Bot War - Red Star Nations

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The Red Star Nations did not suffer as much as the Democracy during the first Atlantican war.

However, their recovery has been


slower because they have not had the same access to Bot technology that the Democracy has had.

Over the last few years, the Red Star Nations have been in constant skirmish battles with the Baronial Terrorist States and this has
made the Red Star Nation’s people cold and hard.

When Overlord Gorg arrived on Earth he chose the Red Star Nation Capital for his primary mutation lab, as the cold climate and large
open spaces made the site ideal. This led to massive city-wide conflicts as the second largest human military on Earth tried
desperately to repel roaming bands of mutated Shark Warriors from their cities.

The Red Star Nations put up an honourable fight, so much so that Gorg imprisoned many of its peoples for warm up fights in the
arena back on his home planet.

Things changed for the nation when a vat of “Green Ooze” was discovered by the Red Star special forces team. Red Star scientists
immediately started experiments on the ooze and discovered its mutating properties were particularly suited for combining metal
with organic flesh.

Thus, the Red Star Cybernetic legions were born. This arm of the Red Star military combined the power and strength of metal with
the ingenuity of humanity. While the Red Star cyborgs successfully blunted the Shark Warrior attacks, it was the creation of the
Dinoborgs that changed the tide of the battle.

Tapping into ancient DNA, Red Star scientists have managed to create an elite team of super gigantic creatures bristling with
cybernetic enhancements. These fierce creatures could match the ferocity of the Shark Warriors and with the combined might of the
Red Star military and cybernetic legions, the Shark Warriors were turned back.

Now Gorg jealously covets the Dinoborgs and desperately wants these creatures for his arena games.

Super Ability – Adrenaline


Adrenaline (2 Energy Cubes) – Once activated, this model heals a Critical dice worth of
damage and gains Critical dice worth of extra Close attack dice. This Super Ability may push
the model’s stats above the regular stat line for the duration of the turn. Once the turn is
over, the additional Close Attack dice are lost but any improvement to the damage stat is
retained.

Special Rule -
Heavy Caliber Gun – A model with this rule rolls 6 Ranged Attack dice for short Ranged
Attacks only. When using this Special Rule, if 3 matching results of any denomination
(Example: 3 blanks) are rolled, the model with this Special Rule takes 1 damage point and
must use its normal Ranged Attack stat for the rest of the game.
5 4 3 2 1

Inspiring Presence,
Obscure, Resurrection.

4 3 2 1

Flame Thrower, Obscure

5 4 3 2 1

Obscure
5 4 3 2 1

Obscure

5 4 3 2 1

Obscure

3 2 1

Advanced Deployment,
Blast, Efficient,
Ground to Air Missile, Obscure.
5 4 3 2 1

Advanced Deployment,
Blast, Efficient,
Ground to Air Missile.
Obscure.

5 4 3 2 1

Blast, Efficient, Obscure.

4 3 2 1

Efficient, Leaking Lubricants,


Obscure, Scout.
3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn

3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn

3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn
3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn

3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn

3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn
3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn

3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn

3 2 1

Blast, Limited Ammo*


*Ranged Attack may only
be used once per turn
6 5 4 3 2 1

Blast, Heavy Calibre Gun

6 5 4 3 2 1

Blast, Heavy Calibre Gun

6 5 4 3 2 1

Jetpack, Ironskin,
Target Matrix
6 5 4 3 2 1

Jetpack, Ironskin,
Target Matrix

10 9 8 7 6 5 4 3 2 1

Triple Changling

8 7 6 5 4 3 2 1

Combat Mace
Combat Shield
Surge
10 9 8 7 6 5 4 3 2 1

Earthquake
Null Ray
Transport - 2 x Squad.

3 2 1

Advanced Deployment,
Efficient

3 2 1

Advanced Deployment,
Efficient
3 2 1

Advanced Deployment,
Efficient

3 2 1

Blast, Efficient,
Leaking Lubricants

3 2 1

Blast, Efficient,
Leaking Lubricants
4 3 2 1

Pugilist

4 3 2 1

Pugilist

4 3 2 1

Combat Mace
4 3 2 1

Combat Mace

This model may be voluntarily


destroyed at the start of any Power
Up Phase to receive 5 free Energy
cubes that can be distributed to the
pool as normal.

This model gains +1 damage


to its stat line
A model with this card can choose to
use it at the start of its activation,
instead of both its activations.
Nominate an enemy model within Line
of Sight and roll 5 Ranged Attack dice.
This is how many hits are caused.
The enemy model can shield as
normal, but no shield boost is
permitted. Once per game only.

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