The ARC Fleet

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Manufacturer:  Critical Mass Games
Races: Arc Fleet;  Force Composition; Card Allocation
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The ARC Fleet

Tech Level:  3

Description

 Infantry

 Troops/Dice 0 1 2 3 4
 Light Recon Squad/Recon Squad 1, 2 3 4 5, 6, 7 8
 Rifle Squad 1, 2 3, 4 5, 6 7, 8 ~
 Heavy Drop Troopers 1, 2 3 4 5, 6, 7 8
 Augments 1, 2 3 4 5, 6, 7 8
  • Light Recon Squads fire at -1 dice as they have no Light Support Weapons (the missile launchers operate in separate teams and are anti-vehicle weapons). Recon Squads are Light Recon Squads with Light Support Weapons (each squad includes a trooper armed with a laser cannon and a trooper armed with a grenade launcher): they therefore do not subtract a dice when firing.

  • Heavy Drop Troopers count as Armoured Infantry (Tech 3).   As they have no Light Support Weapons, they fire at -1 dice except at Close Range where their specialist grenadiers carry out this role.

  • Augments count as wearing Powered Armour (Tech 3). They count as having Light Support Weapons as squads usually contain one member with a heavier shoulder-mounted weapon; at least one member with a laser cannon; and one member with a plasma cannon.

 Anti-Tank Weapons
 Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24"
 Light Recon Squad/Recon Squad 2 ~ ~ ~ ~
 Rifle Squad 2 ~ ~ ~ ~
 Heavy Drop Troopers 4 2 ~ ~ ~
 Augments 4 4 2 ~ ~
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 Infantry Support Weapons
 Infantry Anti-Tank Definition
 Missile Launcher  2-man DF Bolt

 Laser Defence Platform  Twin 4-man DF Autogun

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 Armoured Vehicles
 Tank or Vehicle Armour Movement Weapons
 Scout Combat Walker 2 WLK

Scanner

Plus:

3 main gun variants:

(a) Twin 2-man DF Bolt Autogun

(b) 4-man DF Bolt Autogun

(c) 3-man DF Boom 

 Support Combat Walker 4 WLK

2 main gun variants:

(i) Two 3-man DF Bolt

(ii) Two 3-man IF Boom

Plus:

3 secondary gun variants:

(a) Twin 2-man DF Bolt Autogun

(b) 4-man DF Bolt Autogun

(c) 3-man DF Boom

Plus:

1 x 2-man DF Bolt Autogun

 Missile Support Combat Walker 4 WLK

2 x 4-man VF Both

Plus:

3 secondary gun variants:

(a) Twin 2-man DF Bolt Autogun

(b) 4-man DF Bolt Autogun

(c) 3-man DF Boom

Plus:

1 x 2-man DF Bolt Autogun

 Heavy Grav Tank (Mk I & II) 12 LLV

3 main gun variants:

6-man DF (i) Bolt (ii) Boom (iii) Both

Plus:

2 x 2-man IF Boom

1 x 2-man DF Bolt Autogun

 Medium Grav Tank 8 LLV

3 main gun variants:

4-man DF (i) Bolt (ii) Boom (iii) Both

Plus:

1 x 2-man DF Bolt Autogun

 Grav APC 3 LLV

Twin 2-man DF Bolt Autogun

Plus:

May carry one infantry squad

 Grav Scout 2 LLV

3-man DF Boom

Scanner

 Grav Missile Carrier 4 LLV

2 x 6-man IF Boom

1 x 2-man DF Bolt Autogun

 Grav Command Vehicle 4 LLV

1 x 2-man DF Bolt Autogun

  • The Scanner mounted on the Scout Walker and Grav Scout allow use of the Scan card.

  • All ARC Fleet vehicles have four initiative dice. Each dice used for firing allows the tank the equivalent of one initiative dice per functioning weapon to be used however wished e.g. if three weapons are functioning, each dice used for firing allows a snap shot from each weapon; an aimed shot from one weapon, and a snap shot from another etc.

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Force Composition

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ARC Fleet Light Recon or Recon Company

 Company HQ

 2 x Big Man

 2 x Sniper Team (2 men each)

 2 x Missile Launcher Team (2 men each)

 1st Platoon

 1 x Big Man

 3 x Light Recon Squad or 3 x Recon Squad

 (each Light Recon Squad: 1 x Commander; 7 x Recon Trooper)

 (each Recon Squad: 1 x Commander; 5 x Recon Trooper; 1 x Recon Trooper with laser cannon; 1 x Recon Trooper with grenade launcher)

 2nd Platoon

 1 x Big Man

 3 x Light Recon Squad or 3 x Recon Squad 

 (each Light Recon Squad: 1 x Commander; 7 x Recon Trooper)

 (each Recon Squad: 1 x Commander; 5 x Recon Trooper; 1 x Recon Trooper with laser cannon; 1 x Recon Trooper with grenade launcher)

 3rd Platoon

 1 x Big Man

 3 x Scout Combat Walker or 3 x Grav Scout Vehicle

 Notes: 

 1) Recon companies benefit from the Recon card and the Scan card.

 2) Mechanised Recon companies add one ARC Fleet Command Vehicle for the Company HQ and three Grav APCs per platoon.

ARC Fleet Rifle Company

 Company HQ

 1 x Big Man

 3 x Missile Launcher Team (2 men each)

 1st Platoon

 1 x Big Man

 3 x Rifle Squad (each squad: 1 x Commander; 2 x Light Support Weapon Crew, 5 x Rifleman)

 2nd Platoon

 1 x Big Man

 3 x Rifle Squad (each squad: 1 x Commander; 2 x Light Support Weapon Crew, 5 x Rifleman)

 3rd Platoon

 1 x Big Man

 3 x Rifle Squad (each squad: 1 x Commander; 2 x Light Support Weapon Crew, 5 x Rifleman)

 Weapons Platoon

 1 x Big Man

 3 x Laser Defence Platform (each platform has three crew)

 Notes:

 1) To mechanise an ARC Fleet Rifle Company, add one ARC Fleet Command Vehicle for the Company HQ and three Grav APCs per platoon (including for the Weapons Platoon).

ARC Fleet Heavy Drop Company

 Company HQ

 2 x Big Man

 2 x Augment Squad (each squad: 8 x Augment Troopers)

 1st Platoon

 1 x Big Man

 3 x Heavy Drop Squad (each squad: 1 x Commander; 7 x Heavy Drop Troopers)

 2nd Platoon

 1  x Big Man

 3 x Heavy Drop Squad (each squad: 1 x Commander; 7 x Heavy Drop Troopers)

 3rd Platoon

 1 x Big Man

 3 x Heavy Drop Squad (each squad: 1 x Commander; 7 x Heavy Drop Troopers)

 Augment Platoon

 1 x Big Man

 3 x Augment Squad (each squad: 8 x Augment Troopers)

 Notes:

 1) To mechanise an ARC Fleet Heavy Drop Company, add one ARC Fleet Command Vehicle and two Grav APCs for the Company HQ and three Grav APCs per platoon (including for the Augment Platoon).

ARC Fleet Armoured Company

 Company HQ

 2 x Heavy Grav Tanks or Medium Grav Tanks  or Support Combat Walkers

 2 x Grav Scout Vehicles

 1st Platoon

 3 x Heavy Grav Tanks or Medium Grav Tanks  or Support Combat Walkers

 2nd Platoon

 3 x Heavy Grav Tanks or Medium Grav Tanks  or Support Combat Walkers

 3rd Platoon

 3 x Heavy Grav Tanks or Medium Grav Tanks  or Support Combat Walkers

ARC Fleet Armoured Artillery Company

 Company HQ

 2 x Missile Carriers or Missile Support Combat Walkers

 2 x Grav Scout Vehicles as FOO

 1st Platoon

 3 x Missile Carriers or Missile Support Combat Walkers

 2nd Platoon

 3 x Missile Carriers or Missile Support Combat Walkers

 3rd Platoon

 3 x Missile Carriers or Missile Support Combat Walkers

Notes:

 1) Armoured companies and armoured artillery companies are either walker or grav vehicle based, dependent on the scenario in which they find themselves operating.

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Card Allocation

One card is included in the pack for each platoon present. 

Big Man allocations are given in the OBs, above.

Armoured Bonus Move:  always applies to any Grav-vehicle unit.

Dynamic Commander: may apply to ARC Fleet Big Men.

Heroic Commander: may apply to ARC Fleet Big Men.

Missile Launcher Bonus Fire: always applies to units armed with Missile Launchers.

Rally: always applies to an ARC Fleet force

Rapid Deployment:  always applies to any Grav-vehicle unit.

Recon: always applies to Light Recon troops.

Scan: applies to any unit made up of Grav Scouts or Scout Combat Walkers.

Sniper: always applies to Light Recon Units.