Human Military Forces


Over a relatively short space of time, mankind has grown as a species to be one of the most numerous in the galaxy. A very high reproductive rate, combined with a lifespan ranging from 80 to 200 years (depending on the settlement) means that human outposts can be found in almost all parts of the galaxy.

Many human armies are well trained and equipped with the best available weapons and armour. The examples below attempt to give a wide range of possible human military forces that meet this ideal. If you are interested in fielding a group of ragtag rebels, post apocalyptic survivors, guerrilla fighters or something similar try looking at the “Human Rebels and Renegades” list.

Each infantry unit below gives you points cost and unit structure to field the “Human Military" faction. To determine the points cost of A squad, add together the costs of individual troopers that will be in your unit (ensuring you follow the structure rules).

Light Infantry

viridian marines

Viridian Marines by Scotia Grendel

Most organized human military forces make use of these troops in some way. They are moderately well trained, equipped with standard issue weapons and armour and are often deployed en mass where they are needed.

Structure: Must have a Regular or Experience “Leader” and may take one “Support” per 5 other troopers.

Squad Size: 6 - 12 troops


Member Weapon Ra DM FE AP Notes Points
Leader Assault Rifle 4" / 20" 2 0 0 Regular Leader 5
Leader Assault Rifle 4" / 20" 2 0 0 Experienced Leader 9
Trooper Assault Rifle 4" / 20" 2 0 0 5
Support Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 8
Support Fusion Gun 4" / 8" 2 0 3 8
Support Grenade Launcher 4" / 8" 2 0 1 +1D6 Fire Effect 8
Support SAW 4" / 24" 2 2 0 8
Support Plasma Rifle 4" / 20" 2 1 1 9
Support Shotgun 4" / 8" 2 2 0 +1 to close assaults 5

Light Infantry Weapons Team

Most light infantry squads will be supported by some heavy weapons teams, they allow light infantry to quickly bring more powerful weaponry to bear.

Crew: 2


Weapon Ra DM FE AP Misc Points
Assault Carbine 4" / " 2 0 0
Auto Cannon - Light 4"/16" 5 1 0 23
Chain Gun - Light 4"/16" 2 5 0 20
Heavy MG 4"/16" 4 2 0 18
Missile Launcher 4"/16" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP) 23

Medium Infantry

Slightly better equipped than most light infantry, Medium Infantry may form the bulk of an army's infantry, or be used to support the light infantry.

Structure: Must have a Regular or Experience “Leader” and may take one “Support” per 5 other troopers.

Squad Size: 6 - 12 troops


Member Weapon Ra DM FE AP Notes Points
Leader Assault Rifle 4" / 20" 2 0 0 Regular Leader 7
Leader Assault Rifle 4" / 20" 2 0 0 Experienced Leader 10
Trooper Assault Rifle 4" / 20" 2 0 0 7
Support Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 9
Support Fusion Gun 4" / 8" 2 0 3 9
Support Grenade Launcher 4" / 8" 2 0 1 +1D6 Fire Effect 9
Support Plasma Rifle 4" / 20" 2 1 1 10
Support SAW 4" / 24" 2 2 0 9
Support Shotgun 4" / 8" 2 2 0 +1 to close assaults 7

Medium Infantry Weapons Team

Sometimes medium infantry squads are backed up teams of crew manning some form of Heavy Weapon.

Crew: 2


Weapon Ra DM FE AP Misc Points
Assault Carbine 4" / " 2 0 0
Auto Cannon - Light 4"/16" 5 1 0 25
Chain Gun - Light 4"/16" 2 5 0 23
Heavy MG 4"/16" 4 2 0 20
Missile Launcher 4"/16" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP) 25
Morter - Light 4"/16" 2 1 0 Blast 3, Does not require line of sight 25
Rail Gun - Light 4"/16" 4 0 1 38

Heavy Infantry

Structure: Must have a Regular or Experience “Leader” and may take one “Support” per 5 other troopers.

Squad Size: 6 - 12 troops


Member Weapon Ra DM FE AP Notes Points
Leader Assault Rifle 4" / 20" 2 0 0 Regular Leader 8
Leader Assault Rifle 4" / 20" 2 0 0 Experienced Leader 12
Trooper Assault Rifle 4" / 20" 2 0 0 8
Support Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 10
Support Fusion Gun 4" / 8" 2 0 3 10
Support Grenade Launcher 4" / 8" 2 0 1 +1D6 Fire Effect 10
Support Plasma Rifle 4" / 20" 2 1 1 12
Support SAW 4" / 24" 2 2 0 10
Support Shotgun 4" / 8" 2 2 0 +1 to close assaults 8

Heavy Infantry Weapons Team

Some Heavy Infantry squads will be supported by heavy weapons teams, allowing the fielding of more powerful weaponry.

Crew: 2


Weapon Ra DM FE AP Misc Points
Assault Carbine 4" / " 2 0 0
Beam - Light 4"/16" 2 0 1 28
Chain Gun - Light 4"/16" 2 5 0 25
Heavy MG 4"/16" 4 2 0 23
Missile Launcher 4"/16" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP) 28
Morter - Light 4"/16" 2 1 0 Blast 3, Does not require line of sight 28
Rail Gun - Light 4"/16" 4 0 1 41

High Tech Infantry

Some human factions will equip their infantry with advanced equipment and weapons as well as special equipment to boost their abilities in combat.

Structure: Must have a Regular or Experience “Leader” and may take one “Support” per 5 other troopers.

Squad Size: 6 - 12 troops


Member Weapon Ra DM FE AP Notes Points
Leader High Tech Rifle 4" / 24" 2 0 0 Regular Leader 9
Leader High Tech Rifle 4" / 24" 2 0 0 Experienced Leader 13
Trooper High Tech Rifle 4" / 24" 2 0 0 9
Support Fusion Gun 4" / 8" 2 0 3 12
Support Grenade Launcher 4" / 8" 2 0 1 +1D6 Fire Effect 12
Support Beam Rifle 4" / 28" 2 0 1 14
Support Plasma Rifle 4" / 20" 2 1 1 13
Support SAW 4" / 24" 2 2 0 12
Support Shotgun 4" / 8" 2 2 0 +1 to close assaults 9

Special Forces

Most human military forces field some form of elite troops. Usually they are equipped with high quality armour and advanced weaponry

Structure: Must have a Leader and may take one or two “Support” troops

Squad Size: 6 - 9 troops


Member Weapon Ra DM FE AP Notes Points
Leader High Tech Rifle 5" / 30" 2 0 0 Regular Leader 20
Veteran Leader High Tech Rifle 5" / 30" 2 0 0 Regular Leader, One Personality 23
Trooper High Tech Rifle 5" / 30" 2 0 0 20
Support Beam Rifle 5" / 35" 2 0 1 30
Support Fusion Gun 5" / 10" 2 0 3 25
Support Grenade Launcher 5" / 10" 2 0 1 +1D6 Fire Effect 25
Support Plasma Rifle 5" / 25" 2 1 1 28
Support SAW 5" / 30" 2 2 0 25
Support Shotgun 5" / 10" 2 2 0 +1 to close assaults 19

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Shock Troops: Shock Troops add +1 to all Close Assaults.

Drop Troops

Some special forces members will get specialist training in the use of some form of decent control device (grav chutes, decent pods or maybe good old fashioned parachutes). These troops are often dropped into combat when needed to take out a key target or capture an objective.


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Carbine 5" / 25" 3 0 0 Regular Leader 19
Veteran Leader Gauss Carbine 5" / 25" 3 0 0 Regular Leader, One Personality 22
Trooper Gauss Carbine 5" / 25" 3 0 0 19
Support Fusion Gun 5" / 10" 2 0 3 23
Support Grenade Launcher 5" / 10" 2 0 1 +1D6 Fire Effect 23
Support Plasma Rifle 5" / 25" 2 1 1 26
Support SAW 5" / 30" 2 2 0 23
Support Shotgun 5" / 10" 2 2 0 +1 to close assaults 16

Notes

Drop Troop: This unit has special training and equipment that allow it to be deployed after a battle has started. Adding this trait to a unit allows it to use the Drop Troops advanced rule.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Tank Hunter: Squads with this trait are equipped with special explosives used to deal with enemy armoured vehicles. They gain +1 to their Nerves Check and a +2 mod when Close Assaulting vehicles.

Powered Armour Infantry

Military Powered Armour infantry wear dedicated suites of hydraulically augmented armour that improves their strength and provides superior protection. As Powered Armour is expensive to produce, it is usually only issued to the most skilled and experienced soldiers.

Structure: Must have a Regular Leader and may take one “Support” per 4 troopers.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Carbine 5" / 25" 3 0 0 Regular Leader 19
Leader Gauss Carbine 5" / 25" 3 0 0 Regular Leader, One Personality 21
Trooper Gauss Carbine 5" / 25" 3 0 0 19
Support Beam Rifle 5" / 35" 2 0 1 25
Support Fusion Gun 5" / 10" 2 0 3 21
Support Grenade Launcher 5" / 10" 2 0 1 +1D6 Fire Effect 21
Support Plasma Rifle 5" / 25" 2 1 1 23
Support SAW 5" / 30" 2 2 0 21

Notes

Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.

Powered Armour Commander

Truly exceptional commanders in human military forces are gifted with advanced power armour suits that allow them stride into battle unharmed, even under heavy fire.


Weapon Ra DM FE AP Misc Points
Gauss Carbine 5" / 25" 3 0 0 119

Notes

Personality: One "Personality" of your choice.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.
Resilient (2): Gain 2 wounds, each "wound" looses one point, each "kill" looses two

Total Points: 119

Recon Exo Suits

These squads are equipped with suits descended from Powered Armour. They have been extensively modified however to allow the wearer to move faster, but at the expense of protection.

Structure: Must have a Regular or Experienced Leader, may have one Support

Squad Size: 4 - 6 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Carbine (linked) 5" / 25" 3 0 0 Regular Leader, Act as double troops for fire effect (Vehicle/Power Armour only) 20
Trooper Gauss Carbine (linked) 5" / 25" 3 0 0 Act as double troops for fire effect (Vehicle/Power Armour only) 20
Support SAW 5" / 30" 2 2 0 21
Veteran Leader Gauss Carbine (linked) 5" / 25" 3 0 0 Regular Leader, One Personality, Act as double troops for fire effect (Vehicle/Power Armour only) 22
Veteran Leader Gauss Carbine (linked) 5" / 25" 3 0 0 Regular Leader, One Personality, Act as double troops for fire effect (Vehicle/Power Armour only) 22

Notes

Fast: +2" base movement rate.
Frail: This unit suffers -1 to Armour.

Sniper

Occasionally members of the infantry core with a gift for accuracy are chosen to be trained as snipers.


Weapon Ra DM FE AP Misc Points
Sniper Rifle 4" / 40" 3 0 0 20

Total Points: 20

Elite Sniper

Some special forces members excel at taking out targets from long range, these individuals are recruited into the ranks of the snipers.


Weapon Ra DM FE AP Misc Points
Sniper Rifle 5" / 50" 3 0 0 40

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Infilration: After initial deployment, this squad may make an additional Rush move before the game starts. In addition, they check Coherency at one level higher than their Quality level.

Total Points: 40

High Tech Bike

Some human factions utilise bike squads that allow recon troops to quickly scout out enemy positions or outflank enemy forces before they have a chance to react.

Type: Light Transport
Crew: 1


Weapon Ra DM FE AP Misc Points
General Purpose MG 4" 3 3 0

Notes

Fixed Mount (1): Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).

Total Points: 24

Grav Bike

Some military forces have developed anti-grav technology, allowing them to deploy bikes that skim above the ground and allow the rider to travers difficult terrain with ease.

Type: Light Transport
Crew: 1


Weapon Ra DM FE AP Misc Points
General Purpose MG 4" 3 3 0

Notes

Fast: The vehicle adds +2" to Cautious and Standard movement rates.

Total Points: 36

APC

All troops need vehicles to transport them into battle, even in the distant future. The design of the basic APC has not changed a great deal, it has just been equipped with better weapons and armour.

Type: Light Transport
Crew: 1
Capacity: 10


Weapon Ra DM FE AP Misc Points
Heavy MG 4" 4 2 0

Notes

Smoke: Any vehicle equipped with smoke may lay down one smoke screen per game. Follow the rules for Smoke Grenades, except that the two points which mark the ends of the smoke screen can be placed anywhere the vehicle can see to shoot. As with infantry squads, the vehicle can Shoot (lay down the smoke) before they Move.

Total Points: 124

Jet Pack Power Armour

VASA Black Legionnaires

VASA Black Legionnaires from Scotia Gendel

Some units equipped with Powered Armour have suits fitted with sophisticated thrusters and stabilisers that allow for limited bursts of speed or flight. These troops tend to favour lighter, shorter range firearms and even close combat weapons, allowing them to take the fight to their enemies.

Structure: Must have a Leader or Experienced Leader, may have one Support.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Pistol 5" / 15" 3 0 0 Regular Leader, +1 to close assaults 28
Leader Gauss Pistol 5" / 15" 3 0 0 Regular Leader, One Personality, +1 to close assaults 30
Legionary Gauss Pistol 5" / 15" 3 0 0 +1 to close assaults 28
Support Fusion Gun 5" / 10" 2 0 3 32
Support Plasma Rifle 5" / 25" 2 1 1 34
Support SAW 5" / 30" 2 2 0 32

Notes

Jet Packs: This unit is equipped with some form of device that allows far greater movement than regular infantry. Adding this trait allows the unit to use the “Jet Packs” advanced rule.
Shock Troops: Shock Troops add +1 to all Close Assaults.

Jet Pack Power Armour Commander

Power armoured commander with jet pack

"Commander Xao" from Scotia Gendel

Sometimes a member of the jet pack infantry proves to have the right balance of skill and insanity and is promoted to a position of authority. Usually these commanders inspire their troops by being even more crazy than them.


Weapon Ra DM FE AP Misc Points
Gauss Pistol 5" / 15" 3 0 0 +1 to close assaults 114

Notes

Personality: One "Personality" of your choice.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.
Jet Packs: This unit is equipped with some form of device that allows far greater movement than regular infantry. Adding this trait allows the unit to use the “Jet Packs” advanced rule.
Resilient (2): Gain 2 wounds, each "wound" looses one point, each "kill" looses two

Total Points: 114

Veteran Commander

Veteran commanders have survived many wars and inspire great deads from all they command.


Weapon Ra DM FE AP Misc Points
High Tech Rifle 5" / 30" 2 0 0 76

Notes

Personality: One "Personality" of your choice.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.
Resilient (2): Gain 2 wounds, each "wound" looses one point, each "kill" looses two

Total Points: 76

Battlesuit

Battlesuits are the stage between walkers and Powered Armour, allowing a single person to man several weapons, often at the same time. Battlesuits are usually faster than standard walkers and provide a lot of tactical flexibility to their commanders.

Type: Walker
Crew: 1


Weapon Ra DM FE AP Misc Points
Cannon - Light 4" 3 0 0 Blast 3
Heavy MG 4" 4 2 0
Missile Launcher 4" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP)

Notes

Fast: The vehicle adds +2" to Cautious and Standard movement rates.
Improved Weapons Control: An improved weapons control system allows a single crew to fire two weapons instead of the single weapon normally allowed.

Total Points: 223

Commandos

Viridian Jungle Commandos

Viridian Jungle Commandos by Scotia Grendel

Most militaries field troops that are specialised in fighting in dense terrain and striking from the shadows. These squads are given the catchall name "commandos", they move unhindered through dense forests or jungles, outflank their opponents and strike with lethal efficiency!

Structure: Must have a regular or experienced Leader, may have one Specialist per 5 other troops.

Squad Size: 6 - 9 troops


Member Weapon Ra DM FE AP Notes Points
Leader Assault Rifle 4" / 20" 2 0 0 Regular Leader 7
Experienced Leader Assault Rifle 4" / 20" 2 0 0 Experienced Leader 12
Commando Assault Rifle 4" / 20" 2 0 0 7
Specialist Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 10
Specialist Fusion Gun 4" / 8" 2 0 3 10
Specialist SAW 4" / 24" 2 2 0 10
Specialist Grenade Launcher 4" / 8" 2 0 1 +1D6 Fire Effect 10

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Stealth: A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.

Back to Top