Kroid Units
Name Kroid Infantryman
Affiliation Evil Points 40
Model Grunt Base Std
DMG 0 1 2
MOV 6 6 6
DV 8 8 8
S.A. Tough/2
MAV 4 3 2
#MA 2
RAV 4 3 3
#RA 1
RNG (12/18)
S.A.
Name Kroid Sergeant
Affiliation Evil Points 70
Model Leader (2-12) Base Std
DMG 0 1 2
MOV 6 6 6
DV 8 8 8
S.A. Tough/3, Tactician, Spy
MAV 4 3 2
#MA 1
RAV 4 3 3
#RA 2
RNG 12
S.A.
Name Kroid Sniper
Affiliation Evil Points 60
Model Solo Base Std
DMG 0 1 2
MOV 6 6 6
DV 8 8 8
S.A. Tough/2, Stealth, Ranger/6
MAV 4 3 2
#MA 1
RAV 5 4 3
#RA 1
RNG (24/36)
S.A. Pierce
Name Kroid MG42 Gunner
Affiliation Evil Points 50
Model Grunt Base Std
DMG 0 1 2
MOV 6 6 6
DV 8 8 8
S.A. Tough/2
MAV 4 3 2
#MA 1
RAV 4 3 3
#RA 3
RNG 18
S.A.
Name Kroid Shuffler
Affiliation Evil Points Free
Model N/A Base Std
DMG 0 1
MOV 4 4
DV 7 7
S.A.
MAV 1 1
#MA 1
S.A. Smite (Good)
RAV 0 0
#RA 0
RNG 0
S.A.
US Units
Name US Infantryman
Affiliation Good Points 80
Model Grunt Base Std
DMG 0 1 2
MOV 6 6 6
DV 10 8 8
S.A. N/A
MAV 5 4 3
#MA 1
RAV 5 4 3
#RA 2
RNG (12/24)
S.A.
Name US Infantry Sergeant
Affiliation Good Points 110
Model Leader (2/10) Base Std
DMG 0 1 2
MOV 6 6 6
DV 10 8 8
S.A. Regeneration/3, Tactician, Spy
MAV 5 4 3
#MA 1
RAV 5 4 3
#RA 2
RNG 12
S.A.
Name US Infantry Sniper
Affiliation Good Points 100
Model Solo Base Std
DMG 0 1 2
MOV 6 6 6
DV 10 8 8
S.A. Stealth, Ranger/6, Spy
MAV 5 4 3
#MA 1
RAV 6 5 4
#RA 1
RNG (24/36)
S.A. Pierce
Name US Infantry BAR
Affiliation Good Points 80
Model Grunt Base Std
DMG 0 1 2
MOV 6 6 6
DV 10 8 8
S.A. N/A
MAV 5 4 3
#MA 1
RAV 5 4 3
#RA 3
RNG (12/18)
S.A. Blowthrough
It operates based on the Warlord 2 rules with a few additions:
1) If a model is killed by a Kroid Shuffler, then it immediately becomes one.
2)"The sniper rules appear to follow along conventional ideas. In RotDs case, when the Sniper is activated you would place the figure, take the Ranged Combat shot then remove the figure and replace it with a token. For each following turn with the sniper, you can place the sniper within 6 inches of the token [this would count as a move action unless it was placed exactly where the token was last placed -- my addition] and repeat the process.
The enemy has to have one of their figures come into direct contact with the token to flush out the sniper and find out what its exact location is. If the enemy figure is killed or breaks contact with the token, the sniper is hidden again. This alone could make for a great War of the Rats scenario." -- Taken from earlier post.
3)"At the end of a turn, 1d10 worth of zombies/shufflers would be generated and placed no closer than twelve inches of an enemy model." -- Also taken from earlier post.
Thoughts, comments, suggestions? I just wanted to float this thing out here because there is definitely a wealth of knowledge on this forum, and I am also going to run a few test games just to see what happens.
Also, if this in any way violates forum rules, please let me know and I will make whatever changes are necessary to be in compliance with them. I am not trying to make a bad impression with one of my first posts











