Clan Jade Falcon Light Striker/Cavalry Lance
Bonus Ability: 75 percent of units in the formation receive Speed Demon Special Pilot Ability.
Summoner Prime (Thor) (Samantha Clees)*
Rank: Commander
Antagonizer: 1/per turn, at any single point while moving. Enemy units within 6' roll 2D6. 8 or less then unit is enraged. Enraged units must take most direct path on movement and antagonizer is the priority target for any weapon that has line of sight. AoE's must include antagonizer. If enraged unit begins movement 24' or more away then it is no longer enraged.
Does not affect aerospace units.
Antagonizer has Iron Will, +2 modifier vs Animal Mimcry, Antagonizer, or Demoralizer. (pg. 92)
Iron Will: +2 modifier vs Animal Mimcry, Antagonizer, or Demoralizer. -2 to Target # for Morale rule if it is used. (pg. 92)
Jumping Jack: Unit attacking with JJ adds -1 to Target # Modifier. (pg.97)
Formation Ability
Speed Demon – ground units receive +2 to move +4 to sprint. Aerospace units get +1 Thrust value.
Summoner Equipment
CASE (Special Case) – Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
FLK (Flak) 1/1/1 – If Attack roll against aerospace, VTOL, and WiGE is missed by 2 or less then flak damage is taken.
IF1 (Indirect Fire 1) – 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 1 indicated and can be replaced with LRM (1/1/1) and use all ammunition types. Spotter cannot choose more than 1 target. (Indirect Fire)
Omni – May transport a single battle armor unit. (Transporting Infantry pg.38).
Loki (Hellbringer) A
Formation Ability
Speed Demon – ground units receive +2 to move +4 to sprint. Aerospace units get +1 Thrust value.
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. (Indirect Fire)
Omni – May transport a single battle armor unit. (Transporting Infantry pg.38).
PRB (Probe) – PRB – Probe
RCN (Recon) – Recon works in conjuction with Mobile Headquarters (MHQ#) ability. See Battlefield Intelligence p. 154)
SNARC – 1 damage for every NARC that hits the target. (pg.148)
Timber Wolf
Formation Ability
Speed Demon – ground units receive +2 to move +4 to sprint. Aerospace units get +1 Thrust value.
CASE (Special Case) - Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
IF2 (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 2 indicated and can be replaced with LRM (2/2/2) and use all ammunition types. Spotter cannot choose more than 1 target.
LRM (Long Range Missile) (1/1/2 or 1/1/1 (Heat Seeker munition)) – Target with OV receives +1 damage. Attacks only using Heat Seeker ammo receive -2 TMM to target. No damage modifier.
Omni – May transport a single battle armor unit. (Transporting Infantry pg.38).
JMPW1 (Weak Jump Jets) – +1 to TMM for jumping movement.
Marauder
Formation Ability
Speed Demon – ground units receive +2 to move +4 to sprint. Aerospace units get +1 Thrust value.
CASE (Special Case) - Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
Adder
Formation Ability
Speed Demon – ground units receive +2 to move +4 to sprint. Aerospace units get +1 Thrust value.
CASE (Special Case) - Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
IF2 (Indirect Fire 2) – 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 2 indicated and can be replaced with LRM (2/2/2) and use all ammunition types. Spotter cannot choose more than 1 target. (Indirect Fire)
LRM (Long Range Missile) (1/1/2 or 1/1/1 (Heat Seeker ammunition)) – Target with OV receives +1 damage. Attacks only using Heat Seeker ammo receive -2 TMM to target. No damage modifier.
Omni – May transport a single battle armor unit. (Transporting Infantry pg.38).
Hanse MBT
Formation Ability
Speed Demon – ground units receive +2 to move +4 to sprint. Aerospace units get +1 Thrust value.
CASE (Special Case) – Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
HT ((Heat) 1/1/-) – Attacks also apply heat damage in the End Phase. If heat cannot applied then it is additional damage.
SRCH (Searchlight) – Ignore darkness Target Number modifiers.
Cizin Hover Tank
Formation Ability
Speed Demon – ground units receive +2 to move +4 to sprint. Aerospace units get +1 Thrust value.
CASE (Special Case) – Does not suffer Ammo Hit critical but receives 1 additional damage. Can trigger another critical hit roll.
SRCH (Searchlight) – Ignore darkness Target Number modifiers.
TUR ((Turret) (4/4/0)) – can use turret value to make attack out of weapons line of sight.
Elemental Battle Armor [HMG] (Sqd5)
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.
CAR (Cargo) 5 – Can be carried by ground units with an ITS value > or = the Cargo 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.
Elemental Battle Armor (Fire) [AP Gauss] (Sqd4)
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.
CAR (Cargo) 5 – Can be carried by ground units with an ITS value > or = the Cargo value.
FR (Fire Resistant) – Is immune to HEAT affects but not weapon damage.
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.
Sources:
https://www.deviantart.com/octobomb/art/Clan-Jade-Falcon-Sillouette-3840x2160-772183271
Catalyst Game Labs “Battletech Alpha Strike Commanders Ed.” 2019