Sunday, August 3, 2014

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.  




 

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