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DSumner
Posts: 11
(7/12/04 3:07 pm)
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Sentry AP Pods
"Sentry" AP Pods are remote controlled Anti-personnel weapons systems used by infantry, CP's and other structures to defend against ground assault by INF units.

They have an attack of 1 (only against infantry , doubled during overruns), a range of 1 (2"), a defense of 1, a move of 0 (see below), and are worth 1/2 a VP. The AP Pod must be within 2 (4") of a "command" unit (either an INF squad, CP, or some type of fixed structure).

An infantry squad may transport 1 disassembled pod, a platoon may transport up to 3 pods. It takes the squad two full turns, doing nothing else, to assemble the pod.

In the event that the pod's command unit is destroyed or disabled, it will revert to D0, but still maintains its ability to fire. They also loose their doubled attack strength during overruns.

AP Pods remain hidden until they fire or they are fired on. Units may attempt to detect their location by spending 1 full turn looking for their location. Units must be in the same hex, as the Pod, or in an adjacent hex in order to attempt a search. They successfully detect the Pod’s location on a die roll of 5 or higher. For each additional turn add +1 to their die roll.

DSumner
ezOP
Posts: 60
(1/22/06 12:49 pm)
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Sentry AP Pods
Any of you guys tried these out yet? I've got an idea or two for a scenario the can be used in.

Edited by: DSumner at: 1/22/06 12:49 pm
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