GF - Human Defense Force v2.50
GF - Human Defense Force v2.50
GF - Human Defense Force v2.50
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Gaetano Ferrara
Brandon Gillam
Game Design:
Illustrations:
1
GF - Human Defense Force v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Company Leader [1] 4+ 5+ Rifle (24”, A1), CCW (A1) Hero, Tough(3) A, B 30pts
Storm Leader [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Hero, Strider, Tough(3) B, C, D 45pts
Conscripts [10] 6+ 5+ Rifles (24”, A1), CCWs (A1) - - 80pts
Infantry Squad [10] 5+ 5+ Rifles (24”, A1), CCWs (A1) - A, E, F, G 120pts
Weapon Teams [3] 5+ 5+ Mortars (30”, A1, Blast(3), Indirect), Crews (A2) Tough(3) G 120pts
Veteran Squad [5] 4+ 5+ Rifles (24”, A1), CCWs (A1) - A, E, G, H 80pts
Special Weapons [5] 5+ 5+ Plasma Rifles (24”, A1, AP(4)), CCWs (A1) Relentless I 90pts
Storm Troopers [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Strider C, E, J 110pts
Sniper Squad [5] 5+ 5+ Sniper Rifles (30”, A1, AP(1), Sniper), CCWs (A1) Scout, Stealth - 220pts
OGRE Squad [3] 4+ 4+ Mini GLs (18”, A1, Blast(3)), CCWs (A3, AP(1)) Fearless, Furious, Tough(3) K 170pts
Cavalry Squad [5] 5+ 5+ Pistols (12”, A1), CCWs (A2) Fast, Impact(1) A, L 85pts
A Replace one Rifle and CCW:
Pistol (12”, A1), CCW (A2)
I Replace any Plasma Rifle: Psychic Spells
free Fusion Rifle (12", A1, AP(4), Deadly(3)) +5pts Flame Breath (4+):
Target enemy unit within 6”
Replace one Pistol: Flamethrower (12", A6) +5pts takes 3 hits with AP(2).
Shred Pistol (6”, A3, Rending) +5pts Shred Rifle (18”, A3, Rending) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts Grenade Launcher (24", A1, Blast(3)) +5pts Foresight get +1 to
(4+):
Target 2 friendly units within 6”
hit next time they shoot.
Replace one CCW: J Replace up to two Heavy Rifles: Expel (5+):
Target enemy unit within 6" takes 1
Energy Sword (A2, AP(1), Rending) +10pts Plasma Rifle (24”, A1, AP(4)) +5pts hit with AP(4) and Deadly(3).
Energy Fist (A2, AP(4)) +10pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Protective Dome (5+):
Target 2 friendly units
B Upgrade with one: Flamethrower (12”, A6) +10pts within 12” get Stealth next time they are shot at.
Drill Sergeant (Battle Drills) +15pts Shred Rifle (18”, A3, Rending) +10pts Psychic6”Speed (6+):
Target 2 friendly units
Battle Mystic (Psychic(1)) +25pts Grenade Launcher (24", A1, Blast(3)) +10pts within get +3" next time they Advance, or +6"
Executioner (Set Example) +30pts Heavy Volley Gun (24”, A4, AP(1)) +25pts next time they Charge/Rush.
Forward Observer (Take Aim) +35pts Sniper Rifle (30”, A1, AP(1), Sniper) +25pts Tempest (6+):
Target enemy unit within 6” rolls
Munitioner (Focus Fire) +45pts Upgrade all models with: as many dice as models in it, and takes 1 hit
Commander (Double Time) +65pts Drop Troopers (Ambush) +15pts for each 2+ rolled.
C Replace one Heavy Rifle and CCW: K Replace all Mini GLs:
Heavy Pistol (12”, A1, AP(1)), CCW (A2) free Shock Batons (A3, Rending) +5pts
Replace one Heavy Pistol: Heavy Batons (A3, AP(1)) +5pts
Shred Pistol (6”, A3, Rending) +5pts Heavy SMGs (12", A3, AP(1)) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts Replace all CCWs:
Replace one CCW: Shield Bash (A2), Shields (Defense +1) -5pts
Energy Sword (A2, AP(1), Rending) +10pts L Replace all CCWs:
Energy Fist (A2, AP(4)) +15pts Energy Lances (A2, AP(1), Impact(1)) +25pts
D Upgrade with: Replace one Pistol:
Drop Trooper (Ambush) +5pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
E Upgrade one model with one: Flamethrower (12”, A6) +10pts
Field Radio +5pts Grenade Launcher (24", A1, Blast(3)) +10pts
Plasma Rifle (24”, A1, AP(4))
+10pts
Company Standard +30pts Shred Rifle (18”, A3, Rending) +15pts
Medical Training +55pts
F Replace up to two Rifles: Special Rules
Plasma Rifle (24”, A1, AP(4)) +5pts Battle Drills: The hero and its unit get the
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Furious special rule.
Flamethrower (12”, A6) +10pts Company Standard: Once per activation, pick 2
Shred Rifle (18”, A3, Rending) +10pts friendly units within 12”, which get +1 to their
Grenade Launcher (24", A1, Blast(3)) +10pts next morale test roll.
Sniper Rifle (30”, A1, AP(1), Sniper) +30pts Double Time: Once per activation, before
G Add one model with: attacking, pick one friendly unit within 12” of
Heavy Weapons Team (Tough(3), +55pts this
Field
model, which may move by up to 6".
Radio: If this unit has a hero with the
Mortar (30", A1, Blast(3), Indirect), Double Time, Focus Fire or Take Aim rule, then
Crew (A2)) it may use it on units that have a Field Radio
Replace any Mortar:
Heavy Machinegun (30", A3, AP(1)) +5pts up to 24” away.
Focus Fire: Once per activation, before
Missile Launcher +15pts attacking, pick one friendly unit within 12” of
(30", A1, AP(2), Deadly(3), Lock-On)
Laser Cannon +20pts shoots. which gets AP(+1) next time it
this model,
(36”, A1, AP(3), Deadly(3))
Autocannon (36”, A3, AP(2)) +20pts Medical Training: This model and its unit get
the Regeneration rule.
H Replace up to two Rifles: Set Example: Whenever the hero’s unit fails a
Shotgun (12”, A2, AP(1)) +5pts morale test, you must kill one of its models,
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts and the morale test counts as passed instead.
Plasma Rifle (24”, A1, AP(4)) +10pts Take Aim: Once per activation, before
Grenade Launcher (24", A1, Blast(3)) +10pts attacking, pick one friendly unit within 12” of
Flamethrower (12”, A6) +15pts this model, which gets +1 to hit next time it
Shred Rifle (18”, A3, Rending) +15pts shoots.
Heavy Flamethrower (12”,A6,AP(1)) +20pts
Sniper Rifle (30”, A1, AP(1), Sniper) +25pts
Upgrade all models with one:
Camo Cloaks (Stealth) +10pts
Heavy Armor (Defense +1) +10pts
Recon Kits (Scout) +15pts
Demo Charges (AP(4) in melee) +20pts
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GF - Human Defense Force v2.50
Name [size] Qua DefEquipment Special Rules Upgrades Cost
Armored Truck [1] 4+ 2+ Twin Heavy Volley Gun (24”, A8, AP(1)) Fast, Impact(6), Strider, Tough(6) A, B 200pts
Light APC [1] 4+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Fast, Impact(6), Tough(6), A, C 210pts
Transport(11)
Attack Vehicle [1] 4+ 2+ Flamethrower Cannon (18”, A6, AP(1)), Fast, Impact(6), Tough(6) A, D 190pts
Heavy Flamethrower (12”, A6, AP(1))
Support Vehicle [1] 4+ 2+ Twin Shard Mortars (24”, A4, Blast(3), Indirect), Fast, Impact(6), Tough(6) A, E 235pts
Heavy Flamethrower (12”, A6, AP(1))
Battle Tank [1] 4+ 2+ Nova Cannon (36”, A1, Blast(6), AP(1)), Fast, Impact(6), Tough(12) A, F 340pts
Twin Heavy Flamethrowers (12”, A12, AP(1))
Light Walker [1] 4+ 2+ Rapid Heavy Flamethrower (12”, A12, AP(1)), Fear, Tough(6) G 170pts
Stomp (A2, AP(1))
Light Gunship [1] 4+ 2+ Laser Machinegun (30”, A3, AP(3)), Aircraft, Tough(6), Transport(11) H 250pts
Twin Rocket Pods (24”, A4, Blast(3))
Heavy Gunship [1] 4+ 2+ Fury Missiles (36”, A3, Blast(3)), Aircraft, Tough(12), Transport(6) I 395pts
Twin Laser Cannon (36”, A2, AP(3), Deadly(3))
Super Heavy Battle Tank [1] 4+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Fast, Impact(12), Tough(24) J 735pts
Siege Mortar (24”, A1, Blast(3), AP(3), Indirect),
Hell Cannon (24”, A6, Blast(3), AP(1), Lock-On)
A Upgrade with any: F Replace Nova Cannon: J Replace Hell Cannon and Siege Mortar:
Dozer Blade (Strider) +20pts Battle Cannon (30”, A2, Blast(3), AP(2)) +10pts Autocannon (36", A3, AP(2)), +25pts
Camouflage Netting (Stealth) +25pts Gatling Cannon (24”, A12) +15pts Bane Cannon (30", A4, Blast(3), AP(2))
Hunter Missiles +35pts Anti-Tank Cannon +15pts ,
(24", A1, AP(2), Deadly(3), Lock-On) (30”, A1, AP(3), Deadly(6)) Siege Mortar
Upgrade with one: Heavy Autocannon (36", A6, AP(2)) +40pts (24", A1, Blast(3), AP(3), Indirect)
Storm Rifle (24”, A3, AP(1)) +25pts Siege Cannon +75pts Hammer Cannon +30pts
Heavy Machinegun (30”, A3, AP(1)) +35pts (24”, A3, Blast(3), AP(3), Indirect) (30", A6, Blast(3), AP(1), Indirect)
B Replace Twin Heavy Volley Gun: Heavy Plasma Cannon +100pts Doom Cannon +30pts
Twin Autocannon (36”, A6, AP(2)) +30pts (30", A2, Blast(6), AP(4)) (30", A6, AP(3), Deadly(3))
Upgrade with one: Replace Twin Heavy Flamethrowers: Twin Lord Cannon +30pts
Light Battle Cannon Twin Heavy
+30pts (30”, A6, AP(1))Machineguns +15pts (30", A18, AP(1), Lock-On)
(24”, A1, Blast(3), AP(2)) Storm Cannon +55pts
Twin Taurus Missiles +55pts Twin Plasma Cannons
(30”, A2, Blast(3), AP(4))
+35pts (24", A3, Blast(6), AP(4), Indirect)
Sword Cannon +75pts
(24", A4, AP(2), Lock-On) Twin Heavy Fusion Rifles +45pts (36", A3, Blast(6), AP(4))
Twin Gatling Gun (18”, A18) +85pts (18", A2, AP(4), Deadly(6)) Shadow Cannon +75pts
Upgrade with: Upgrade with one: (36", A3, AP(4), Deadly(6))
Cargo Space (Transport(11)) +35pts Heavy Flamethrower (12”,A6,AP(1)) +25pts Upgrade with one:
C Replace any Heavy Flamethrower: Heavy Machinegun (30”, A3, AP(1)) +35pts Storm Rifle (24", A3, AP(1)) +25pts
Heavy Machinegun (30”, A3, AP(1)) +5pts Laser Cannon
(36”, A1, AP(3), Deadly(3))
+50pts Heavy Machinegun (30", A3, AP(1))
Upgrade with up to four:
+30pts
Replace one Heavy Flamethrower: Upgrade with: Sponson (Tough(+3), +150pts
Laser Machinegun (30”, A3, AP(3)) +20pts Commander (Double Time) +65pts Twin Heavy Flamethrower
D Replace Flamethrower Cannon:
Acid Cannon (18", A6, Poison) Replace Rapid Heavy Flamethrower: (12",
+5pts GRapid Heavy
A12, AP(1)),
Fusion Cannon +25pts (30", A6, AP(1))Machinegun +10pts (36", A1,Cannon
Laser
AP(3), Deadly(3)))
(24", A1, AP(4), Deadly(6)) Rapid Missile Launcher Sponson (Tough(+3),
+35pts Laser Cannon +160pts
Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts (30", A2,Plasma
AP(2), Deadly(3), Lock-On)
+35pts (36", A1, AP(3), Deadly(3)),
Heavy Fusion Rifle +20pts Rapid Cannon
(30", A2, Blast(3), AP(4)) Twin Heavy Machinegun
(18", A1, AP(4), Deadly(6)) Rapid Laser Machinegun +45pts (30", A6, AP(1)))
E Replace Twin Shard Mortars: (30", A6, AP(3)) Upgrade with:
Eagle Rockets +35pts Rapid Laser Cannon +45pts Transport(21) +60pts
(30”, A2, Blast(3), AP(3), Indirect)
Twin AA-Cannons
(36", A2, AP(3), Deadly(3))
+35pts Rapid Autocannon (36", A6, AP(2)) +45pts Double Time: Once Special Rules
(30", A6, AP(3), Lock-On) Upgrade with any: per activation, before
Artillery Cannon +45pts Forward Observer (Scout) attacking, pick
+15pts this model, which may one friendly unit within 12” of
(36”, A2, Blast(6), Indirect) Hunter Missiles +35pts move by up to 6".
Ballistic Missile +125pts (24", A1, AP(2), Deadly(3), Lock-On)
(36”, A1, Blast(12), AP(2), Indirect) Upgrade with one:
Replace Heavy Flamethrower: Camouflage Netting (Stealth) +10pts
Heavy Machinegun (30”, A3, AP(1)) +5pts Heavy Frame (Tough(+3)) +45pts
H Replace Laser Machinegun:
Laser Cannon free
(36”, A1, AP(3), Deadly(3))
Replace Twin Rocket Pods:
Strike Missiles +45pts
(36", A1, AP(3), Deadly(6), Lock-On)
Upgrade with:
Twin Heavy Machineguns +60pts
(30”, A6, AP(1))
I Replace Fury Missiles:
Quad Laser Cannons +125pts
(36”, A4, AP(3), Deadly(3))
Upgrade with:
Twin Heavy Machineguns +65pts
(30”, A6, AP(1))
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