Turret 1 1 3 5 0 Focused Fire, Leap Battloid 5 2 2 5 0 Shield(1) 2 EU-11 12 4 Accurate Rapid Fire 105 MM Smoothbore (APFSDS) 30 9 Overwhelming or Canister 12 7 Blast Overwhelming Inescapable MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Core: Veritech Squadron Cannon Upgrade Base Point Cost = 35 Base Command Points = 2 Soldier x2 1 Soldier Tank 8 3 1 5 0 Vehicle, Hover Turret 1 1 3 5 0 Focused Fire, Leap Battloid 5 2 2 5 0 Shield(1) 2 EU-11 24 4 Accurate Rapid Fire Heavy Particle Cannon 24 11 Overwhelming Accurate MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Core: Veritech Squadron Cannon and Targeting Upgrade Base Point Cost = 40 Base Command Points = 2 Soldier x2 1 Soldier Tank 8 3 2 5 0 Vehicle, Hover Turret 1 1 4 5 0 Focused Fire, Leap Battloid 5 2 3 5 0 Shield(1) 2 EU-11 24 4 Accurate Rapid Fire Heavy Particle Cannon 24 11 Overwhelming Accurate MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Special: Veritech Elite Commander Base Point Cost = 25 Base Command Points = 4 Commander Commander Tank 8 5 3 5 3 Vehicle, Hover Turret 1 3 5 5 3 Focused Fire, Leap Battloid 5 4 4 5 3 Shield(1) EU-11 12 4 Accurate Rapid Fire 105 MM Smoothbore (APFSDS) 30 9 Overwhelming or Canister 12 7 Blast Overwhelming Inescapable MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Special: Veritech Elite Commander Cannon Upgrade Base Point Cost = 30 Base Command Points = 4 Commander Unit SPD PIL GUN DF LDR Specials Commander Tank 8 5 3 5 3 Vehicle, Hover Turret 1 3 5 5 3 Focused Fire, Leap Battloid 5 4 4 5 3 Shield(1) EU-11 24 4 Accurate Rapid Fire Heavy Particle Cannon 24 11 Overwhelming Accurate MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Special: Veritech Elite Commander Cannon and Targeting Upgrade Base Point Cost = 40 Base Command Points = 4 Commander Unit SPD PIL GUN DF LDR Specials Commander Tank 8 5 4 5 4 Vehicle, Hover Turret 1 3 6 5 4 Focused Fire, Leap Battloid 5 4 5 5 4 Shield(1) EU-11 24 4 Accurate Rapid Fire Heavy Particle Cannon 24 11 Overwhelming Accurate MIW-20 Triple Ion Cannon 10 5 Rapid Fire Inescapable

Core: Veritech Logan Squadron Base Point Cost = 70 Base Command Points = 8 LT X X X X 1 X X X X X X X X Logan LT x1 Logan Soldier x5 HTH: All Logan Soldier Fighter 10 2 2 6 0 Flight, Aircraft, Afterburner, Fast Mover Battloid 5 2 3 5 0 Hover, Flight, Shield(1) Logan LT Fighter 10 3 3 6 2 Flight, Aircraft, Afterburner, Fast Mover Battloid 5 3 4 5 2 Hover, Flight, Shield(1) 2 3 X X X X X X 4 X X X X 5 X X X X X X X X X X X X X X Upgrade Logan EP-20 Gun Pod 15 3 Rapid Fire Accurate LLW-20 Pulse Laser 9 4 Inescapable Rapid Fire Medium Range Missiles 24 9 Missile Volley(X) Ammo(2) 5 or Short Range Missiles 18 6 Missile Volley(X) Ammo(4) Anti-Missile 8 or Mini-Missiles 12 2 Missile Volley(4) Ammo(4) Anti-Missile 6

Support: Veritech Logan Squad Base Point Cost = 30 Base Command Points = 3 1 X X X X X X HTH: All Logan Soldier x3 Fighter 10 2 2 6 0 Flight, Aircraft, Afterburner, Fast Mover Battloid 5 2 3 5 0 Hover, Flight, Shield(1) 2 X X X X X X Upgrade Logan EP-20 Gun Pod 15 3 Rapid Fire Accurate LLW-20 Pulse Laser 9 4 Inescapable Rapid Fire Medium Range Missiles 24 9 Missile Volley(X) Ammo(2) 3 or Short Range Missiles 18 6 Missile Volley(X) Ammo(4) Anti-Missile 4 or Mini-Missiles 12 2 Missile Volley(4) Ammo(4) Anti-Missile 3 3 X X X X X X

Special: Veritech Logan Elite Commander Base Point Cost = 15 Base Command Points = 4 Logan Commander X X X X HTH: All X X Fighter 10 4 4 6 3 Flight, Aircraft, Afterburner, Fast Mover Battloid 5 4 5 5 3 Hover, Flight, Shield(1) Upgrade Logan EP-20 Gun Pod 15 3 Rapid Fire Accurate LLW-20 Pulse Laser 9 4 Inescapable Rapid Fire Medium Range Missiles 24 9 Missile Volley(X) Ammo(2) 1 or Short Range Missiles 18 6 Missile Volley(X) Ammo(4) Anti-Missile 2 or Mini-Missiles 12 2 Missile Volley(4) Ammo(4) Anti-Missile 1

Core: Veritech Myrmidon Squadron Base Point Cost = 45 Base Command Points = 6 Myrmidon LT x1 Soldier x3 LT 1 Myrmidon Soldier Tank 10 3 1 5 0 Vehicle, Hover Turret 1 1 3 5 0 Focused Fire, Leap Battloid 4 2 2 5 0 Shield(1) Myrmidon LT Tank 10 4 2 5 2 Vehicle, Hover Turret 1 2 4 5 2 Focused Fire, Leap Battloid 4 3 3 5 2 Shield(1) 3 2 EU-11 24 4 Accurate Rapid Fire DuaL MIW-20 Triple Ion Cannon 10 10 Rapid Fire Inescapable

Support: Veritech Myrmidon Squad Base Point Cost = 20 Base Command Points = 2 Myrmidon Soldier x2 1 Myrmidon Soldier Tank 10 3 1 5 0 Vehicle, Hover Turret 1 1 3 5 0 Focused Fire, Leap Battloid 4 2 2 5 0 Shield(1) 2 EU-11 24 4 Accurate Rapid Fire DuaL MIW-20 Triple Ion Cannon 10 10 Rapid Fire Inescapable

Special: Veritech Myrmidon Elite Commander Base Point Cost = 20 Base Command Points = 4 Myrmidon Commander Myrmidon Soldier Tank 10 5 3 5 3 Vehicle, Hover Turret 1 3 5 5 3 Focused Fire, Leap Battloid 4 4 4 5 3 Shield(1) EU-11 24 4 Accurate Rapid Fire DuaL MIW-20 Triple Ion Cannon 10 10 Rapid Fire Inescapable

Veritech AJACS Squadron Base Point Cost = 75 Base Command Points = 8 AJAC LT x1 Soldier x3 HTH: All AJACS LT Jet 8 3 3 6 2 Flight, Aircraft, Afterburner, Fast Mover Helicopter 10 4 3 5 2 Hover, Flight Battloid 6 3 4 5 2 Hover, Focused Fire AJACS Soldier Jet 8 2 2 6 0 Flight, Aircraft, Afterburner, Fast Mover Helicopter 10 3 2 5 0 Hover, Air, Flight Battloid 6 2 3 5 0 Flight, Focused Fire LT 1 2 3 Upgrade E-19 Head Laser 6 1 Anti-Missile Unrestricted Rapid Fire Ion Pulse Cannon 8 5 Rapid Fire Medium Range Missiles 24 9 Missile Volley(X) Ammo(4) 15 or Short Range Missiles 18 6 Missile Volley(X) Ammo(8) Anti-Missile 12 or Mini-Missiles 12 2 Missile Volley(8) Ammo(4) Anti-Missile 7

Veritech AJACS Squad Base Point Cost = 35 Base Command Points = 3 HTH: All AJAC Soldier x2 Jet 8 2 2 6 0 Flight, Aircraft, Afterburner, Fast Mover Helicopter 10 3 2 5 0 Hover, Air, Flight Battloid 6 2 3 5 0 Flight, Focused Fire Upgrade E-19 Head Laser 6 1 Anti-Missile Unrestricted Rapid Fire Ion Pulse Cannon 8 5 Rapid Fire Medium Range Missiles 24 9 Missile Volley(X) Ammo(4) 8 or Short Range Missiles 18 6 Missile Volley(X) Ammo(8) Anti-Missile 6 or Mini-Missiles 12 2 Missile Volley(8) Ammo(4) Anti-Missile 3 1 2

Veritech AJACS Commander Base Point Cost = 30 Base Command Points = 4 AJAC Commander HTH: All Jet 8 4 4 6 3 Flight, Aircraft, Afterburner, Fast Mover Helicopter 10 5 4 5 3 Hover, Air, Flight Battloid 6 4 5 5 3 Flight, Focused Fire Upgrade E-19 Head Laser 6 1 Anti-Missile Unrestricted Rapid Fire Ion Pulse Cannon 8 5 Rapid Fire Medium Range Missiles 24 9 Missile Volley(X) Ammo(4) 4 or Short Range Missiles 18 6 Missile Volley(X) Ammo(8) Anti-Missile 3 or Mini-Missiles 12 2 Missile Volley(8) Ammo(4) Anti-Missile 2