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just tinking about fwc...

 Post subject: just tinking about fwc...
PostPosted: Sun Dec 06, 2009 4:00 am 
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i like ea, but i want to play with other "non" gw models. i like the idea of fwc, but i don't know anything about the rules
            can someone give me the stats(and what they mean/how they work) for, say, a battlemech(any) and a baneblade super heavy tank? these are just some vehicals i have on my painting desk. thanks!


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 Post subject: just tinking about fwc...
PostPosted: Sun Dec 06, 2009 4:17 am 
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Are they not already in the FWC book?

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 Post subject: just tinking about fwc...
PostPosted: Sun Dec 06, 2009 4:51 am 
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i don't have the book yet. just wanted to see how the stats work. any help?


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 Post subject: just tinking about fwc...
PostPosted: Sun Dec 06, 2009 4:01 pm 
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Just a sampling.  Basically this is a Warmaster-style stat line, jazzed up for fire combat (e.g. attacks = #dice/range/type of attack).  FWIW, the most important stat-line is not on here, which is army doctrine type and CO Command Value.

Marine Corps "Regular Marines" Infantry M:10F Attacks:4/30 Assault: 4 Hits: 3L Save: 5+ Cost 55. Limit: min 2/1000 points.  No command penalty for assaulting the enemy, and deduct one die for fall-back.

Red Guard "Heavy Tank Unit -- 'Red Blade'" Armour [sic] Move: 15T Attacks: 6/100# Assault: 4 Hits: 6 Save 3T Cost 225, Limit: max 1/1000 points. Restricted Visibility, Stabilized

Eldritch Caste "Walker Unit -- 'Vali'" (Light titan): Armour [sic] Move: 30J Attacks:4/60# Assault: 9 Hits: 6 M/S Save: 4T Cost: 380 Limit: Max 6 SPG per battlegroup 3/100H against relevant targets (missile launcher) Pulse weapon, each successive unit beyond target is hit by one attack less, No command penalty for assaulting the enemy, and deduct one die for fall-back, missile launcher may be used against aircraft within half range


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