Human Defense Force 2 • 1000pts Human Defense Force 3.3.
Infantry Squad [10] - Storm Leader [1] - 55pts Light Walker [1] - 225pts
175pts Joined to Storm Troopers
ality 4+ Defense 2+ Tough
Quality 5+ Defense 5+ ality 4+ Defense 4+ Tough
Fear(1), Tough(6)
1x Field Radio, 1x Medical Training Hero, Tough(3), Strider
Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Stomp - A2 1 -
9x CCWs - A1 - - CCW - A1 - -
Rapid
36" A6 2 -
Master Autocannon
7x Rifles 24" A1 - -
Heavy 24" A2 1 - Upgrade SPE
Sgt. Rifle
Hand - A2 - - Heavy Frame Protected
Weapon
Storm Troopers [5] -
Plasma
12" A1 4 - 200pts Field Artillery [1] - 190pts
Pistol
Grenade Quality 4+ Defense 4+ ality 4+ Defense 2+ Tough
24" A1 - Blast(3)
Launcher
Strider, 1x Medical Training, Entrenched, Slow, Tough(6)
Plasma
24" A1 4 - 1x Field Radio Weapon RNG ATK AP SPE
Rifle
Weapon RNG ATK AP SPE Artillery
- A3 - -
Infantry Squad [10] - 4x
Crew
- A1 - -
155pts CCWs
Rocket Blast(3),
24" A3 -
Heavy Battery Indirect
24" A1 1 -
Quality 5+ Defense 5+ Rifle
1x Field Radio Plasma
12" A1 4 -
Pistol
Weapon RNG ATK AP SPE
Energy
9x - A2 1 Rending
- A1 - - Sword
CCWs
Heavy
7x Volley 24" A4 1 -
24" A1 - -
Rifles Gun
Sgt. 2x
Hand - A2 - - Plasma 24" A1 4 -
Weapon Rifles
Plasma
12" A1 4 -
Pistol
Blast(3),
Flamer 12" A1 -
Reliable
Fusion
12" A1 4 Deadly(3
Rifle
Special Rules
AP: Targets get -X to Defense rolls when blocking Indirect: May target enemies that are not in line of
hits. sight, and ignores cover from sight obstructions,
but gets -1 to hit rolls when shooting after moving.
Blast: Ignores cover, and after resolving other
special rules, each hit is multiplied by X, where X is Medical Training: This model and its unit get
up to as many hits as models in the target unit. Regeneration.
Dead: Remove the hero from your army sheet. Protected: When units where all models have this
Deadly: Assign each wound to one model, and rule take hits, those hits count as having AP(-1), to a
multiply it by X. Hits from Deadly must be resolved min. of AP(0).
first, and these wounds don’t carry over to other Regeneration: When taking a wound, roll one die.
models if the original target is killed. On a 5+ it is ignored.
Defense: Gets +X to Defense rolls. Reliable: Attacks at Quality 2+.
Double Time: Once per this unit's activation, before Rending: Ignores Regeneration, and unmodified
attacking, pick one other friendly unit within 12”, results of 6 to hit get AP(4).
which may move by up to 6". Slow: Moves -2” when using Advance, and -4” when
Entrenched: Enemies get -2 to hit when shooting at using Rush/Charge.
this model from over 9” away, as long as it hasn’t
Strider: May ignore the effects of difficult terrain
moved since the beginning of its last activation. when moving.
Fear: Counts as having dealt +X wounds when Take Aim: Once per this unit's activation, before
checking who won melee.
attacking, pick one friendly unit within 12”, which
Field Radio: If this unit has a model with the Double gets +1 to hit next time it shoots.
Time, Focus Fire or Take Aim rule, then it may use it Tough: This model must take X wounds before
on units that have a Field Radio up to 24” away.
being killed. If a model with tough joins a unit
Focus Fire: Once per this unit's activation, before without it, then it is removed last when the unit
attacking, pick one friendly unit within 12”, which takes wounds. Note that you must continue to put
gets AP(+1) next time it shoots. wounds on the tough model with most wounds in
Hero: Heroes with up to Tough(6) may deploy as the unit until it is killed, before starting to put them
part of one multi-model unit without another Hero. on the next tough model (heroes must be assigned
The hero may take morale tests on behalf of the wounds last).
unit, but must use the unit’s Defense until all other
models have been killed.