| Conquering Nations |
| Unit Ratings |
| STB ATT DEF AAR WGT COST --- --- --- --- --- --- --- LAND UNITS Infantry (INF) 2 2 1 1 2 Marines (MAR) 3 2 1 1 3 +2 on attack when landing onto land-zone from transport in adjacent sea-zone. Anti-Air Art (AAG) - 2 1 2 5 Arm. Pers. Carr (APC) 2 2 2 2 6 Automatically unloads units when in combat zone. Light Tank (LBT) 3 2 2 2 7 Artillery (ART) 2 3 1 2 8 Surface-Air (SAM) - 2 1 2 9 Main Tank (MBT) 3 2 2 3 11 Mobile Rocket (MRL) d6 3 1 1 2 14 Can attack units in adjacent zones, hitting with 1 on d6 AIR UNITS Trans Heli (TRH) d8 1 1 2 2 10 Attack Heli (ATH) d8 3 2 2 2 13 Jet Aircraft (FTR) d6 3 4 4 3 18 Bomber Aircraft (BMB) d6 d10 4 1 6 X 23 NAVAL UNITS Landing Ship (LST) d10 - 1 2 12 Carries only 1 infantry or 1 marine unit. Carried units do not defend. Corvette (CRV) d10 2 3 2 16 Frigate (FRG) d8 2 3 2 19 Transport (TRS) d8 - 1 2 20 Carries up to 3 in total weight. Carried units do not defend. Submarine (SSK) d8 3 2 2 21 Destroyer (DES) d6 d4 2 2 2 22 Has +1 defense as long as submarines are present in same combat zone. Carrier (CAR) d6 1 3 2 24 Can carry up to three air units, composed of fighters and helicopters. Battleship (BTL) d6 d8 4 4 2 26 Can attack enemy units in adjacent land-zone, hitting with 1 on d6. |
| All units use a d10 for their hit die. Click on the unit names to see brief descriptions, with a Legend at the bottom. |
| Updated on 10.08.2005 |
| LEGEND: DIE = Hit Die for Combat Rolls (See ATT/DEF) ATT - Attack Rating - Number must be same or lower "to hit" defending units DEF - Defend Rating - Number must be same or lower "to hit" attacking units MV - Movement Rating (in zones) WGT - Unit weight - Used to determine possible transporting combinations COST - Cost in credits to produce |