Author Topic: Cartel Unit- Agent Weapon Teams  (Read 6777 times)

Offline Archer

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Cartel Unit- Agent Weapon Teams
« on: December 27, 2006, 06:39:51 PM »
No real fluff for this one- other than its an Upgunned SA squad when lots of enemies are expected.

Agent Weapon team
elite squad, 4-6 models, mortal

      Model          CC   RC   PW   LD   AC   WD   STR   MV   AR   PC
Agent                08   07     4     10    3      1       4      4    17   20
  -skills as normal Agent, armed with M11 Machine Pistols
 
Enforcer            08   08     4     11    3      1       4      4    18   22
  -skills as normal Enforcer, armed with P606 Smg

Special Agent    09   10     4     12    3      2       4      4    21   39
  -skills as normal Special Agent, armed with Cartel Arms KWS1a Pusle Rifle


KWS1a Pulse Rifle
CC -3
PB +0
SR +1
MD +0
LG -2
EX - -

Damage 11

Has underbarrel GL stats as normal for UBGL

Models- UWZ Cartel Agents or any figure that could pass as such.  KWS1a and Mac 10 bits available from HassleFree Mini's
John "Archer" Tinney

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Offline masherking

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Re: Cartel Unit- Agent Weapon Teams
« Reply #1 on: December 28, 2006, 04:59:21 AM »
I wouldnt change the agent stat lines  (dont have my book with me so I'm not 100% sure you did that or not)
just change the weapons..if the weapons are really good make them elites (like you did).

My first thoughts drop the rifle leave them with just SMG (roomsweepers baby) but to make them stand out as something different gave the opition (for more points) to to up grade "AV" ammo or "giant killer" rounds ( up the damage). Maybe give the special agents flashbangs.


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Offline Archer

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Re: Cartel Unit- Agent Weapon Teams
« Reply #2 on: December 28, 2006, 05:22:35 AM »
I wouldnt change the agent stat lines  (dont have my book with me so I'm not 100% sure you did that or not)
just change the weapons..if the weapons are really good make them elites (like you did).

My first thoughts drop the rifle leave them with just SMG (roomsweepers baby) but to make them stand out as something different gave the opition (for more points) to to up grade "AV" ammo or "giant killer" rounds ( up the damage). Maybe give the special agents flashbangs.

Nope- left stats as they are in the book, with a light points increase for machine pistols.

The SA getting the rifle- the mindset behind that is occasionally, they need a little extra oomf out there... and the UBGL can have the Havoc grenade.  Think aobut that a second...

  And it makes the MP's and the CC more dangerous for the foe....  but your ideas do have merit.
John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline Dragon62

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Re: Cartel Unit- Agent Weapon Teams
« Reply #3 on: December 28, 2006, 07:14:27 AM »
John the LR of the rifle does'nt go with the favor of the squad. Why dont you bring back the Palsma Carbine for this squad. Cut the LR and keep dam 11 but use grenade templete for the carbine and give the UBGL to the Enforcer. Just my 2 cents.
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Offline Archer

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Re: Cartel Unit- Agent Weapon Teams
« Reply #4 on: December 28, 2006, 07:20:28 AM »
John the LR of the rifle does'nt go with the favor of the squad. Why dont you bring back the Palsma Carbine for this squad. Cut the LR and keep dam 11 but use grenade templete for the carbine and give the UBGL to the Enforcer. Just my 2 cents.

Looking for an excuse to use these wonderful weapon bits from Hasslefree?  The fact the Plasma Carbine was written out of the game?

  That might be something to try...   Masher and Jibba play enough that these can be tested out... unless the Philly crew, yourself or Topkick's team can do so.

John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline Archer

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Re: Cartel Unit- Agent Weapon Teams
« Reply #5 on: December 28, 2006, 07:21:42 AM »
Phil,

  Remember- there are a few odd weapon choices out there for individuals and troops.  Sea Lion Captain for one- why does he have a Cog-er smg?
John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline Dr. Nick

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Re: Cartel Unit- Agent Weapon Teams
« Reply #6 on: December 28, 2006, 07:22:16 AM »
dam 11 small explosion at RC 10 ?
pritty good.. the HI grenade laucher does only dam 8 at 8 rc and A 18 for 30 P

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Offline Dragon62

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Re: Cartel Unit- Agent Weapon Teams
« Reply #7 on: December 28, 2006, 07:40:38 AM »
Aldrien not the small Explosive templete the old grenade templete has a 2 inch diameter and was the original templete for the PC.
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Iron Panda

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Re: Cartel Unit- Agent Weapon Teams
« Reply #8 on: April 28, 2007, 07:33:42 PM »
Cool stats for the Pulse Rifle.

What is a Pulse Rifle?  Is it energy based or ballistics?