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Worm Marines, Legion Of The Lost and Legion Of The Stupid

Posted by Gold Bearer on Nov 09, 2016; 6:28pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Worm-Marines-Legion-Of-The-Lost-and-Legion-Of-The-Stupid-tp7582097.html

WORM MARINES
Founding Chapter: The Lemmings (Now All Deceased)
Founding: The Silly Founding
Known Descendants: None
Chapter Master: Lumbricina Haplotaxida
Homeworld: Worm marines live underground on many worlds.
Fortress-Monastery: The Wet Garden
Colours: Brown
Specialty: Being Silly
Strength: 867 billion trillion!
Battle Cry: "I'll 'ave you!"


Move 6/AV2 (Power Armour), 2W in hand-hand.


Weapons
Commander - Battle Axe: Attacks an adjacent (including diagonal) target with 4R, needs to beat AV as shooting.

Baseball Bat: Attacks an adjacent (including diagonal) target with 4W, needs to beat AV as shooting, target and anyone else in path is pushed back until they reached a wall or closed door.

Fire Punch: Attacks an adjacent (including diagonal) target with 2R three times as they get hit, hit the ceiling and then hit the ground, needs to beat AV as shooting.

Dragon Ball: Attacks a target within three squares with 3R, target and anyone else in path is pushed back until they reached a wall or closed door.

Sheep Launcher: Heavy weapon (move 4), target any square in your line of sight even if they are blocked by others, attacks the target square with 3R+3W, the eight surrounding squares with the red dice and the surrounding sixteen with the white dice, discard after use.


Orders
Surrender!: Live to fight another day, all marines exit the mission.

Run Away!: Can move at three times normal rate as long as you end up further away from any enemies.

Friendly Fire!: You get points for taking out any targets during the turn.

Switch Sides!: You fight for the aliens for the rest of the mission, you get no points for killing aliens and they get no points for killing you but you get points for killing other squads and they get points for killing you.


Equipment
Air Strike: Everyone in any one room is attacked separately with 2R, discard after use.

Dynamite: Can be placed on any square the commander occupies during the turn and at the start of the alien turn attacks the target square with 4R+4W, the eight surrounding squares with the red dice and the surrounding sixteen with the white dice, discard after use.

Super Sheep: Attacks any target on the board that you can get to without opening a door from the commander's square with 3R+3W, the eight surrounding squares with the red dice and the surrounding sixteen with the white dice, discard after use.

Blowtorch: The commander can create an opening in a directly adjacent wall but can do nothing else that turn.

Ninja Rope: All squad members can move through (over) enemies during the turn, discard after use.

Holy Hand Grenades: All squad members can use their attack to throw a Holy Hand Grenade and counting to three (no more, no less) that attacks a 5x5 area with 3R, discard after use.

Banana Bombs: All squad members can use their attack to throw a Banana Bomb that attacks the target square with 4R, doesn't affect the eight surrounding squares but attacks the surrounding sixteen with 2R.

Targeter: For the Sheep Launcher.