House Davion Command Lance
Bonus Ability: Half of non-commander units can receive Antagonizer, Blood Stalker, Combat Intuition, Eagle's Eyes, Marksman, or Multi-Tasker. Commander's unit receive Tactical Genius special ability (SPA).
VLK-QD (Abdul Hammad, Commander)*
Rank: Subaltern, House Davion, NAIS Training Cadre
Oblique Attacker: -1 Target Number modifier to indirect fire with spotter. +2 without a spotter.
Combat Intuition: Once every 3 turns, if initiative is won then shooting can be done by the unit during its Movement Phase and effects are applied immediately.
Formation Ability
Tactical Genius +1: +1 to initiative roll. Can re-roll initiative once every 2 turns.
Valkyrie Equipment
CASE (Special Case) - Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
IF1 (Indirect Fire) - Can attack targets with spotters within 48” of the spotter. To-hit modifiers are based off of the spotter with +1. If spotter attacked an additional +1. Damage is the # indicated and can be replaced with LRM (#/ #/ #) and use all ammunition types. Spotter cannot choose more than 1 target.
Black Jack (BJ-2)
Formation Ability
Combat Intuition: Once every 3 turns, if initiative is won then shooting can be done by the unit during its Movement Phase and effects are applied immediately.
GHR-5H
Formation Ability
Combat Intuition: Once every 3 turns, if initiative is won then shooting can be done by the unit during its Movement Phase and effects are applied immediately.
Valkyrie Equipment
IF0 (Indirect Fire) - Can attack targets with spotters within 48” of the spotter. To-hit modifiers are based off of the spotter with +1. If spotter attacked an additional +1. Damage is the # indicated and can be replaced with LRM (#/ #/ #) and use all ammunition types.
Spotter cannot choose more than 1 target. 0* - Minimal damage. 2D6 and +4 = 1 damage.
Victor (VTR-90)
Formation Ability
Combat Intuition: Once every 3 turns, if initiative is won then shooting can be done by the unit during its Movement Phase and effects are applied immediately.
Victor Equipment
CASE (Special Case) - Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
AS7-S
Formation Ability
Combat Intuition: Once every 3 turns, if initiative is won then shooting can be done by the unit during its Movement Phase and effects are applied immediately.
Atlas Equipment
AC (Autocannon) 2/2/- (Precision munition) – No TMM to target and +1 damage if target would have TMM of 2 or <. Attacks only using AC receive -2 TMM to target. No damage modifier.
IF1 (Indirect Fire) – Can attack targets with spotters within 48” of the spotter. To-hit modifiers are based off of the spotter with +1. If spotter attacked an additional +1. Damage is the # indicated and can be replaced with LRM (#/ #/ #) and use all ammunition types.
Spotter cannot choose more than 1 target.
LRM (Long Range Missile) 1/1/1 (Heat Seeker munition) – Target with OV receives +1 damage. Attacks only using LRM receive -2 TMM to target. No damage modifier.
REAR (Rear Turrets) 2/2/- – May attack units behind with this weapon profile with a TMM of +1
STG-5M
Formation Ability
Antagonizer: Once per/turn unit enemy units with 6” become ENRAGED. ENRAGED units must make a direct movement toward the antagonizer and fire at the antagonizer until either the unit is destroyed or is 24” way from the antagonizer.
Antagonizer receives Iron Will SPA, +2 to resist Animal Mimicry, Antagonizer, or Demoralizer.
Stinger Equipment
AMS (Anti-Missile System) – Reduces damage by 1 from units with or using IF, SRM, LRM special attacks from the front arc unless the unit with AMS has a turret (TUR) then 360 degrees.
T. Heavy Tank
T. Heavy Tank Equipment
EE (Elementary Engine) - Cannot operate underwater unless it has SEAL ability. On Engine Hit roll 2D6 at the end of each turn. 12 = explosion.Does not suffer from heat build up.
SRCH (Searchlight) - Ignore darkness modifiers.
TUR (Turret) (2/2/0) - Must be used to attack units outside of the firing arc.
S. LIGHT TANK
S. LIGHT TANK Equipment
CASE (Special Case) - Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
SRCH (Searchlight) - Ignore darkness modifiers.
R10 Mechanized ICV
Formation Ability
Blood Stalker: Choose enemy before start of game -1 TMM against that enemy or +2 against others. If the target is not in LOS, a new target can be chosen.
R10 Mechanized ICV Equipment
CASE (Special Case) - Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
IT12 (Infantry Transport) – Can carry ground units with a Cargo value < or = the ITS value
Omni – May transport a single battle armor unit. (Transporting Infantry pg.38).
SRCH (Searchlight) – Ignore darkness modifiers.
SRM (Short Range Missile) (Heat Seeker Ammunition) 2/2 – Target with OV receives +1 damage. Attacks only using Heat Seeker ammo receive -2 TMM to target. No damage modifier.
TUR (Turret) (2/2/-, SRM (Short Range Missile) (Inferno Ammunition) 2/2/- ) – Turret must be used to attack units outside of the firing arc. Inferno Ammunition: Applies up to 2 Heat points to a target instead of damage. Heat resistant targets take standard damage.
CENTAUR
Centaur Equipment
IF0 (Indirect Fire) - Can attack targets with spotters within 48” of the spotter. To-hit modifiers are based off of the spotter with +1. If spotter attacked an additional +1. Damage is the # indicated and can be replaced with LRM (#/ #/ #) and use all ammunition types.
Spotter cannot choose more than 1 target.
0* - Minimal damage. 2D6 and +4 = 1 damage.
Sniper
Formation Ability
Marksman: When a unit does not move, damage is ½ but if Margin of Success (MoS) to hit is 3 or <, then Critical Hit.
Sniper Equipment
AM (Anti-Mech) - Can make base-to-base attacks against ground(ed) units, landed VTOLS & WIGEs. Count as physical attacks. Base to base physical attack in which a Target # of 2 is an auto hit and Target # of 12 is an auto-miss. 1 point of damage and critical hit if unit hits its target.
CAR1 (Cargo) - can be carried by a vehicle with an ITS > or = to the CAR value.
LMAS (Light Mimetic Armor System) - +2 TMM if unit does not move
Minimal Damage (0*): Controlling player must make a 1D6 roll. If the result is 4 or higher, the attack delivers a single point of standard damage. Otherwise, the attack still hits, but delivers no damage.
PA(L)
PA(L) Equipment
AM (Anti-Mech) - Can make base-to-base attacks against ground(ed) units, landed VTOLS & WIGEs. Count as physical attacks. Base to base physical attack in which a Target # of 2 is an auto hit and Target # of 12 is an auto-miss. 1 point of damage and critical hit if unit hits its target.
CAR6 (Cargo) - can be carried by a vehicle with an ITS > or = to the CAR value.
MEC (Mechanized) - Costs 2 movement to mount OMNI units for transport. Cannot fire from transport. If transport is hit, roll 1D6. 1-4 carrying unit suffers damage, 5-6 mechanized unit takes damage. Excess damage carries over to transport.
STL (Stealth) - Infantry and Non-infantry is +1 TMM for medium range +2 TMM for long range.
Non-infantry is affected by its own ECM (Electronic Counter Measures) field with stealth. Non-infantry can turn off STL at End Phase.
PA(L)
PA(L) Equipment
AM (Anti-Mech) - Can make base-to-base attacks against ground(ed) units, landed VTOLS & WIGEs. Count as physical attacks. Base to base physical attack in which a Target # of 2 is an auto hit and Target # of 12 is an auto-miss. 1 point of damage and critical hit if unit hits its target.
CAR6 (Cargo) - can be carried by a vehicle with an ITS > or = to the CAR value.
MEC (Mechanized) - Costs 2 movement to mount OMNI units for transport. Cannot fire from transport. If transport is hit, roll 1D6. 1-4 carrying unit suffers damage, 5-6 mechanized unit takes damage. Excess damage carries over to transport.
STL (Stealth) - Infantry and Non-infantry is +1 TMM for medium range +2 TMM for long range.
Non-infantry is affected by its own ECM (Electronic Counter Measures) field with stealth. Non-infantry can turn off STL at End Phase.
PA(L)
PA(L) Equipment
AM (Anti-Mech) - Can make base-to-base attacks against ground(ed) units, landed VTOLS & WIGEs. Count as physical attacks. Base to base physical attack in which a Target # of 2 is an auto hit and Target # of 12 is an auto-miss. 1 point of damage and critical hit if unit hits its target.
CAR6 (Cargo) - can be carried by a vehicle with an ITS > or = to the CAR value.
MEC (Mechanized) - Costs 2 movement to mount OMNI units for transport. Cannot fire from transport. If transport is hit, roll 1D6. 1-4 carrying unit suffers damage, 5-6 mechanized unit takes damage. Excess damage carries over to transport.
STL (Stealth) - Infantry and Non-infantry is +1 TMM for medium range +2 TMM for long range.
Non-infantry is affected by its own ECM (Electronic Counter Measures) field with stealth. Non-infantry can turn off STL at End Phase.
FOOT BALLISTIC
Foot Ballistic Equipment
AM (Anti-Mech) – Can make base-to-base attacks against ground(ed) units, landed VTOLS & WIGEs. Count as physical attacks.
CAR3 (Cargo) – can be carried by a vehicle with an ITS > or = to the CAR value
Sources:
https://www.deviantart.com/octobomb/art/House-Davion-Metal-Panel-3840x2160-771719367
Catalyst Game Labs “Battletech Alpha Strike Commanders Ed.” 2019