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Algoryn 600 (Beyond the Gates of Antares) [599pts]

Algoryn (Algoryn) [599pts]

Tactical [439pts]

AI Squad [112pts]
Selections: 4x AI Trooper [68pts], Micro X-Launcher, SlingNet Ammo [15pts]
Categories: TACTICAL
Rules: Blast D4, Infantry Unit, No Cover, OH, Reflex Armour, Slingnet Ammo, Special Munition, Standard Weapon
Model: AI Trooper, Weapon: Mag Gun, Micro X-Launcher - Direct Fire, Micro X-Launcher Overhead
AI Leader [29pts]
Selections: Leader One, Mag Gun [3pts]
Rules: Blast D3, Hand Weapon, Leader, Standard Weapon
Model: AI Leader, Weapon: Mag Gun, X-Sling

Model Ag Acc Str Res Init Co Special Ref


AI Leader 5 5 5 6 (7) 7 8 Rulebook p173
AI Trooper 5 5 5 6 (7) 7 8

Strike
Weapon Effective Long Extreme Special Rules Ref
Value
Rulebook
Mag Gun 20 30 60 1 Standard Weapon
p69
Micro X-Launcher - Rulebook
20 30 None 1 Standard Weapon
Direct Fire p71
Micro X-Launcher OH, Blast D4, No Cover, Rulebook
10-20 30 50 0
Overhead Standard Weapon p71
Rulebook
X-Sling 10 20 None 0 Blast D3, Hand Weapon
p68

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AI Squad [109pts]
Selections: 4x AI Trooper [68pts], Micro X-Launcher, SlingNet Ammo [15pts]
Categories: TACTICAL
Rules: Blast D4, Infantry Unit, No Cover, OH, Reflex Armour, Slingnet Ammo, Special Munition, Standard Weapon
Model: AI Trooper, Weapon: Mag Gun, Micro X-Launcher - Direct Fire, Micro X-Launcher Overhead
AI Leader [26pts]
Selections: Leader One, Mag Pistol
Rules: Blast D3, Hand Weapon, Leader
Model: AI Leader, Weapon: Mag Pistol, X-Sling

Model Ag Acc Str Res Init Co Special Ref


AI Leader 5 5 5 6 (7) 7 8 Rulebook p173
AI Trooper 5 5 5 6 (7) 7 8

Strike
Weapon Effective Long Extreme Special Rules Ref
Value
Rulebook
Mag Gun 20 30 60 1 Standard Weapon
p69
Rulebook
Mag Pistol 10 20 30 1 Hand Weapon
p68
Micro X-Launcher - Rulebook
20 30 None 1 Standard Weapon
Direct Fire p71
Micro X-Launcher OH, Blast D4, No Cover, Rulebook
10-20 30 50 0
Overhead Standard Weapon p71
Rulebook
X-Sling 10 20 None 0 Blast D3, Hand Weapon
p68

AI Squad [109pts]
Selections: 4x AI Trooper [68pts], Micro X-Launcher, SlingNet Ammo [15pts]
Categories: TACTICAL
Rules: Blast D4, Infantry Unit, No Cover, OH, Reflex Armour, Slingnet Ammo, Special Munition, Standard Weapon
Model: AI Trooper, Weapon: Mag Gun, Micro X-Launcher - Direct Fire, Micro X-Launcher Overhead
AI Leader [26pts]
Selections: Leader One, Mag Pistol
Rules: Blast D3, Hand Weapon, Leader
Model: AI Leader, Weapon: Mag Pistol, X-Sling

Model Ag Acc Str Res Init Co Special Ref


AI Leader 5 5 5 6 (7) 7 8 Rulebook p173
AI Trooper 5 5 5 6 (7) 7 8

Strike
Weapon Effective Long Extreme Special Rules Ref
Value
Rulebook
Mag Gun 20 30 60 1 Standard Weapon
p69
Rulebook
Mag Pistol 10 20 30 1 Hand Weapon
p68
Micro X-Launcher - Rulebook
20 30 None 1 Standard Weapon
Direct Fire p71
Micro X-Launcher OH, Blast D4, No Cover, Rulebook
10-20 30 50 0
Overhead Standard Weapon p71
Rulebook
X-Sling 10 20 None 0 Blast D3, Hand Weapon
p68

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AI Squad [109pts]
Selections: 4x AI Trooper [68pts], Micro X-Launcher, SlingNet Ammo [15pts]
Categories: TACTICAL
Rules: Blast D4, Infantry Unit, No Cover, OH, Reflex Armour, Slingnet Ammo, Special Munition, Standard Weapon
Model: AI Trooper, Weapon: Mag Gun, Micro X-Launcher - Direct Fire, Micro X-Launcher Overhead
AI Leader [26pts]
Selections: Leader One, Mag Pistol
Rules: Blast D3, Hand Weapon, Leader
Model: AI Leader, Weapon: Mag Pistol, X-Sling

Model Ag Acc Str Res Init Co Special Ref


AI Leader 5 5 5 6 (7) 7 8 Rulebook p173
AI Trooper 5 5 5 6 (7) 7 8

Strike
Weapon Effective Long Extreme Special Rules Ref
Value
Rulebook
Mag Gun 20 30 60 1 Standard Weapon
p69
Rulebook
Mag Pistol 10 20 30 1 Hand Weapon
p68
Micro X-Launcher - Rulebook
20 30 None 1 Standard Weapon
Direct Fire p71
Micro X-Launcher OH, Blast D4, No Cover, Rulebook
10-20 30 50 0
Overhead Standard Weapon p71
Rulebook
X-Sling 10 20 None 0 Blast D3, Hand Weapon
p68

Auxiliary [30pts]

AI Medic Team [30pts]


Selections: 2x Algoryn Medic [30pts], Mag Pistol
Categories: AUXILIARY
Rules: Hand Weapon, Medic
Model: Algoryn Medic, Weapon: Mag Pistol

Model Ag Acc Str Res Init Co Special Ref


Algoryn Medic 5 5 5 6 (7) 7 8

Weapon Effective Long Extreme Strike Value Special Rules Ref


Mag Pistol 10 20 30 1 Hand Weapon Rulebook p68

Support [130pts]

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AI Support Team [77pts]


Selections: 3x AI Trooper Crew [42pts], All [15pts], Mag Pistol, Spotter Drone [10pts], X-Launcher
Categories: SUPPORT, WEAPON TEAM
Rules: Arc, Blast D5, Blur, Buddy Drone, Grip, Hand Weapon, Light Support Weapon, No Cover, OH, Reflex Armour,
Scoot, Scrambler, Special Munition, Spotter Drone, Weapon Team Unit
Limited Choice: AI Trooper Crew, Weapon: Mag Pistol, X-Launcher

Limited Choice Ag Acc Str Res Init Co Special Ref


AI Trooper Crew 5 5 5 6 (7) 7 8

Strike
Weapon Effective Long Extreme Special Rules Ref
Value
Rulebook
Mag Pistol 10 20 30 1 Hand Weapon
p68
OH, Blast D5, No Cover, Light Support Rulebook
X-Launcher 10-30 60 120 1
Weapon p78

AI Support Team [53pts]


Selections: 2x AI Trooper Crew [28pts], Choose Munitions, Mag Pistol, Net [5pts], Spotter Drone [10pts],
X-Launcher
Categories: SUPPORT, WEAPON TEAM
Rules: Blast D5, Buddy Drone, Hand Weapon, Light Support Weapon, Net, No Cover, OH, Reflex Armour, Special
Munition, Spotter Drone, Weapon Team Unit
Limited Choice: AI Trooper Crew, Weapon: Mag Pistol, X-Launcher

Limited Choice Ag Acc Str Res Init Co Special Ref


AI Trooper Crew 5 5 5 6 (7) 7 8

Strike
Weapon Effective Long Extreme Special Rules Ref
Value
Rulebook
Mag Pistol 10 20 30 1 Hand Weapon
p68
OH, Blast D5, No Cover, Light Support Rulebook
X-Launcher 10-30 60 120 1
Weapon p78

Selection Rules
Arc: • Any weapon that draw LoS within 3" of the Arc roll a dice
• On a 6+ the shot is drawn away and does nothing.
• Does not affect OH unless Aiming Point is within 3" (Rulebook p88)
Blast D3: • Roll dice to generate number of hits
• Allocate this number of hits against models in the target unit (Rulebook)
Blast D4: • Roll dice to generate number of hits
• Allocate this number of hits against models in the target unit (Rulebook)
Blast D5: • Roll dice to generate number of hits
• Allocate this number of hits against models in the target unit (Rulebook)
Blur: • If lands within 3" of any model in a unit the whole unit has a -D3 Acc penalty.
• Roll each time the unit shoots.
• If affected by several Blur shots then roll for each one and apply the highest result (Rulebook p89)
Buddy Drone: • Not counted for Break tests
• When moving unit then move all non-drones then move drone up to unit
• Can pass through own models and terrain freely
• Ignored for shooting LoS
• Cannot be targetted, can be hit by lucky shots
• Destroyed if hit
• If unit is destroyed then buddy drone is removed (Rulebook p110)
Grip: • Unit beginning its move within 3" must take and pass an Ag test. If failed it may not move, if passed it can move half rate,
failed on a 10 it takes a pin and cannot move.
• If a unit moves within 3" it must take the Ag test as above. (Rulebook p87)
Hand Weapon: • Can Point Blank shoot

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• Confer +1 Str in H2H (Rulebook p64)


Infantry Unit: ()
Leader: • Re-roll one failed Res roll
• For models that roll on the Damage chart then do not reroll Res test.
• Instead roll an extra dice for the result and discard the highest value (Rulebook p135, rules update Jun 16)
Light Support Weapon: • -1 Acc for each crewman lost
• -1 Ag for each crewman lost
• When taking Res test always passes on anything but a 10, if fails then unit is destroyed (Rulebook p75)
Medic: • Can only attend human casualties
• Any friendly unit within 6"may reroll one failed Res test
• Can reroll Res test for each medic within 6" (Rulebook p135)
Net: • Uses standard blast template
• If target hit does not take damage, takes following number of pins: X-Launcher: D3+1, X-Howitzer: D5+1, Mag Mortar: D6+1.
• Down units halve the value rolled.
• If hits multiple units then divide pins equally bewteen them.
• Pins on the unit are increased to the number rolled, if the unit already has pins and the number rolled is less then no pins are
inflicted (Rulebook p88-89, rules update June 16)
No Cover: • No Res modifiers apply for occupied cover (Rulebook p32, 71)
OH: • Cannot fire from inside buildings
• Unit must use Advance or Fire
• Weapon team/drone with heavy weapon must use Fire
• If unit has mixed weapons then OH must fire first
• Position template with centre over one model in target
• Make Acc roll with -2 penalty (no +1 for Aimed)
• On a 10 the shot has no effect
• If the shot misses move the template in a random direction D5 (if Fire) or D10 (if Advance/Speculative) plus 1" for each pin
marker
• If firing Speculative roll a 1 then another 1 to score a hit (Rulebook p33-35)
Reflex Armour: • +1 Res (Rulebook p93)
Scoot: • Any unit with model within 3" can only be given a Run or Down order.
• Only affects infantry, mounted, weapon team, beast, and humongous beast, command, and bike mounted units with living crew.
Can only go Down as a reaction (Rulebook p88)
Scrambler: • Any unit within 3" with Reflex, Hyperlight or Phase armour loses bonuses.
• If weapon drone or vehicle then loses -2 Res. If unit includes buddy drones then loses effects. If unit is a probe then it cannot do
anything.
• Effects are not cummulative from mutliple shots. (Rulebook p88)
Slingnet Ammo: • Usually fired direct, Micro-X launcher can fire OH.
• If target hit suffers no damage but takes +1 additional pin (Rulebook p87, 112)
Special Munition: • Test at end of turn to see if remain in play on a D10, on 6+ continues to work
• Declare type of munition before firing (Rulebook p68, 87-89)
Spotter Drone: • If unit has one or more spotter drones and a spotter drone can draw LoS then unit can reroll one miss
• If firing OH then unit counts as having LoS if the spotter drone has LoS to target
• If firing OH the spotter drone can patch sight to any friendly spotter drone within 20" that has LoS to the target
• The unit can either patch sight or reroll a missed shot not both
• When firing OH and the target is marked bya spotter drone the off target roll is reducd by 1" (Rulebook p114)
Standard Weapon: • Can Point Blank shoot (Rulebook p69)
Weapon Team Unit: • Weapon teams with light support or heavy weapons cannot sprint
• Crew can shoot with their own weapons or operate the crewed weapon but not both
• Shooting: -1 modifier for each crew man short
• May allocate shooting hits to crew operated weapons. Test vs RES 10 without any modifiers. Only fail on a 10. Do not normally
allocate hits to weapons in H2H combat, but attacker MAY do so on a lucky hit of '1'
• If a weapon team's weapon is destroyed the crew may continue to fight with whatever armaments they have
• If all the crew of a weapon team is removed as casualties the weapon is also considered to be destroyed and removed
• LOS: at least one member of the weapon team must be able to draw LOS to target.
• Weapon teams don't count their weapon as a member of the unit for purposes of break tests
• May embark into a vehicle with a RUN order

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