Black Empire Army List

by Peter Bogdasarian

This is the third of a series of Warzone armylists covering the Legions of Steel Game. Several notes should apply for those unfamiliar with the Legions of Steel universe:

  1. LOS figures are generally equipped better than their Warzone counterparts. They pack more munitions, including heavy anti-armor weaponry.
  2. The Sprint Skill : Allows a Warzone figure to take an additional movement action each turn.
  3. ATAS : Allows a Warzone figure to take an additional attack action each turn per system.
  4. These rules are NOT intended to get you out of buying the basic Planetstorm / LOS material, so no unit desc., etc.
  5. Electro-Magnetic Pulse Weapons
    Roll 1d20 when a figure is hit by an EMP weapon:
    1 to 5 Success No Penalty
    6 to <=LD Success Place a Dazed counter on the figure (lose wait action -2 MW -2 CC). Remove all Dazed counters during the initiative phase.
    >LD Place a Stunned counter on the figure (lose wait action). The figure loses its next turn - remove the stunned counter when it is activated at a cost of all its actions.
    19-20 The figure loses 1 wound + receives a stunned counter.
  6. Black Empire military organization is far easier than the Fantasian + Infranite armies, so I have finally provided unit data. Some of these units are still going to be mighty silly though...
  7. I got rid of the damn Wrist Rockets because they were just a pain, and their tactical role could not be justified.


Army Rules

Denied!: Black Empire units do not use conventional mega-corporation equipment.

Heroism: The Black Empire's military success is due primarily to the extreme heroism of its soldiers. This is reflected in that each squad gets one extra action which may be distributed to any member within command radius of the leader at the start of its turn. This is only availible to Black Empire squads.


CC MW PW LD AC W ST MV A Cost
Storm Angel 15 15 -- 16 4 2 2 4 26 50
Recce Angel 15 15 -- 16 4 2 2 5 24 50
Notes: Angels are the female commanders of the Black Empire's armies.
Special Abilities (Storm Angel): ATAS system
Special Abilities (Recce Angel): Sprint Skill, Keen Eyes (+4 LD on spot checks)
Special Abilities (Both): For 22 points, may have one Art ability at PW 12.
Weapons (Both): Heavy Lance, D-Sword, Ovincarr CAWS, Force Globe.
Weapons (Storm Angel): Assault Shield.
Weapons (Recce Angel): Parallax Harness.
Structure: Individual Model.

CC MW PW LD AC W ST MV A Cost
Drakkar 12 14 -- 13 3 1 1 3 26 22
Adrakkar 13 15 -- 15 3 1 1 3 26 26
Special Abilities: Jungle Training.
Weapons: Burstlance, D-Blade + Parallax Bombs.
Structure: One Adrakkar leads a triad of two additonal Drakkar.

CC MW PW LD AC W ST MV A Cost
Seth Drakkar 14 12 -- 13 3 1 1 3 26 22
Aseth Drakkar 15 13 -- 15 3 1 1 3 26 26
Special Abilities: Commando Training.
Weapons: Disentegrator, D-Blade, Assault Shield + Parallax Bombs.
Structure: One Aseth Drakkar leads a triad (i.e. squad) of two additonal Seth Drakkar.

CC MW PW LD AC W ST MV A Cost
Massakar 11 15 -- 13 3 1 1 3 28 22
Weapons: Heavy Lance - or - Heavy Disentegrator, Assault Shield + Tarnak GL.
Structure: Massakar fight in leaderless lances (i.e. squads) of 4.

CC MW PW LD AC W ST MV A Cost
Takkar 12 12 -- 12 3 1 1 2 28 17
Special Abilities: If an Angel is within 6" of a squad of Takkar, they automatically pass all morale checks and add a +1 to their CC+MW.
Weapons: Lance or Tarnak GL. Takkar Heavy Weapon troopers carry the Adrax Rocket launcher.
Structure: Four Takkar to a lance (i.e. squad). Up to two of these Takkar may carry Adrax rocket launchers.

CC MW PW LD AC W ST MV A Cost
Tozai Drakkar 15 15 -- 15 4 2 3 4 28 49
Special Abilities: ATAS System. May take one additional give orders action at no cost in actions each turn as long as it is used on a Massakar squad.
Weapons: Heavy Burst Lance, Tarnak GL + D-Blade.
Structure: Tozai Drakkar are individual models.


Armory

WEAPON CR MX RM DAM Cost Notes
Adrax Rocket Launcher 20 40 -3 12(x3) 50 The Adrax Rocket launcher is a very unusual weapon, not at all like megacorp rocket launchers. It uses a grenade template, and may burstfire like a machinegun, placing Dam 12 grenade templates at each site of detonation. It does not need to lock on, but it is a heavy weapon.
Burst Lance 15 30 -4 13 16 May also fire as a lance.
Heavy Burst Lance 18 36 -4 16 28 May also fire as a heavy lance. Not a heavy weapon in this fire mode.
D-Blade CC -- -- 16 4
D-Sword CC -- -- 16(x2) 8 May make sweep attacks.
Disentegrator 9 18 -4 15 8
Heavy Disentegrator 9 18 -4 18(x2) 22 Heavy Weapon. Heavy Disentegrators DO NOT have burstfire capability.
Lance 12 24 -4 10(x2) 8 Lances have burstfire capability. They ARE NOT considered heavy weapons.
Heavy Lance 15 30 -4 13(x2) 16 Heavy Lances have burstfire capability and are considered heavy weapons.
Ovincarr CAWS * -- -- 14(x3) 4 Single shot weapon. Center the explosive template on the angel. Everyone except the angel is hit by the weapon. Anyone in close combat with the angel automatically takes 14x3 damage.
Parrallax Harness 6 -- -- * 6 Fires Parallax bombs - holds six rounds. Point cost includes a full load of ammunition.
Tarnak GL 10 20 -4 13 15 lace the grenade template at the point of detonation. Not a heavy weapon.


General Armory

Assault Shield (1 point)
Anyone attacking the figure from its front 180 degree arc is at a -2 to their weapon's damage. This is shut down while the Force Globe is active.

Force Globe (7 points)
The Force Globe gives the Angel one additional wound and an armor value of 30. The first hit that successfully wounds the angel is not applied to her - instead the Force Globe is destroyed.

Parallax Bombs (3 points for two)
Place a Grenade template at the sight of detonation. This lasts until the end of next turn. Anyone moving through this area does so at 1/2 MV and anyone firing through it is at a -4 MW.


Peter Bogdasarian

Those who fight dragons long enough, become dragons.
If you look into the Abyss, the Abyss will look back into you.

- Frederich Nietzsche

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Jim Williamson <jim@timewarpcomics.com> ICQ# - 19820718 AIM - Smallrealties1