Gunslinger's Golems
GOLEMS
by Gunslinger

Here are Golem stats i thought up...some of the ideas I took from Lordbunny's Golems, and some I made up to fill in the gaps. next to the name is the point value raw, and inside the brackets are the 20 percent reduction... gimee feedback please! next project, Golem vehicles and Campaign rules... and maybe a few more individuals that I just got ideas for : p then..i move onto the Ceru... Golem

Combat squads
Slaves: 4 (3)
Cannon fodder of the Golems, most are in poor health and would die shortly after the battle anyway.
Availibility: unlimited
Structure: 5-10 per squad
MP:10 CC:3 RC:3 POW:3 BOD:4 BRN:4 GUT:5 LIF:1 AR:0 SIZ:M
Options: each model make make the choice of either CC specialist or RC specialist
CC Specialist (+17 PV) + 3 to its CC and it gets a vibrosword
RC Specialist (+17 PV)
+2 to its RC and it gets a Laser rifle.

Advancers: 71 points (57)
The Standard rank and file soldiers used by the Golem, these comprise the majority of the entire Golem military .
Availibility: unlimited
Structure: 3-6 in a squad
Equipment: Power Armor, Std Laser, Strike laser
MP:9 CC:3 RC:6 POW:5 Bod:6 Gut:7 BRN:4 LIF:1 AR: 6(1) SIZ: M
Options: 1 member in squad may replace his STD laser with a rotary laser (+14PV) Members may also carry the armored gauntlets (+12PV), and may replace their Strike Laser with another Std Laser (+6 PV)

Pounders: 80 points (64)
Used as support squads for Advancers and Seige squads, Pounders specialize in laying down vital smoke screens and pinning the enemy down while the advancers finish them off.
Availibility: 1 every 2 squads of Advancers/ Slaves/ Seige squads (any combination)
Structure: 4-8 in a squad
Equipment: Power armor, Support rack,
MP:9 CC:2 RC:7 POW:5 BOD:6 GUT:7 BRN:4 LIF:1 AR: 6(1) SIZ: M
Options: A pounder may Replace his support rack with a Smoke screen launcher at no cost, and members may opt to add on armored gauntlets (+12PV)
Abilities:
Veteran Knowledge (+15PV per squad) Some Pounder squads have been around long enough to know how to correctly take advantage of terrain and formation, optimizing their fire coverage. squads with this ability have a maximum 4" coherency, as opposed to the normal "3 to take advantage of terrain spread out.

Seige squads: 80 (64)
The cream of the crop, the best of the Advancers and Pounders make it into this unit. completely self sufficient, Seige squads need no other form of support.
Availibility: unlimited if no other squads type are taken, 1 every other 3 squads of advancers/ slaves.
Structure: 3-6 in a squad
Equipment: Power Armor with the Seige add-on, Assualt Laser, strike laser
MP:8 CC:3 RC:7 POW:5 BOD:6 GUT:7 BRN:5 LIF:1 AR:6(3) SIZ: M
Options: Members may also carry the armored gauntlets (+12PV) and may add on a light DFA launcher(+30PV)

Jump squad: 67 (54)
By using attached Jump packs, these specialized troops can crossed distances quickly to close to hand to hand combat with any who oppose them.
Availibility: 1 per squad of advancers
Structure: 3-6 in a squad
Equipment:Power armor with a Jump pack add-on, flamethrower, armored gauntlets
MP:9 CC:5 RC:5 POW:5 BOD:6 GUT:7 BRN:5 LIF:1 AR: 6(1) SIZ: M
Options: may replace flamethrower with a strike laser at no cost. Maybe also buy a vibrosword at +15 pv.

Individuals

Ancestors: 90 (72)
Used against the enemies most hated by the Golem, These huge beast would make even the most hardned Bull cringe in fear .
Availibility: 1 for every full 500 pts a Golem force is allowed in a battle
MP:12 CC:7 RC:- POW:7 BOD:7 BRN:5 GUT:8 LIF:3 AR:7 SIZ: L
Abilities:
Ancestors always get a armor test, (even against critical hits). Attacks with a armor modifier greater then -2 and attacks that don't normally allow armor tests are treated as having a AM of only -2
engineered claws: the specially designed claws of the ancestor can pierced any armor. whenever a melee attack is made, it is made with a -4 AM modifier. Also gets the intimidating prescense ability.

Scout drones: 58 (46)
Used for primarily recon, lately Golem forces have been using them to flank the oppoent, in a attempt to box them in.
Availibility: 1 per squad Equipment: sensors, strike laser MP:12 CC:3 (comparitive purposes) RC:6 POW:3 Bod:4 BRN:6 Guts: - Lif:1 Ar:5(1) SIZ: S
Abilities:
Advanced deployment (+4) (as seen in Union forcebook) Scouting (+4) (as seen in Union forcebook)

Slaver: 57 (46)
The watchdog of the slaves, this quasi commander keeps the digruntled cannon fodder in line.
Availiblity: 1 per every 2 slave squads or fraction of thereof, minimum of 1
Equipment: Nueral whip, concussion bombs
MP:9 CC:3 RC:6 POW:5 BOD:6 GUT:7 BRN:4 LIF:1 AR: 6(1) SIZ: M
Abilities: commanding prescence (applies to slave squads only)
Tough love: once per turn when activated, the Slaver can attack the closest slave model within the range of its nueral whip, and whether the model survives or not the squad may get one of the follow advantages that lasts until the end of the turn.
-Models in the squad may move a additional 3"s for 0 MP at any point during its activation
-Add +1 to Close Combat or Power for all melee attacks by the squad
-All shots that can be aimed by the squads this turn are aimed without requiring an MP expenditure
-automatically succeed any Guts test made this turn Note: may not use this ability twice in a row on the same squad.

Commander: 140PV (112)
The General of Golem armies, these Soldiers carry the best equipment and armor. they can often take on entire forces by itself and emerge victorious, and often does.
Availibility: 1 per Force
Structure: Individual
Equipment: Power Armor, Strike Laser, Assualt Laser
MP:9 CC:4 RC:8 POW:5 BOD:6 BRN:6 GUT:8 LIF:3 AR: 6(1) SIZ: L
Abilities:
Intimidating prescense, Superior Tactics (same as the abilities in the Union forcebook)
Options: may replace the Power Armor with Commander armor (+21). May also take the teleport Option (+15 PV) and/or Armored Gauntlets (+12 PV) if player takes the Commander Armor, he may Choose either the Hellfire racks (+66PV), Advanced rotary Cannon(+36PV) or a Apocalypse Cannon (110+PV) as a addon.
Teleportation: The commander can spend all of his MP to teleport anywhere on the battle field. However, if he teleports anywhere that is not LOS of his own troops then he deviates as the scatter rules.

Weapons

Melee weapons
Vibrosword: Although a old weapon used primarily by slaves, it is also observed to be used by the Golem Jumptroops. hard to use, the handler gets a -1 CC when using it MP:7 POW: POW+4 AM:-3
Armored Gauntlets: These Gloves are worn by the Golem Power suits to enhance their lackluster Close combat ability, giving their opponents and lethal dose of electricity. Most opponents realize this and attempt to avoid being touched by the gauntlets, giving the Golems a advantage in melee combat Rules: Golems with the armored gauntlets recieve a +2 CC when are in melee combat. Targets get no armor test, and must make a Knockdown test should they survive the attack. May not be combined with any other attack. MP:4 Pow:Pow Am:no test, CC+2

Ranged weapons
Flamethrower: used mainly to distract enemies, this old weapon can be more dangerous when need be .. MPC:5 UPT:1 Pow:6 AM:-1 Mode: splash template Special rule: Flambe
Laser Rifle: thousands of years have past since this weapons introductions, but s still prodced for slaves of the Golems MP:4 Pow:4 AM:0 UPT:2 10/- 20/+1 30/-
Concussion Bombs:slavers often carry a concussion bomb launcher to subdue their enemies for ease of capture for future use of slaves. (see campaign rules for full use) MP: 5 Pow:4 AM: no test 10/- 20/+1 30/- mode:indirect blast radius 2"
Nueral whip: The slavers weapon of choice, it can be used to motivate their slaves or make pesky opponents think twice. targets may attempt to dodge this attack, but if hit, must make a knockdown test at +2, Large models make the test with no modifiers MP:5 Pow: 4 AM: no test 6/-1 12/+2
Light Death From Above (DFA) Launcher Used by Seige squads and Light vehicles, LDFA's allow the squads to lob shells over dangerous fortfications to damage their enemies without fear of reprisal MP: 5 Pow: 5 AM:0 mode: indirect, blast radius 3" 15/-2 30/- 45/+2
Strike Laser: a oddity among the Golems, this weapon is extremely short ranged, doesn't do much damage, and yet remains common in almost every Golem force. Observers think it is due to its obscenely high rate of fire and ability to be used during hand to hand combat, leaving the enemy nothing more then a memory MP:3 POW:3 AM-1 4/+2 8/-1 Point blank UPT:3
Std Laser: These weapons have been observed as the most common weapon in the entire Golem Force, second only to the Strike laser, which is only more common cause of the high number of scout drones sighted. This highly focused beam of energy have been known to slice through even the most heaviest armor, and leaving crater marks as a testament to the Golems enormous power Mp:5 Pow:4 AM:-2 6/- 12/+1 24/- 1" blast radius UPT:1
Rotary Laser: Sighted among the commanders of Golem Advancer squads, this (fortunately) less common laser is probably the most feared weapon used by common Golem squads. Extremly high fire rate, combined with slight movement of the arm, allows the the Laser to sweep several areas within a short span of time MP:4 Pow: 5 AM : -1 10/- 20/+1 30/- Full auto UPT:2 May also damage structures
Support Rack: Most common weapon used by the Pounder units, this weapon uses small, yet powerful rockets to support their Comrades from afar MP:4 Pow:4, AM:-1 2"blast radius, Indirect UPT:2 20/-1 40/- 60/+1
Smoke screen Launcher: used to help the advancers safley close to effective range without worrying about coming under heavy fire, These launchers can turn the battlefield into Chaos in seconds MP:4 20/-1 40/- 60/+1 3"blast radius, Indirect, upt:2 rules: can only target the ground. lasts for 2 turns. Neither side can target anything which direct LOS passes through the smoke screen and can target units inside the smoke screen at a -1 RC for every 1" of smoke between the target and attacker, including the area of smoke the target is occupying.

Heavy Weapons
Assualt Laser: the Std weapon of Golem Commanders and Seige squads, this weapon punches thru Armor as if it were mere paper. Not even the toughest Growler can resist its power MPC:6 POW:6 AM: -3 2" blast radius UPT:1 10/+1 20/- 30/-1
Rotary Laser: Sighted among the commanders of Golem Advancer squads, this (fortunately) less common laser is probably the most feared weapon used by common Golem squads. Extremly high fire rate, combined with slight movement of the arm, allows the the Laser to sweep several areas within a short span of time MP:4 Pow: 5 AM : -1 10/- 20/+1 30/- Full auto UPT:2 May also damage structures

Vehicle and Commander weapons
Hellfire Missile Rack: Used in conjuction with Commander armor and vehicles, these racks fire dozens of missiles at a time, saturating the target area with withering fire MPC:6 Pow:6 AM:-2 3" blast radius, indirect, UPT:1 Damage:2 15/- 30/+1 45/-
Advanced Rotary Cannon: a upgrade from the Std rotary cannon, this version is even more fearsome then the original. a full auto burst from this weapon costs 6 movement points MPC:3 AM:-2 POW:4 full-auto +1 hits per model UPT:3 10/+1 20/- 30/-1 may also damage buildings
Apocalypse Gun: The most devastating weapon among Golem rank and file troops, this Cannon resembles the Harbringer of the Ares the most, yet is more powerful then even that. Armor can't stand up to the impact of its projectile, as it was designed to wipe out heavily armored vehicles. Models within the blast radius are automatically knocked down. Attackers may not move the same turn this weapon fires. May only target vehicles and large models. MPC:8 AM: -5 POW:8 use: every other turn, Damage:3 Mode: 1/2"blast radius, 25/- 50/+1 75/-

Armor
Golem Power Armor: the Standard suit worn by almost every Golem, this suit easily can take punishment from all but the heaviest weaponary. Modify all melee attacks made with the suit with a +2 POW AR:6(1)
Seige add-on:a attachment to standard Golem power armor used by seige squads, it adds several layers of shielding to protect it from armor piercing weapons, but it slows the wearer down. Reduce the MP of the unit by 1 but add +2 shielding to the armor
Jump pack add-on: a attachment to standard Golem Power armor by Jump squads, it adds a detachable booster pack to the back of Golem suits to allow them increased manueverability, but makes the trooppers action unweildly. Add a additional 3 MP to the wearer when making a Jump, but make all CC and RC rolls when Jumping by -2
Jump: Jump packs enable Jump squads to clear terrain upto 12 inches tall. It must move around any terrain feature over 12 inches in height. Costs 2MP to take off and Land, but does not need to land at the end of a turn
Commander Armor: worn only by Golem Commanders, this Suit has been seen taking out entire packs of growlers single handedly. Modify all melee attacks made with this suit with a +3 POW and increase the MP of the wearer by +1 AR:7. Units with this suit always get a armor test, (even against criti cal hits). Attacks with a armor modifier greater then -2 and attacks that don't normally allow armor tests are treated as having a AM of only -2

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