Friday, September 12, 2014

The M324 Douglas Hover Tank

A Squadron of Hell Knight M324 Douglas tanks on Titania.


The M324 Douglas Hover Tank

Designed by MacDuff industries of Pluto in 3020 and put into production in 3025 the Douglas Hover Tank is the first hover tank designed from the ground up by the company. Prior to the development of the Douglas, MacDuff industries had converted their popular M1138 Laird Heavy Battle Tank to a hover tank design as well as a few of their other armored vehicles. The Douglas is a lighter tank that the Laird and is barely more than a light tank but it's role is neither scouting or close infantry support. The tank is designed to be a long range anti-armor vehicle capable of rapid redeployment.
Mounting a rail gun as well as a dual missile launcher in the turret the tank can engage heavily armored threats from a safe distance and then quickly move to another location before the enemy has time to react. The fragmentation missiles give the tank respectable anti-infantry capabilities as well. The MacDuff “Falcon” drive was designed specifically for the Douglas and the repulsor drive provides both lift and thrust for the tank making it quite maneuverable for a vehicle armed with such heavy weaponry.

The Douglas has seen limited action already in the fighting on Titania. The Hell Knight Mercenary company brought a few of these tanks into service after insurgents forces on Titania were joined by the better equipped renegade Titania Guard. The tank preformed it's role well but it's relatively light armor has proven something of a liability. It is also rumored that the target tracking system used by the vehicle has proven unreliable at times. Both the Confederacy of Outlying Systems and the Terran Federation Guard have orders several vehicles from MacDuff but they have very few of the tanks in operation at the moment.

AC 10/ RA 5/ CC 4/ ST 7/ T 7/ W 6/CO 5/ AR 7(8)
Type: Anti-Grav
Crew: 3
Transport: 0
Rapid Move
Large Model
Resilience 2

Weapons

Railgun: [UC 7][SR 15/+1][MR 30/+0][LR 45/-1][RoA 1][ST 8][DA 2]
Special Rules: Support Weapon, Penetration Modifier (-3)
Points: 38

Dual Missile Launcher: [UC 6][SR 15/+1][MR 30/+0][LR 45/-1][RoA -][ST -][DA -]
High Explosive Missile: [RoA 2”][ST 7][DA 1]
Special Rules: 2” Blast Template, Penetration Modifier (-1)

Fragmentation Missile: [RoA 3”][ST 6][DA 1]
Special Rules: Indirect, 3” Blast Template, Knock Prone
Points: 40


Damage Tracker: 1/ Mv/ 3/ Wp/ 5/ Dead

Options: May take equipment or upgrades suitable for a hover tank.

May be assigned an elite, veteran, or green crew

May replace the Dual Missile Launcher with a High Explosive Missile Launcher for -11 points

May replace the Dual Missile Launcher with a Fragmentation Missile Launcher for -10 points

Operating Forces: The Confederacy of Outlying Systems, Mercenaries, The Federation Guard



Total Point cost: 214

The H-282 Landshark AFV

An H-282 Landshark AFV operating on Titania with the Hell Knights mercenary company in 3032
The H-282 Landshark Armored Fighting Vehicle

Developed in 2990 by Victory Arms of Oberon the H-282 Landshark Armored Fighting Vehicle was designed to rapidly deploy heavily armored troopers to the front and provide heavy support for them during close range engagements. The Landshark is heavily armored with lightweight advanced composite materials making it one of the toughest hover vehicles ever produced. With six Praxon heavy repulsorlift drives it is also very agile for an armored vehicle of it's size.

Due to its modular design the Landshark design has many variants. The most common variants include the “Hammerhead” armed with a Short Range Missile launcher, the “Tiger Shark” mech hunter armed with quad Railguns, and the “Nurse Shark” field ambulance.

The H-282 model is the latest in a long line of Landshark AFV designed and produced by Victory Arms. The most immediate predecessor the H-273 saw over 60 years of service with the Terran Federation Guard and that older model is still in service today among various mercenary companies. The current model saw extensive combat service during the System War of 3010 where it was fielded by the Confederacy of Outlying Systems Marine Corps with great success.

AC 10/ RA 5/ CC 4/ ST 8/ T8/ W 10/ CO 5/ AR 7 (8) (+219)
Type: Anti-Grav
Crew: 2
Transport: 12
Large Model
Rapid Move (+6)
Resilience 1 (+1)

Weapons:

Pulse Laser: [UC 8][SR 15 +1][MR 39 +0][LR 45 -1][RoA 3][ST 8][DA 1]
Special rules: Super Heavy Support Weapon, Penetration Modifier (-1)
Points: 41


Fragmentation Grenade Launcher: [UC 6][SR 10/+1][MR 20/+0][LR 30/-1][RoA 2”][ST 6][DA 1]
Special Rules: Support Weapon, Indirect, 2” Blast, Knock Prone
Points: 19

Smoke Grenade Launcher: [UC 5][SR 10/+1][MR 20/+0][LR 30/-1][RoA 3”][ST -][DA -]
Special Rules: Support Weapon, Indirect, 3” Smoke template, Enhanced 4” Smoke Template (+5 points)
Points: 8

Damage Tracker: [1][2][Mv][4][Wp][6]Mv][8][Wp][Destroyed]

Options: May take equipment or upgrades suitable for a hover transport vehicle.

May be assigned an elite, veteran, or green crew

Operating Forces: The Confederacy of Outlying Systems, Mercenaries, The Federation Guard, Pirates


Points Total: 285

Tuesday, August 12, 2014

The Badger 4x4 MRAP


The Badger 4x4 MRAP

The Badger 4x4 Mine Resistant Ambush Protected troop transport was designed in 3028 By Freedom Arms Incorporated of Titan. The Badger was designed specifically for use by Confederate Military forces who were looking for a troop transport which could more safely transport troops into battle after it was discovered that over 40% of Confederate combat casualties suffered during the Jovian invasion of 3024 resulted when troops were injured or killed while in lighter transport vehicles.

The Confederate Marine Corps adopted the Badger in 3028 as soon as the first production vehicles rolled off assembly lines and they have been quickly replacing their older transports with this model. A few Confederate Guard units have adopted the vehicle as well. The Titan and Titania Guard forces have several in service and other Guard units have been slowly adopting them. While they are available for purchase by Private Military and Private Security companies only a few Badgers have been purchased by private contractors. This is due in part to the high cost of the vehicle and also to the fact that Confederate forces have been buying them up almost as quickly as they have been produced.

The Badger has seen relatively little actual combat in it's short lifetime. Renegade Confederate Guard Units supporting the insurgency on Titania have fielded their Badgers in several engagements against the well equipped Hell Knight Mercenaries and very few of the MRAPs have been destroyed.

Badger 4x4 MRAP
AC 8/RA 5/CC 4/ST 7/T 8/W 6/Co 5/AR 7(8)
Crew: 2
Transport: 12
Motive: Wheeled
Abilities: Quick Move, Resilience +1
Traits: Large Model
Equipment: 6 Gun ports

Weapons:

Weapon
UC
SR
MR
LR
RoA
ST
DA
Missile Launcher: Dual
6
15/+1
30/+0
45/-1

High Explosive

2"
7
1
Fragmentation

3"
6
1
Special Rules Support Weapon
High Explosive
 Indirect
 2" Blast
 Knock Prone
 Penetration Modifier (-1)
Frag
 Indirect
 3" Blast
 Knock Prone
Points
40


Options: May take equipment or upgrades suitable for a wheeled transport vehicle.

May be assigned an elite, veteran, or green crew

Operating Forces: The Confederacy of Outlying Systems, Mercenaries

Damage Tracker: [1][2][Mv][4][5][Destroyed]

Point Cost: 174 points

Monday, August 11, 2014

The M1138 Laird Heavy Battle Tank

The M1138 Laird Heavy Battle Tank

Designed in the year 3000 by McDuff Industries of Pluto the M1138 Laird Heavy Battle Tank was designed to be a workhorse of the battlefield. The Laird has good mobility and armor for a heavy battle tank and a very powerful suite of weaponry. McDuff Industries intended the Laird to be powerful, simple, versatile, and affordable with a classic tank profile and the Laird measured up in every respect.

The Laird saw extensive use in the First System War of 3010. The Confederacy of Outlying Systems purchased several thousand Lairds and the M.S.S.R. purchased several from the Confederacy during the conflict. The Confederacy continues to field several variations of the Laird and many of the tanks purchased by the Martians are still in service in reserve units.

The Laird is also very popular with many mercenary units. The famous Star Guards field the Laird as their main battle tank and the Hell Knight Mercenary company field the hover varient the M1138 H. Due to it's popularity the tank has seen action in countless battles since it's production and because of this it has one of the highest confirmed kill counts of any active service tanks although ironically it is also common for those kills to have been scored on other Lairds.

M1138 Laird Heavy Battle Tank
AC 8/ RA 5/ CC 4/ST 7/T 8/W 12/Co 5/AR 7(8)
Crew: 4
Transport: 0
Traits: Quick Move, Resilience +1, Very Large Model
Equipment:

Weapons

Weapon
UC
SR
MR
LR
RoA
ST
DA
AC10 Autocannon
11
12/+1
24/+0
36/-1
6
8
1
Special Rules Super Heavy Support Weapon
Penetration Modifier (-1)
Knock Prone
Points
52


Weapon
UC
SR
MR
LR
RoA
ST
DA
AC5 Autocannon
8
12/+1
24/+0
36/-1
3
8
1
Special Rules Super Heavy Support Weapon
Knock Prone
Points
31


Weapon
UC
SR
MR
LR
RoA
ST
DA
Heavy Machine Gun
8
12/+1
24/+0
36/-1
4
7
1
Special Rules Support Weapon
Penetration Modifier (-1)
Points
33

Alternative Names Heavy Bolter
Shard Cannon

Options: May take any vehicle equipment or upgrade suitable for tracked vehicles.
May be assigned an, elite, veteran, or green crew.

Operating Forces: The Confederacy of Outlying Systems, The M.S.S.R., Mercenaries

Damage Tracker: [1][2][Mv][4][Wp][6][7][Mv][Wp][10][11][Destroyed]


Point Cost: 359 points

Sunday, August 3, 2014

No Limits Pirate Weapons and Equipment List

Pirate Weapons and Equipment
Weapons in the Solar Empires are frequently listed in different categories than they are listed in using regular No Limits Rules.  This is important when selecting which weapons are available to which unit.  


Pirate Crew Standard Weapons List:
Pistol (No Limits)
Machine Pistol (No Limits)
Bolt Pistol (No Limits) (Elite, Mates, and Personality selections only)
M12 Hand Cannon (Weapons Locker)
Hand Flamer (No Limits)
Sub Machine Gun (Weapons Locker)
Carbine (Solar Empires Weapons Locker)
Blaster (No Limits)
Stub Rifle (No Limits)
Light Laser Rifle (No Limits)
Heavy Blaster (No Limits)
Battle Rifle (Solar Empires Weapons Locker)
Assault Rifle (No Limits)
Pulse Rifle (No Limits) (Elite, Mates, and Personality selections only)
Sporting Rifle (Solar Empires Weapons Locker)


Pirate Crew Support Weapons List
Bolt Gun (No Limits)
Plasma Carbine (No Limits)
Shotgun Light Shot (Weapons Locker)
Shotgun Heavy Shot (Weapons Locker)
Shredder Gun (Weapons Locker)
Flamer (No Limits)
Scattergun (No Limits)
Light Machine Gun (No Limits)
Frag Grenade Launcher (No Limits)
Smoke Grenade Launcher (No Limits)
Harpoon Gun (Weapons Locker)
Sniper Rifle (No Limits)
Hurricane Bolter (Weapons Locker)
Particle Gun (Solar Empires Weapons Locker)


Pirate Crew Heavy Weapons List
Machine Gun (Weapons Locker)
Heavy Machine Gun (No Limits)
Frag Missile Launcher (No Limits)
High Explosive Missile Launcher (No Limits)
Dual Missile Launcher (Weapons Locker)
Mortar (No Limits)
Heavy Flamer (No Limits)
Chaingun (Weapons Locker)
Harpoon Cannon (Weapons Locker)
Heavy Pulse Gun (Weapons Locker)
Laser Cannon (Weapons Locker)
Plasma Blaster (Weapons Locker)
Scatter Laser (Weapons Locker)


Pirate Crew Served Weapons List
Note Pirate Crew Served Weapons use the Support Weapon Chassis Profile on p. 3.14 of the No Limits Rulebook.


Field Cannon (No Limits)
AC5 Autocannon (Weapons Locker)
AC10 Autocannon (Weapons Locker)
ER PPC (Weapons Locker)
Long Range Missiles (Weapons Locker)
Railgun (Weapons Locker)
Short Range Missiles (Weapons Locker)
Turbo Destructor Laser (Weapons Locker)
Turbo Scatter Laser (Weapons Locker)
Ultra Chaingun (Weapons Locker)


Pirate Crew Grenade List
Fragmentation Grenades (No Limits)
Thermal Grenades (No Limits)
Smoke Grenades (No Limits)
Nova Bomb (No Limits) (Elite, and Personality selections only)


Pirate Crew Hand to Hand Weapons List
Ceremonial Sword (No Limits)
Axe/Mace (Weapons Locker)
Chain Sword (No Limits)
Energy Sword (No Limits) (Elite, Mates, and Personality selections only)
Chain Fist (No Limits) (Elite, Mates, and Personality selections only)
Power Glove (No Limits) (Elite, Mates, and Personality selections only)
Power Claw (Weapons Locker) (Elite, Mates, and Personality selections only)
Power Axe (Solar Empires Weapons Locker) (Elite, Mates, and Personality selections only)


Pirate Armor List
Pirate armor is highly varied but most units have roughly the same level of armored protection.  Because of this the exact type of armor worn by the units isn’t as important as the armor save provided.  Most units will list this in their options section.


Armor Resilience (p. 3.5 No Limits Rulebook) may be added to Elite and Personality selections but should not exceed +3

Battlesuits:  Pirate Personalities may select any Battlesuits that list Pirates as operators.  Privateer Personalities may select any Battlesuits that list Pirates or Mercenaries as operators.

If a Battlesuit is piloted by a Pirate or Privateer personality replace the Battlesuits RA, CC, and Co stats with that of the personality and adjust the points cost accordingly.


Pirate Equipment List
Bayonet (No Limits)
Distortion Field (No Limits)
Enhanced Armour Save (up to +3) (No Limits)
Grappling Line (No Limits)
Jet Pack (No Limits)
Laser Sight (No Limits)
Scanner (No Limits)

Shield Generator (No Limits)

Pirate Army List for Solar Empires

Pirates and Privateers of the Solar Empires

Army List

Personalities
Any pirate force should contain at least one personality to serve as the force commander.  Pirate forces must contain only Pirate Personalities while Privateer forces must contain only Privateer Personalities.

Pirate Personalities
Pirates are ruthless leaders who rules by strength and intimidation.  Pirate personalities may take the Acceptable Losses ability for four points and the Execution ability for five points.  Pirate personalities may take the Bloodlust ability for free.  Pirate personalities may not take the Sacrifice or Unwavering abilities.

Pirate King
Pirate Kings are typically the leaders of a bandit kingdom and command a particularly large fleet.  A Pirate King may be selected to command any force that totals over three thousand five hundred points.
AC 10/RA 5/CC 8/S 5/T 5/W 4/Co 7/AR 0 (+74) 78 points
Composition: One Personality
Equipment: Pistol +4 points
Abilities: May choose any four abilities.
Options:
Pirate Kings may take any combination of weapons from the pirate crew weapons, the pirate crew special weapons, the pirate crew close combat weapons list, and the pirate crew grenade lists and they may take up to four pieces of equipment from the pirate equipment list.  Pirate Kings may wear any armor available from the pirate crew armor lists.
Pirate Kings may pilot any Mecha that list Pirates as operators.
Pirate Kings may pilot any Air Support Vehicles that list Pirates as operators.  
  

Pirate Lord
Pirate Lords are often the leaders of larger pirate bases and command a small fleet of ships.  A Pirate Lord may be selected to command any force that totals over two thousand five hundred points.  Two Pirate Lords may be selected for the force if the force is commanded by a Pirate King.  An additional Pirate Lord may be selected for every thousand points over five thousand points of total force size.
AC 10/RA 5/CC 7/S 5/T 5/W 3/Co 7/AR 0 (+56) 60 points
Composition: One Personality
Equipment: Pistol +4
Abilities: May choose any three abilities
Options:  
Pirate Lords may take any combination of weapons from the pirate crew weapons, the pirate crew special weapons, the pirate crew close combat weapons list, and the pirate crew grenades lists and they may take up to three pieces of equipment from the pirate equipment list.  Pirate Lords may wear any armor available from the pirate crew armor lists.
Pirate Lords may pilot any Mecha that list Pirates as operators.
Pirate Lords may pilot any Air Support Vehicles that list Pirates as operators.  
 

Pirate Captain
Pirate Captains are often the leaders of small pirate bases with only one or a few ships under their command. A Pirate Captain may be selected to command any force.  Two Pirate Captains may be selected for any Pirate Lord in the force.
AC 9/RA 5/CC 7/S 4/T 5/W 2/Co 7/AR 0 (+40) 44 points
Composition: One Personality
Equipment: Pistol +4
Abilities: May choose any three abilities.
Options:
Pirate Captains may take any combination of weapons from the pirate crew weapons, the pirate crew special weapons, the pirate crew close combat weapons list, and the pirate crew grenades lists and they may take up to three pieces of equipment from the pirate equipment list.  Pirate Captains may wear any armor available from the pirate crew armor lists.
Pirate Captains may pilot any Mecha that list Pirates as operators.
Pirate Captains may pilot any Air Support Vehicles that list Pirates as operators.  



Pirate Officer
A Pirate Officer may command a small outpost and a single small pirate ship if any.  A Pirate Officer may be selected to command any force smaller than one thousand points.  Two Pirate Officers may be selected for every Pirate Captain in the force.  
AC 9/RA 5/CC 6/S 4/T 5/W 2/Co 6/AR 0 (+35) 39 points
Composition: One Personality
Equipment: Pistol +4
Abilities: May choose any two abilities.  
Options:
Pirate Officers may take any combination of weapons from the pirate crew weapons, the pirate crew special weapons, the pirate crew close combat weapons list, and the pirate crew grenades lists and they may take up to two pieces of equipment from the pirate equipment list.  Pirate Lords may wear any armor available from the pirate crew armor lists.
Pirate Officers may pilot any Mecha that list Pirates as operators.
Pirate Officers may pilot any Air Support Vehicles that list Pirates as operators.  



Privateer Personalities
If the force is commanded by a Privateer Personality any;  transports, armored vehicles, mecha, and air support units with mercenaries listed as an allowed operator may be taken for the force.  

Privateer Admiral
A Privateer Admiral usually commands a large fleet and has several Letters of Marque from various powers.  A Privateer Admiral may be selected to command any force that totals over three thousand five hundred points.
AC 8/RA 7/CC 5/S 4/T 4/W 4/Co 8/AR 0 (+65) 69 points
Composition: One Personality
Equipment: Pistol +4
Abilities: May choose any five abilities
Options:
Privateer Admirals may take any combination of weapons from the pirate crew weapons, the pirate crew special weapons, the pirate crew close combat weapons list, and the pirate crew grenades lists and they may take up to five pieces of equipment from the pirate equipment list.  Privateer Admirals may wear any armor available from the pirate crew armor lists.
Privateer Admirals  may pilot any Mecha that list Pirates or Mercenaries as operators.
Privateer Admirals  may pilot any Air Support Vehicles that list Pirates or Mercenaries as operators.  

 

Privateer Commodore
A Privateer Commodore usually commands a small fleet of ships and has Letters of Marque from a few powers.  A Privateer Commodore may be selected to command any force that totals over two thousand five hundred points.  Two Privateer Commodores may be selected for a force if the force is commanded by a Privateer Admiral.  An additional Privateer Commodore may be selected for every thousand points over five thousand points of total force size.
AC 8/RA 7/CC 5/S 4/T 4/W 3/Co 8/AR 0 (+50) 54 points
Composition: One Personality
Equipment: Pistol +4
Abilities: May choose any four abilities
Options:
Privateer Commodores may take any combination of weapons from the pirate crew weapons, the pirate crew special weapons, the pirate crew close combat weapons list, and the pirate crew grenades lists and they may take up to four pieces of equipment from the pirate equipment list.  Privateer Commodores may wear any armor available from the pirate crew armor lists.
Privateer Commodores  may pilot any Mecha that list Pirates or Mercenaries as operators.
Privateer Commodores  may pilot any Air Support Vehicles that list Pirates or Mercenaries as operators.  



Privateer Captain
A Privateer Captain usually commands only one or a few ships and usually has a Letter of Marque from one power.  A Privateer Captain may be selected to command any force.  Two Privateer Captains may be selected for every Privateer Commodore in the force.
AC 8/RA 7/CC 5/S 4/T 4/W 2/Co 8/AR 0 (+40) 44 points
Composition: One Personality
Equipment: Pistol +4
Abilities: May choose any three abilities
Options:
Privateer Captains may take any combination of weapons from the pirate crew weapons, the pirate crew special weapons, the pirate crew close combat weapons list, and the pirate crew grenades lists and they may take up to three pieces of equipment from the pirate equipment list.  Privateer Captains may wear any armor available from the pirate crew armor lists.
Privateer Captains  may pilot any Mecha that list Pirates or Mercenaries as operators.
Privateer Captains  may pilot any Air Support Vehicles that list Pirates or Mercenaries as operators.  



Privateer Officer
Privateer Officers usually work for a Privateer Captain and usually command only one small ship if any. A Privateer Officer may be selected to command any force smaller than one thousand points.  Two Privateer Officers may be selected for every Privateer Captain in the force.
AC 8/RA 6/CC 5/S 4/T 4/W 2/Co 8/AR 0 (+38) 42 points
Composition: One Personality
Equipment: Pistol +4
Abilities: May choose any two abilities
Options:
Privateer Officers may take any combination of weapons from the pirate crew weapons, the pirate crew special weapons, the pirate crew close combat weapons list, and the pirate crew grenades lists and they may take up to two pieces of equipment from the pirate equipment list.  Privateer Officers may wear any armor available from the pirate crew armor lists.
Privateer Officers  may pilot any Mecha that list Pirates or Mercenaries as operators.
Privateer Officers  may pilot any Air Support Vehicles that list Pirates or Mercenaries as operators.  


 
Troops
Any pirate force should contain at least two troop selections plus an additional troop selection per thousand points above two thousand points.  In other words a three thousand point force should contain at least three troop selections and a four thousand point force should contain four troop selections.  Round to the nearest thousand.   

Duct Rats
Duct Rats infiltrating troops who are usually made up of newer recruits.  These less hardened pirates can often sneak closer to targets without being seen as a threat.  
Rats:  AC 8/RA 3/CC 4/S 3/T 3/W 1/Co 5/AR 0 (+11) 20 points.
Mate:  AC 8/RA 4/CC 5/S 4/T 5/W 1/Co 6/AR 0 (+19) 29 points.
Composition: 1 Mate and 3-6 Rats.
Equipment:Pistol (+4)
Abilities: Infiltrate (+5)
Options:  
The Rats may trade their standard pistol for any pistol on the pirate crew standard weapons list for the difference in points cost.  
One Rat in the squad for exchange his pistol for a shotgun or bolter for the difference in points cost.  
Each Rat may carry an additional pistol of any type or any hand weapon from the pirate crew standard and crew close combat weapon list for it’s cost.  (Remember secondary weapons cost half)
One Rat may be upgraded to a Communications Specialist for +8 points.
One Rat may be upgraded to a Medic for +2 Points (Boarding Action p.5)
The Mate may carry any combination of weapons from the pirate crew standard weapons list,  the crew close combat list, or the pirate crew support weapons list.  
The Mate may be equipped with grenades from the pirate crew grenade list.
The Mate may be equipped with one additional piece of equipment from the pirate crew equipment list.
Any member of the unit may be equipped with a Grapple Line for +1 point each.
The entire unit may be upgraded to AR 2 for +2 points each or AR 3 for +3 points each.  

Raiders
Raiders form the bulk of most pirate forces and represent the typicals members of a pirate crew.
Raider:  AC 8/RA 4/CC 5/S 4/T 4/W 1/Co 5/AR 0 (+15) 19 points.
Mate:  AC 8/RA 5/CC 6/S 4/T 5/W 1/Co 6/AR 0 (+ 22) 26 points.
Composition: 1 Mate and 3-19 Raiders
Equipment:
Abilities: Teamwork (+4)
Options:  
Raiders may be equipped with any combination of weapons from the pirate crew standard weapons list.
Raiders may be equipped with any combination of weapons from the pirate crew close combat weapons list.
One Raider may be upgraded to a Communications Specialist for +8 points.
One Raider may be upgraded to a Medic for +2 Points (Boarding Action p.5)
One out of every four raiders may be equipped with a weapon from the pirate crew support weapons list.
The Mate or the Raiders may be equipped with any combination of grenades from the pirate crew grenade list.
The Mate or the Raiders may equip any appropriate weapon with a Laser Sight for +2 points each.
The Mate or the Raiders may equip any appropriate weapon with a Bayonet for +2 points each.
The Mate may carry any combinations of weapons from the pirate crew standard weapons list, the pirate crew close combat weapons list or the pirate crew support weapons list.  
The Mate may be equipped with one additional piece of equipment from the pirate crew equipment list.
Any member of the unit may be equipped with a Grapple Line for +1 point each.
The entire unit may be upgraded to AR 2 for +2 points, AR 3 for +3 points, AR 4 for +5 points or, AR 5 for +8 points each.
The entire unit may take any transport appropriate to it’s size from the Pirate Motor Pool or any other transport from any list that includes Pirates as an operator.  



Gunners
Gunner: AC 8/RA 6/CC 3/S 4/T 4/W 1/Co 5/AR 0 (+17) 21 Points
Mate: AC 8/RA 6/CC 4/S 4/T 4/W 1/Co 6/AR 3 (+20) 24 Points
Composition: 1 Mate and 1-9 Gunners
Equipment: Pistol (+4)
Abilities:
Options:
The Mate or the Gunners may be equipped with any heavy weapon from the pirate crew heavy weapon list.
The Mate or any Gunner may act as a loader if they are not equipped with a heavy weapon.  A Gunner or Mate with a heavy weapon that is assisted by a loader may reduce the use cost of that weapon by 2.  Any loader may be equipped with an additional pistol or any weapon from the pirate crew close combat weapon list.  
Crew Served Weapons: Pirates rarely use crew served weapons because they are; slow to maneuver, heavy,  and take up extra transport space that can be used for loot.  However Pirates also make use of the weapons they have available to them.  The Mate and a Gunner or any two Gunners may operate a crew served weapon chosen from the pirate crew served weapon list.  Gunners assigned to a crew served weapon may be equipped with an additional pistol or any weapon from the pirate crew close combat weapons list.
The entire unit may be upgraded to AR 2 for +2 points, AR 3 for +3 points, AR 4 for +5 points or, AR 5 for +8 points each.
The entire unit may take any transport appropriate to it’s size from the Pirate Motor Pool or any other transport from any list that includes Pirate in it’s allowed use list.

Combat Robots
Pirates may select any troop selection Combat Robots that list Pirates as operators.   
Composition: 3-20 Combat Robots

Special Units
Any pirate force should contain no more than two special units for every five hundred points.


Warbots
Pirates may select any special selection Warbots that list Pirates as operators.
Composition: 1-4 Warbots.

Battlesuits
Pirates may select any special selection Battlesuits that list Pirates as operators.
Composion: 1-4 Battlesuits.

Improvised Armored Vehicle Squadron
Pirates may select any special selection Improvised armored vehicles that list Pirates as operators.
Composition: 1-4 Vehicles.

Surgeons
AC 8/RA 4/CC 4/S 4/T 4/W 1/Co 6/AR 0 (+16) 20 points.
Composition: One Individual
Equipment:
Abilities:Doctor +4 (Boarding Action p.3)
Options:  Surgeons are special individuals that can join any unit other than robotic or vehicle units.  Surgeons get the same equipment options and ability upgrades (pay proper point cost) as the unit they are joining.   

Tred Heads
Treat Heads are armored vehicle specialist that allow Pirates to select any one recon vehicle or armored vehicle with Mercenaries listed as operators as a special unit selection.
Composition: One Vehicle.


Elite Units
Any pirate force should contain no more than one elite unit for every five hundred points.

Dogs
Dogs are veteran pirates who have seen many raids and engagements during their time as pirates.  They are tougher, stronger, and more skilled than Raiders and can take a better selection of equipment.  
Dog: AC 9/RA 5/CC 6/S 5/T 5/W 1/Co 5/AR 0 (+25) 34 points
Mate:AC 9/RA 6/CC 6/S 5/T 5/W 1/Co 6/AR 0 (+30) 39 points
Composition: One Mate and 2-9 Dogs
Equipment:
Abilities: Teamwork +4, Precise Strike +5
Options:
Dogs may be equipped with any combination of weapons from the pirate crew standard weapons list.
Dogs may be equipped with any combination of weapons from the pirate crew close combat weapons list.
Dogs may be equipped with any combination of weapons from the pirate crew support weapons list.
One Dog may be upgraded to a Communications Specialist for +8 points.
One Dog may be upgraded to a Medic for +2 Points (Boarding Action p.5)
One out of every four Dogs may be equipped with a weapon from the pirate crew support weapons list.
The Mate or the Dogs may be equipped with any combination of grenades from the pirate crew grenade list.
The Mate or the Dogs may equip any appropriate weapon with a Laser Sight for +2 points.
The Mate or the Dogs may equip any appropriate weapon with a Bayonet for +2 points.
The Mate and the Dogs may equip Jet Packs for +8 points.
The Mate may carry any combinations of weapons from the pirate crew standard weapons list, the pirate crew close combat weapons list or the pirate crew support weapons list.  
The Mate may be equipped with one additional piece of equipment from the pirate crew equipment list.
Any member of the unit may be equipped with a Grapple Line for +1 point each.
The entire unit may be upgraded to AR 2 for +2 points, AR 3 for +3 points, AR 4 for +5 points, AR 5 for +8 points, AR 6 for +12 points, or AR 7 for +20 points each.
The entire units may take an Enhanced Armor Save (No Limits p2.13)
The entire unit may take any transport appropriate to it’s size from the Pirate Motor Pool or any other transport from any list that includes Pirates as an operator.  


Killers
Killers are elite pirates who specialize in close combat.  They often target dangerous personalities in enemy forces to assassinate.  
AC 10/RA 5/CC 7/S 5/T 5/W 1/Co 6/AR 3 (+33) 41 points
Composition: 1-6 Killers
Equipment: Flack Armor
Abilities: Infiltrate +5, Determined +2, Bloodlust +1
Options:
Killers may carry any combination of weapons from the pirate crew close combat weapons list and any pistol from the pirate crew standard weapons list.
Any member of the unit may be equipped with a Grapple Line for +1 point each.


Reapers
Reapers are the snipers of the pirate forces.  Reapers often target individuals and hard targets from a long range for a quick take down.    
AC 8/RA 7/CC 5/S 4/T 4/W 1/Co 6/AR 3 (+23) 58 points
Composition: 1-6 Reapers
Equipment:Flack Armor, Sniper Rifle +24, Pistol +2
Abilities:Infiltrate +5, Sure Shot +4
Options:
Reapers may equip a Laser Sight for +2 points.
Reapers may take a Sniper upgrade from the equipment list.
The entire unit may equip smoke grenades for +2 points each.


Motor Pool
Units that are allowed a transport may choose any transport that list Pirates as operators.

Recon Vehicle
Any pirate force should contain no more than three Recon Vehicles for every five hundred points.  Pirates may select any Recon Vehicle that list Pirates as operators.

Armored Vehicles
Any pirate force should contain no more than one Armored Vehicle for every five hundred points.  Pirates may select any Armored Vehicle that list Pirats as operators.

Mecha
Any pirate force should contain no more than one Mecha unit for every five hundred points.  Some Pirate personalities may also select Mecha to pilot.  If a Mecha is chosen by a Pirate personality replace the Mecha’s RA, CC, and Co stats with that of the personality and adjust the points cost accordingly.  Pirates may choose any Mecha that list Pirates as operators.  

Air Support Vehicles
Any pirate force should contain no more than one air support unit for every five hundred points.  Some Pirate personalities may pilot air support vehicles.  If an air support unit is piloted by a Pirate Personality replace the units; RA, and, Co stats with that of the personality and adjust the posts cost accordingly.     Pirates may choose any Air Support Vehicles that list Pirates as operators.