Army of JAM: Civil War (teaser/sign up)
Posted: Wed Feb 11, 2015 3:16 am
My army is going to have an epic civil war.
This is required reading: viewtopic.php?f=33&t=13132
And this is a prequel if you're up for it: viewtopic.php?f=33&t=12944
Up for grabs are: (1) Jonah Hex, (2) Billy Gibbons and (3) Zarko the Necromancer and his horde.
Billy and Jonah each get to choose a light and heavy squad to command.
First come first served!

Jonah Hex - Gunfigher/Bounty Hunter - Officer
Skill: D8
AR: 8
Mov: 5"
Weapons: 2 Classic 6 Shooters: 10" range (it's Jonah Hex) 1d6 dmg per pistol, 3 use. and the Civil War sword (whatever you call it): CC, 2d6 dmg, 2 use.
Allied with Billy Gibbons

The Reverend Billy F. Gibbons - Musician - Bard
Skill: n/a
AR: 6
Weapons: None, doesn't use a gun, just plays guitar and inspires friendly units within 10" for +1 dmg and +1 defense.
Mov: 5"
Allied with Jonah Hex.

Zarko the Necromancer - Evil - Wizard - Silverdream
Skill D12
AR: 10 2HP
Weapons: Red Blood Magic Wand: 10" range, 2d6 dmg, 3 use. Resurrects corpses and other necromancy related spells.
Mov: 5" (and teleporation)

Zarko gets a horde of around 25 or 30 mutants like these.
LIGHT:

OT Melee Squad - CC - piltogg
Skill: 1D6
AR: 6
Weapons: OTC 2D6+2 dmg, 2 use and OTshield
Mov: 5"

Winged Demons - Flyiing Assault Team - devincp
Skill: 1D6
AR: 5
Weapons: Handguns and SMGs: 8" range, 1D6 dmg, 2 use. Hammers: CC, 2d6 dmg, 2 use. *of note the dual wielders have hammers clipped on back
Mov: 8"

S.W.A.D. - Special Weapons Action Division
Skill: 1D6
AR: 6
Weapons: SMG: 8" range, 1d6 dmg, use 3. Blaster: 8" range, 1d6 dmg, use 3. Dragon Sword: CC, 2D6 dmg, use 2.
Mov: 5"

R.A.D. - Robot Assassin Dudes
Skill: 1D6
AR: 5
Weapons: Shotgun: 8" range, 1d8 dmg, 3 use, Buzz Saw Hand: CC, 2D6 dmg, 2 use. Desert Eagle: 8" range 1d8 dmg, 3 use.
Mov: 5"
HEAVY:


OT Mech Duo - piltogg
Skill: 1D8
AR: 4 (pilot) 12 (mech)
Weapons: Blaster Arm: 10" range, 2D6 dmg, 4 use. OTC Fire Sword: CC, 2D6+2 dmg, use 3. Rockets: 10" range, 1D10 dmg, 4 use.
Mov: 8"


Purple Mech Duo
Skill: 1D6
AR: 4 (pilot) 12 (mech)
Weapons: Blaster Arm: 2D6 dmg, 4 use, 10" range. Battle Spikes: CC, 2d6 dmg, 3 use. Rockets: 1D10 explosion dmg, 10" range, 4 use.
Mov: 10"


Raptor Riders - Calvary - devincp
Skill: 1D6
AR: 5 (rider) 10 (raptor)
Weapons: SMG: 8" range, 1d6 dmg, 3 use. Mini-Gun: 10" range, 2d6 dmg, 4 use. Claws: CC, 2d6 per claw I guess. Possibly a bit OP.
Mov: 8"
ADDITIONAL CHARACTERS/SQADS NOW OPEN!!!

Cyborg Samurai - Infantry
Skill 1D6
AR: 4
Weapons: Katana: CC, 2D6 dmg, use 2. Desert Eagle: 8" range, 1D8 dmg, use 3.
Mov: 6"

Elite Guard - Tactical Unit
Skill: 1D6
AR: 5
Weapons: Sword: CC, 2D6 dmg, use 2, Spear: 5" range, 1D8 dmg, use 3. Rifle: 8" range, 2D6 dmg, use 4.
Mov: 5"

Heavy Trooper - Armored Infantry
Skill: 1D6
AR: 5
Weapons: Ground Dweller Rifle: 10" range, 2D6 dmg, use 4. Head Hunter Pistol (back up): 8" range, 1D6 dmg, use 3.
Mov: 5"

Mikhail - Comrade JAM's son - Officer - devincp
Skill: 1D8
AR: 7
Weapons: Dual Desert Eagle: 8" range, 1D8 dmg per gun, use 3. Buck Knife: 5" or CC, 1D8 dmg, use 2 (CC) or 3 (thrown)
Mov: 5"
Allied with Comrade JAM

Domina Trixie - Officer - piltogg
Skill: 1D8
AR: 8
Weapons: Dual Katana: CC, 2D6 dmg each, 2 use. AK-47: 8" range, 2D6 dmg, 4 use.
Mov: 5"
Allied with Comrade JAM

Warhead - Immortal - Hero - Legomc
Skill: 1D10
AR: 10 2HP
Weapons: Impaler Rifle: 10" range, 2D6 dmg, use 4. OT Reinforced Nth Metal Hammer of Destrukshun: 4" range, 2D10 dmg, 3 use.
Mov: 8"
Of note: Warhead does not command any units because, well, he doesn't need them. Currently allied with Comrade JAM (JAM's allied with Immortal Alliance)

Britannian Captain - Hero
Skill 1D10
AR: 10
Weapons: Long Sword: CC, 2D6 dmg, 2 use. Blaster: 10" range, 1D6 dmg, 3 use.
Mov: 5"
Britannian Officer
Skill: 1D8
AR: 6
Weapons: Sword: CC, 2D6 dmg, 2 use. Blaster: 10" range, 1D6 dmg, 3 use.
Mov: 5"
Britannians Soldiers
Skill 1D6
AR: 5
Weapons: Steampunk Rifle: 10" range, 2D6 dmg, 4 use. Exploding Spear: 10" range, 1D10 explosion, use 3. Axe Attachment: CC, 2D6 dmg, 2 use.
Of note: If you choose the Britannians, this is all you get. Which should be fine, currently allied with Comrade JAM and Warhead.

Pyron the Pyromancer
Skill: 1D12
AR: 8
Weapons: Flame Staff: 10" range, 2D6 dmg, 3 use. Can cast explosive fire balls and other related fire spells.
Mov: 5"
Hell Hounds
Skill: 1D6
AR: 4
Weapons: Biting: CC, 2D6 dmg, 2 use.
Mov: 8"
Of note, Pyron is allied with Zarko and this is all you get if you chose him.

Boris n' Bruno - Officer
Skill: 1D8
AR: 10 2HP
Weapons: Axe: CC, 2D6 dmg, 2 use. Impaler Rifle: 10" range, 2D6 dmg, 4 use.
Mov: 5"
Boris n' Bruno are allied with Zarko and are badass so don't need a unit or get one.
This is required reading: viewtopic.php?f=33&t=13132
And this is a prequel if you're up for it: viewtopic.php?f=33&t=12944
Up for grabs are: (1) Jonah Hex, (2) Billy Gibbons and (3) Zarko the Necromancer and his horde.
Billy and Jonah each get to choose a light and heavy squad to command.
First come first served!

Jonah Hex - Gunfigher/Bounty Hunter - Officer
Skill: D8
AR: 8
Mov: 5"
Weapons: 2 Classic 6 Shooters: 10" range (it's Jonah Hex) 1d6 dmg per pistol, 3 use. and the Civil War sword (whatever you call it): CC, 2d6 dmg, 2 use.
Allied with Billy Gibbons

The Reverend Billy F. Gibbons - Musician - Bard
Skill: n/a
AR: 6
Weapons: None, doesn't use a gun, just plays guitar and inspires friendly units within 10" for +1 dmg and +1 defense.
Mov: 5"
Allied with Jonah Hex.

Zarko the Necromancer - Evil - Wizard - Silverdream
Skill D12
AR: 10 2HP
Weapons: Red Blood Magic Wand: 10" range, 2d6 dmg, 3 use. Resurrects corpses and other necromancy related spells.
Mov: 5" (and teleporation)

Zarko gets a horde of around 25 or 30 mutants like these.
LIGHT:

OT Melee Squad - CC - piltogg
Skill: 1D6
AR: 6
Weapons: OTC 2D6+2 dmg, 2 use and OTshield
Mov: 5"

Winged Demons - Flyiing Assault Team - devincp
Skill: 1D6
AR: 5
Weapons: Handguns and SMGs: 8" range, 1D6 dmg, 2 use. Hammers: CC, 2d6 dmg, 2 use. *of note the dual wielders have hammers clipped on back
Mov: 8"

S.W.A.D. - Special Weapons Action Division
Skill: 1D6
AR: 6
Weapons: SMG: 8" range, 1d6 dmg, use 3. Blaster: 8" range, 1d6 dmg, use 3. Dragon Sword: CC, 2D6 dmg, use 2.
Mov: 5"

R.A.D. - Robot Assassin Dudes
Skill: 1D6
AR: 5
Weapons: Shotgun: 8" range, 1d8 dmg, 3 use, Buzz Saw Hand: CC, 2D6 dmg, 2 use. Desert Eagle: 8" range 1d8 dmg, 3 use.
Mov: 5"
HEAVY:


OT Mech Duo - piltogg
Skill: 1D8
AR: 4 (pilot) 12 (mech)
Weapons: Blaster Arm: 10" range, 2D6 dmg, 4 use. OTC Fire Sword: CC, 2D6+2 dmg, use 3. Rockets: 10" range, 1D10 dmg, 4 use.
Mov: 8"


Purple Mech Duo
Skill: 1D6
AR: 4 (pilot) 12 (mech)
Weapons: Blaster Arm: 2D6 dmg, 4 use, 10" range. Battle Spikes: CC, 2d6 dmg, 3 use. Rockets: 1D10 explosion dmg, 10" range, 4 use.
Mov: 10"


Raptor Riders - Calvary - devincp
Skill: 1D6
AR: 5 (rider) 10 (raptor)
Weapons: SMG: 8" range, 1d6 dmg, 3 use. Mini-Gun: 10" range, 2d6 dmg, 4 use. Claws: CC, 2d6 per claw I guess. Possibly a bit OP.
Mov: 8"
ADDITIONAL CHARACTERS/SQADS NOW OPEN!!!

Cyborg Samurai - Infantry
Skill 1D6
AR: 4
Weapons: Katana: CC, 2D6 dmg, use 2. Desert Eagle: 8" range, 1D8 dmg, use 3.
Mov: 6"

Elite Guard - Tactical Unit
Skill: 1D6
AR: 5
Weapons: Sword: CC, 2D6 dmg, use 2, Spear: 5" range, 1D8 dmg, use 3. Rifle: 8" range, 2D6 dmg, use 4.
Mov: 5"

Heavy Trooper - Armored Infantry
Skill: 1D6
AR: 5
Weapons: Ground Dweller Rifle: 10" range, 2D6 dmg, use 4. Head Hunter Pistol (back up): 8" range, 1D6 dmg, use 3.
Mov: 5"

Mikhail - Comrade JAM's son - Officer - devincp
Skill: 1D8
AR: 7
Weapons: Dual Desert Eagle: 8" range, 1D8 dmg per gun, use 3. Buck Knife: 5" or CC, 1D8 dmg, use 2 (CC) or 3 (thrown)
Mov: 5"
Allied with Comrade JAM

Domina Trixie - Officer - piltogg
Skill: 1D8
AR: 8
Weapons: Dual Katana: CC, 2D6 dmg each, 2 use. AK-47: 8" range, 2D6 dmg, 4 use.
Mov: 5"
Allied with Comrade JAM

Warhead - Immortal - Hero - Legomc
Skill: 1D10
AR: 10 2HP
Weapons: Impaler Rifle: 10" range, 2D6 dmg, use 4. OT Reinforced Nth Metal Hammer of Destrukshun: 4" range, 2D10 dmg, 3 use.
Mov: 8"
Of note: Warhead does not command any units because, well, he doesn't need them. Currently allied with Comrade JAM (JAM's allied with Immortal Alliance)

Britannian Captain - Hero
Skill 1D10
AR: 10
Weapons: Long Sword: CC, 2D6 dmg, 2 use. Blaster: 10" range, 1D6 dmg, 3 use.
Mov: 5"
Britannian Officer
Skill: 1D8
AR: 6
Weapons: Sword: CC, 2D6 dmg, 2 use. Blaster: 10" range, 1D6 dmg, 3 use.
Mov: 5"
Britannians Soldiers
Skill 1D6
AR: 5
Weapons: Steampunk Rifle: 10" range, 2D6 dmg, 4 use. Exploding Spear: 10" range, 1D10 explosion, use 3. Axe Attachment: CC, 2D6 dmg, 2 use.
Of note: If you choose the Britannians, this is all you get. Which should be fine, currently allied with Comrade JAM and Warhead.

Pyron the Pyromancer
Skill: 1D12
AR: 8
Weapons: Flame Staff: 10" range, 2D6 dmg, 3 use. Can cast explosive fire balls and other related fire spells.
Mov: 5"
Hell Hounds
Skill: 1D6
AR: 4
Weapons: Biting: CC, 2D6 dmg, 2 use.
Mov: 8"
Of note, Pyron is allied with Zarko and this is all you get if you chose him.

Boris n' Bruno - Officer
Skill: 1D8
AR: 10 2HP
Weapons: Axe: CC, 2D6 dmg, 2 use. Impaler Rifle: 10" range, 2D6 dmg, 4 use.
Mov: 5"
Boris n' Bruno are allied with Zarko and are badass so don't need a unit or get one.