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The United States Navy

The US Navy is doing its best to defend the Mississippi river valley, provide logistical support, and take
the war to the Martians by harrying them in occupied territory along the coast lines of America. It is a
critical component of the war effort and with the Martians aversion to large bodies of water, one of the
few human advantages.

US Navy Forces

<BOATS IN DEVELOPMENT>

Naval Detachments

Naval Shore Party

When Pressed, US Navy Sailors are formed into shore parties of infantry to protect installations and
support other ground forces. Going up against the Martians on foot without the big guns of their ships
and the water in-between them is not a popular duty!

Unit: 3 Elements

Points per unit: 30

Type Speed Defense Armor Special

Infantry 6” 5 4 Stealth

Weaponry Range Power Special

Rifles 15”

Grenades Assault +2

Naval Shore Command

Unit: 1 Element

Points per unit: 30

When Navy forces, including the Marine Corps, are deployed on land, they are commanded by naval
officers. If you are taking an all Navy Force, at least one of your Naval Shore Command elements must
be designated the Field Commander.

Type Speed Defense Armor Special

Infantry 6” 5 4 Stealth, Rally, Field Commander

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Weaponry Range Power Special

Rifles 15”

Naval Artillery Observers

Element: 1

Unit points cost: X- (varies by gun choice?)

12” Guns- 120 points

6” Guns- 60 points

3” Guns- 30 points

Navy Artillery Observers are sent to shore to direct fire support from naval vessels against the Martians.

They signal to their assigned ships off shore by light boxes using Morse code. They “direct” fire in the
game by using the line of sight rules to see their target. They must also have clear line of sight to the
human players table edge to represent a line of sight to the off table ships. If they can’t see a target OR
draw a line of sight directly off their board edge, they cannot “fire” in that turn. The unit ‘fires’ by
directing the off shore guns exactly the same way as any artillery would fire in the main rules. All these
weapons fire a single Barrage template but if the roll to hit fails, these naval guns, unlike shore batteries,
will deviate. Roll a D10 for deviation. The barrage will land that far away in the direction the point
upright end of the dice indicates for the center of the target. Boom! Friendly fire casualties?

Type Speed Defense Armor Special

Infantry 6” 5 4 Stealth, Artillery Observer

Weaponry Range Power Special

12” Guns- 200” +5 Barrage 4

6” Guns- 150” +4 Barrage 3

3” Guns- 60” +3 Barrage 1

Army meets the Navy

“River Rats”

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“River Rats” is the nickname given to army and more usually, State Militia troops assigned to and ferried
about by the Navy for raids and installation protection. Essentially they are just standard US Infantry
units, but have a distinct look as some of their kit is supplied by the navy, such as their blue helmets.

Units: 3 Elements

Points per unit: 30 points

Type Speed Defense Armor Special

Infantry 6” 5 4 Stealth, Courageous

Weaponry Range Power Special

Rifles 15”

Grenades Assault +2

The United States Marine Corps Forces

The United States Marine Corps plays a critical role in the war against the Martians. They are the
primary projection of power onto land of the US Navy. which is doing its best to defend the Mississippi
river valley, support the war through logistical support, and take the war to the Martians by harrying
them in occupied territory along the coast lines of America. US Marines are famous for their courage
and dogged determination and add +1 to all Morale checks.

US Marine Squad

Units: 3 Elements

Points per unit: 40

The basic US Marine squad is made of highly trained and highly motivated men. Equipped with
Springfield rifles and grenades like their army counterparts, one squad member also carries a pump
action shotgun and another carries a Lewis gun. This combination of weapons and their training make
them close assault specialist against enemy infantry AND gives them a bit more firepower than a typical
army squad. It’s particularly effective in their typical role of hit and run raids along the coast and the
Mississippi River against Martian forward positions, where the Marines often encounter Martian Drones
and Lobototons up close. A Marine Squad rolls one dice for rifle fire when shooting and two dice in
addition for the Lewis gun. Lewis guns are unfortunately not as reliable in the field as one would wish.
To represent this, and roll of a double on its two shooting dice means the gun won’t fire for that turn.
It’s automatically “un-jammed” and can fire again on the next turn.

Type Speed Defense Armor Special


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PRELIMINARY FORCE LISTING LIMITED DISTRIBUTION PROPERTY OF ROBOT PEANUT STUDIOS

Infantry 6” 5 4 Stealth, Courageous

Weaponry Range Power Special

Rifles 15”

Lewis Gun 15” Rapid Fire 2, Jams on double.

Grenades, Shotguns Assault +2 (+3) (+3 Power against Infantry)

US Marine Snipers

Units: 3 Elements

Points per unit: 40

Marine Sniper teams consist of two men, one a spotter, and the other the actual Sniper. The team uses
a Jackson Sharp .50 caliber long rifle with a scope. It’s a bolt action weapon that fires a high velocity
large caliber round and it’s accurate at considerable ranges. Marine Snipers are especially trained to fire
on vulnerable parts of Martian machines to cause the maximum amount of damage.

Type Speed Defense Armor Special

Infantry 6” 5 4 Stealth, Courageous

Weaponry Range Power Special

Sniper Rifle 20” +1 Can fire from Stealth?

US Marine HMG Teams

The Marines make use of heavy machine guns. They are especially important to the Marines as many of
their missions may not allow heavier support in the form of armor or vehicles.

Units: 3 Elements

Points per unit: 45

Type Speed Defense Armor Special

Infantry 6” 5 4 Stealth, Courageous

Weaponry Range Power Special

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Machine Gun 20” +1 Rapid Fire 3

US Marine Mortar Teams

Being a rapid strike force and often operating from boats and landing craft in quick hit and run raids, the
Marine Corp makes use of mortars as a substitute for tank guns and other forms of cannon that are
more difficult to transport rapidly or by watercraft. They do have the advantage of being stealthy even
though they are of relatively low power against the Martian Machines.

Units: 3 Elements

Points per unit: 45

Type Speed Defense Armor Special

Infantry 6” 5 4 Stealth, Courageous

Weaponry Range Power Special

Mortar 30” +1 Barrage 1

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