If Worlds Collide 400 Walker-1

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If Worlds Collide https://ifworldscollide.

com/roster/roster_the-walker-militias_1729909793100

Walker Militias leadership


400pts, 4 Units

Crop-Dusting Mech x1 (175pts) Tree-Cuttin' Mech x2 (200pts) (100pts each)


Specialist Specialist
H: 28 D: P(2) M: 8 S: 3 H: 21 D: P(2) M: 6 S: 3
Equipment: Equipment:

Gas Cloud K3 Near Giant Saw K3 Melee


Attacks: 10 Damage: 2 Attacks: 15 Damage: 1
Focus Damage: 11 Focus Damage: 15
Bypass (Physical)
Anti-Personnel Machine Guns K3 Ranged
Attacks: 3 Damage: 5 Anti-Personnel Machine Guns K4 Ranged
Focus Damage: 7 Attacks: 3 Damage: 5
Focus Damage: 7
Abilities:
Abilities:
Flying 2S
This unit may move through enemy units that are 2S or Machine
smaller as though they were friendly, and may move This unit leaves behind a Scrap token instead of a
through terrain that is (2x1.5)S or smaller without using Corpse token.
additional steps to travel vertically. Normal movement
rules apply to larger enemy units and terrain, and this Demolish
unit may not end its movement on top of other unit. Once per activation this unit may remove an adjacent
token of any kind from the battlefield.
Machine
This unit leaves behind a Scrap token instead of a Survivalist
Corpse token. While this unit is in base contact with any terrain, gain
+1 to Tactic Knack rolls that affect this unit. If multiple
Auto-Repair units in a formation have this ability its effects do not
At the end of the round, heal 2 health on this unit. stack.

Slip Away Ejection Seat


After suffering Damage from a Melee Attack, make a When this unit dies, you may place down one Mech
Knack 3 roll. If successful, the unit may immediately Pilot unit where it once was.
move 3 steps away from the attacker.

Hit and Run 4 Militia Leader x1 (25pts)


After making a ranged or near attack, this unit may Leader
make a Knack 3 roll. If successful, it may immediately H: 4 D: E(0) M: 6 S: 1
move 4 steps in any direction. Regular movement Abilities:
restrictions still apply.
Leadership 2
Ejection Seat While this unit commands the battlefield, add 2
When this unit dies, you may place down one Mech activation points to the player's sum at the beginning of
Pilot unit where it once was. each Logistics Phase. Only units with Leader training
may take this ability.
Flyover
This unit's Gas Cloud ability can only target units this Mech Pilot
unit has moved through, but can target any number of This unit does not deploy onto the field. Count it as
units this unit has moved through. being embarked inside a unit with the Ejection Seat
ability. If that unit is destroyed, place down this unit
instead of a Mech pilot.

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If Worlds Collide https://ifworldscollide.com/roster/roster_the-walker-militias_1729909793100

The Walker Militias


Tactics
Name Knack Description

Jury-Rig 2 The unit heals 5 health.

Energy Fields 2 This unit gains the Energy defense type until the end of the round.

Jet Thrusters 3 The unit immediately moves 6 steps, ignoring negative terrain modifiers.

Harebrained Scheme 3 Upon a success, generate 1 AP. This tactic may only be attempted once per round.

Overhaul 4 The unit heals 7 health.

Full Auto 4 This unit may make an additional attack action with one of its weapons.

Environment Effects
# Name Round Effect Tactic Penalty

1 Delicious BBQ All units may choose between regaining 5 health, gaining 1 defense, or gaining The unit has sticky
2 steps of movement. fingers and takes -1
to weapon knack
rolls.

2 Demolition Each player selects one of their units. If, at the end of the round, both are either The unit chosen by
Derby damaged or slain by each other, both players gain 1 Activation Point at the start the unit's controller
of the next Logistics phase. gains 1 health.

3 Family Dispute Two rival families are involved in the battle--and one side has decided to back Remove one Mech
your opponent. Both players may place 3 Mech Pilot units under their control in Pilot Unit under the
their deployment zone. unit's controller's
control from the
field.

4 Harvest Time Roll two D6, one for length and one for width of the table. Following 6 step Remove the closest
increments from the origin chosen, use dice to define a random position on the bale token to the
board. Repeat this process three times. Place a Bale token at each point. Units unit.
may remove bale tokens they are adjacent to. At the start of the next Logistics
phase, each player gains Activation Points equal to the number of Bale tokens
their units removed, in addition to all other Activation points.

5 Brainstorming Up to one unit on each side may attempt to use two tactics this turn instead of This unit gets -1 to
one. Ability and Weapon
Knack rolls.

6 Shoot First, Ask All units get +1 to Weapon knack rolls, but -1 to Ability knack rolls. The unit gets -1 to
Questions Later Weapon knack rolls.

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