Veer-Myn (ASC Force List)

My daughter loves the Veer-Myn models by Mantic Games, but doesn't like all the dice rolling of Blackstone Fortress or Kill Team. Since Advanced Space Crusade has far fewer die rolls, I am making this force list to use with ASC rules on the Blackstone Fortress tiles.

Veer-Myn Forcelist
Stalkers - 15 points per model

Night Terror - 40 points per model

Nightmare - 40 points per model

Brood Mother - 50 points, one model only.


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Night Terror
Night terrors are armed with either scythes or a heavy chem thrower.
 * Beast. A night terror cannot be given extra actions.
 * 1) Heavy chem thrower attacks are always made againts the target's exposed armour rating.

Nightmare
Nightmares are armed with either a two-handed drill, two drills, or a drill and a chem thrower.
 * 1) Chem thrower attacks are always made againts the target's exposed armour rating.
 * 2) Drills cannot be parried.

Volt Chasers
Volt runners, volt stalkers, shockers, trappers, fusers and overchargers have the following property.
 * Charged. See.

Trapper

 * 1) The Mine launcher fires at an empty space within range. Place a mine token in that space. If a model enters that space the mine detonates with the same effect as a frag grenade. Models in the space or adjacent to it may make a reaction roll to Dive Prone.

Overcharger

 * Beast. An overcharger cannot be given extra actions.

Veer-Myn Commanders
Veer-Myn commander - 50 points


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Brood Mother

 * Bodyguard. When the brood mother is the target of a shooting attack, a crawler or stalker may make a reaction roll before the attack is made. On a success, the crawler or stalker can Leap Forward if the new space would block line of sight from the attacking model to the brood mother. The attack is made against the creeper or stalker instead of the brood mother.
 * Command. The brood mother adds +2 to the Veer-Myn's roll for extra actions.
 * Fate. The brood mother has 3 Fate points.
 * 1) Chem staff attacks are always made against the target's exposed armour rating.

Thorn

 * Command. Thorn adds +2 to the Veer-Myn's roll for extra actions.
 * Fate. Thorn has 1 Fate point.
 * Charged. (See )
 * Overcharge. If a model uses its Charged feature within 6 spaces of Thorn, that model does not need to roll a die at the end of the action to see if it is killed.

Crone Mother

 * Command. The crone mother adds +2 to the Veer-Myn's roll for extra actions.
 * Fate. The chrone mother has 1 Fate point.
 * Charged. (See )
 * Inspiring Presence. If a Veer-Myn model is killed, and the model has line of sight to the crone mother, roll 1D12. On an 11 or 12, the model is not killed.

1) Chem staff attacks are always made against the target's exposed armour rating.

Special Rules
Charged. When a charged model takes the Charge action, it can move an extra 1 space and adds 1 to its close combat rolls made durinnng the charge. When it finishes the action, roll 1D12. On a 9+, the model is killed.

Deadzone to ASC Conversion
Start with 5
 * Armour (Exposed)


 * Sv 6+ = +0
 * Sv 5+ = +1
 * Sv 4+ = +2
 * Sv 3+ = +3
 * Bulk 1 = +0
 * Bulk 2 = +3
 * Bulk 3 = +6
 * Bulk 4 = +9
 * Armor 0 = +0
 * Armor 1 = +1
 * Armor 2 = +2
 * Armor 3 = +3
 * Tough = +1

If Bulk = 1 and Armor = 0, In Cover armour is Exposed + 2
 * Armour (In Cover)

If Bulk = 1 and Armor >= 1, In Cover armour is Exposed + 1

If Bulk = 2 or more, In Cover armour is same as Exposed


 * Close Combat

Start with 1D


 * F – = -2 and cannot win Close Combat (only lose or draw).
 * F 6+ = -1
 * F 5+ = +0
 * F 4+ = +1
 * F 3+ = +2


 * Sv 6+ = -1
 * Sv 5+ = +0
 * Sv 4+ = +1
 * Sv 3+ = +2


 * Armour 0 = +0
 * Armour 1 = +1
 * Armour 2 = +2
 * Armour 3 = +3


 * Bulk 1 = +0
 * Bulk 2 = +3
 * Bulk 3 = +6
 * Bulk 4 = +9


 * Tough = +1


 * Weapon AP 1 = +1
 * Weapon AP 2 = +2
 * Weapon AP 3 = +3


 * Carrying a heavy ranged weapon is normally -1, but I think this is already accounted for in Deadzone's F value.

Roughly speaking, snap to-hit is:
 * Shooting


 * S 6+ = -1
 * S 5+ = +0
 * S 4+ = +1
 * S 3+ = +2


 * AP 1 = +1
 * AP 2 = +2
 * AP 3 = +3


 * Frag (1, 2, 3) = +1, +2, +3 and weapon is area affect.