Algoryn Command Squad
Combat Level: Tactical
Where: Antares Rulebook
AI field commanders are exemplary battlefield tacticians, leading and directing the AI right from wherever needed. The commander is defended by a bodyguard of veterans equipped with plasma carbines. Though effective, the carbine is outside the Algoryn normal approach to battlefield resiliency but the effect is to enable a sudden burst of effective firepower at the right time.
On the table, a key use of the command squad is their sudden burst of firepower just when needed and in their ability to lead a nearby squads forward at once using their ‘Follow’ order. The plasma carbines may have a slightly shorter range than the AI’s normal mag gun, but it’s penetration is better – able to put a pin on Ghar suits, for example – and it also has a scatter mode useful against lighter infantry such as Ghar Outcasts. In many ways, the squad is as tough as the ‘gold standard’ of the IMTel nations – the C3 Strike or Isorian Phase squads – and can be more resilient in many situations, including hand-to-hand combat.
AI Commanders have slightly different stats to the normal AI Trooper, though their bodyguard are similar.
|AI Commander with plasma carbine, X-sling, reflex armour||5||5||5||6(7)||7||9||Command, Follow, Leader 2|
|AI Trooper with plasma carbine, reflex armour||5||5||5||6(7)||7||8||n/a|
Command means nearby units can use the commander’s higher Co stat, whilst Follow allows the commander to order nearby units to act with him – the range of this function is extended by the optional synchroniser drone. For the X-Sling, the commander can be given the punchy Overload ammo or the suppressive SlingNet and the squad can be given a spotter and a medi-drone (which come in the plastic set – the medi-drone is a very useful squad upgrade!).