Tank Destroyer (TD)
Source: unknownHas an engine as powerful as a Heavy Tank, but carries less armour and a lighter gun, giving it extra speed.
Attack: 3 Range: 2 (4") Defence: 2 Move: 4 (8") Movement Mode: TNK Size: 2 Points: 6
Light Tank Destroyer (LTD)
Source: unknownSimilar to a standard Light Tank, but with less armour and an enhanced engine.
Attack: 2 Range: 2 (4") Defence: 1 Move: 4 (8") Movement Mode: TNK Size: 2 Points: 3?
Medium Tank (MED)
Source: unknownA battle tank with a slightly lighter gun than the standard Heavy.
Attack: 3 Range: 2 (4") Defence: 3 Move: 3 (6") Movement Mode: TNK Size: 2 Points: 5?
Twin-Gun Tank (Grant)
Source: unknownA modification of the Heavy, mounting two lighter guns. It can make two separate attacks, or combine them as per a SHVY.
Attack: 2/2 Range: 2 (4") Defence: 3 Move: 3 (6") Movement Mode: HVY Size: 3 Points: 7-8
Heavy Tank Mk II
Source: unknownA HVY with a longer-ranged main cannon.
Attack: 4 Range: 3 (6") Defence: 3 Move: 3 (6") Movement Mode: HVY Size: 3 Points: many
Mobile Laser Turret
Source: Mike StrainA modification of the Mobile Howitzer, this vehicle is designed to allow forces to advance (however slowly) until a dedicated jamscreen/laser array can be built in a theatre of operations. Treat this as a laser turret for firing purposes (uses LLOS, etc.) The points value is artificially high to reflect its strategic value.
Attack: 2 Range: 30 (60") Defence: 1 Move: 1 (2") Movement Mode: HVY Size: 4 Points: 18 [Compiler's Note: This also plays rather well using a move-or-fire rule: that is, the Mobile Laser may only fire if it didn't move in its previous movement phase.]
Tank Destroyer, v.2
Source: Paul O'GradyThis vehicle is basically an Ogre main battery mounted on a lightly armoured chassis to form a mobile gun. This vehicle became prevalent as many forces began using stopgap measures when combat losses began to exceed industrial capacity.
Attack: 4 Range: 3 (6") Defence: 1 Move: 3 (6") Movement Mode: HVY Size: 3 Points: 6
Scout Vehicles
Source: Paul O'GradyThese old-style conventional type vehicles include fast wheeled vehicles and tankettes with BPC plates welded on for additional protection. Armed with gatling cannons and light missile systems, they suffer a -1 die roll penalty on the CRT when attacking a unit with a defensive factor of 3 or more. They have no internal troop carrying capacity but may transport one infantry squad, riding on top.
Attack: 2 Range: 1 (3") Defence: 1 Move: 3 (6") Movement Mode: TNK Size: 2 Points: 1 This unit attacks using LLOS rules.
Heavy Infantry (HINF)
Source: Paul O'GradyFitted with the multilayered Enhanced Heavy Battlesuit Armour, these troops, while expensive, can soak up much more fire than normal infantry. Whilst possessing normal infantry weapons, they can survive more easily as they maneuver to where they are needed. HINF squads count as two normal infantry squads for transport purposes.
Attack: 3/2/1 Range: 1 (2") Defence: 6/4/2 Move: 2 (4") Movement Mode: INF Size: 1 Points: 5
Assault Infantry (AINF)
Source: Paul O'GradyAssault Infantry units are shock troops equipped with normal battlesuit armour but armed with a variety of short-ranged assault weaponry, including sonic blasters and plasma flamethrowers. This makes them deadly in close combat overruns, whether taking out entrenched troops or enemy vehicles. They are, however, very short ranged and are susceptible to ranged fire and must be closely escorted into a position where they can assault the enemy.
Attack: 6/4/2 Range: 0 (1") Defence: 3/2/1 Move: 2 (4") Movement Mode: INF Size: 1 Points: 3
Support Infantry (SINF)
Source: Paul O'GradyThese units are a compromise between normal grunts and HW squads. They are equipped with long-ranged heavy weapons such as light and medium missiles and small-bore railguns similar to those found on GEVs. Lugging these weapons around is hard work, however, even in a battlesuit, and so their movement rate is reduced. Additionally, SINF squads cannot move and fire in the same turn due to the setup time involved with heavy weapons. They do, however, make excellent units for manning strongpoints and fortifications.
Attack: 6/4/2 Range: 2 (4") Defence: 3/2/1 Move: 1 (2") Movement Mode: INF Size: 1 Points: 3 [Compiler's Note: Perhaps allowing these troops to fire at half strength (i.e. 3/2/1) after a move might work, representing them firing their personal weapons without setting up the heavier stuff.]
Support Militia
Source: Paul O'GradyLike their battlesuited cousins, these militiamen are heavily armed for long-range attacks. However, their lack of battlesuits mean that these troops cannot move their equipment without assistance. SMIL must use vehicles for transport, and have no inherent movement capability. They may however abandon their equipment (which is spiked and unusable), in which case they revert to normal militia. The opponent is credited with 1/2 VP due per squad which spikes its equipment in this manner.
Attack: 6/4/2 Range: 2 (4") Defence: 1 Move: 0 (0") Movement Mode: (INF) Size: 1 Points: 2 Like SINF, these troops are best used for defence in static positions.