By Glen Brooks of Brooks Miniatures
Have you ever wondered when painting your figures what is in the packs?
Well here are some answers.
1. The combat jacket will have, light weight compass, pens, pencils, notebooks,
biros, first field dressing, pocketknife, map and gloves. Also you may have
ops kit ie wire cutter and gloves.
2. The webbing. Working from left to right as you wear it. First 2 ammo
pouches. With 6 full 30 round mags. Then the bayonet. Then the utility pouch.
In this would be the following. Mess tins, rations, cooker, next should be a
small folding shovel however this is total rubbish and is usually left in camp.
But the pouch does make a great water bottle carrier. So most men have a
water bottle there. Next is the water bottle pouch with, water bottle, brew kit
for tea, coffee, also a spoon and mug. Next are the last 2 ammo pouches. In
these you have 1 HE grenade and 1 smoke grenade.
3. The daysack / jet packs from the bergan. Here you will carry warm kit, socks,
foot powder, more rations, batteries, night sight, poncho with bungees, wet
proofs, empty sand bags, string, if long night ops small sleeping bag. Digging Tool, more first aid kit. Maybe spare ammo.
4. CBA combat body armour.
Above is what we call CEFO complete equipment fighting order. This may weigh
anything between 30-45 lbs. You also carry a 9lb rifle a helmet and some men will
carry the LAW 94 as well. With this you live and fight in.
Next is CEMO complete equipment marching order. This is with the above, but
now add the bergan.
4.Bergan. In the bergan you carry. More rations, sleeping bag, socks, warm kit,
string more batteries and more ops kit. This can weigh anything from 50lb upto
70lb + depending on area of ops.
In total you are looking at about 70lb-110lb of kit on your back. Then add your
weapons. Hopefully now when you paint your troops you may feel sorry for them.
U.N.I.T. operates in sections (see above) with each section split into two fire teams. Each fire team can move or shoot independently of the other but it only requires one action for both of them to be able to do things as the complete section is the 'group'. Therefore U.N.I.T. is a very mobile and tactically aware force that can respond quickly to a changing environment.
When any U.N.I.T. forces are deployed there must also be an HQ element present. There are various HQ permutations available but usually there will be a command section and a support section making up a group. Again, a single action will allow both parts of the group to act independently.
All U.N.I.T. personel are human and have standard toughness:
Open- 6, Cover- 9, Building- 12.
Here is a typical U.N.I.T. force:
Two sections of two fire teams each.
Each fire team comprises:
2 Rifles 1D6 each, 1 LSW 2D6, 1 LAWS 4D6
Section total 16D6
Brigadier 1D6 allows linked fire
Sgt. Benton 1D6
Signals allows off-board fire support
2 rifles 1D6 each (one of these is the Sig)
1 LAWS 4D6
Attached HMG 8D6 Once the HMG has fired it costs an action to pick it up before it can be moved. Deploying it to fire does not cost an action.
Section total 16D6
U.N.I.T. has access to quite a bit of off-board equipment and specialist forces, a sample is listed here and more may be added over time.
Tank which moves as an independent vehicle and can take 50 points of damage before being destroyed, regardless of what terrain it occupies. It's weapons do 10D6 in a 6 inch template area.
Air strike arrives if needed and made available in a scenario when a Special Event card is drawn. The U.N.I.T. player can place a 6 inch template any where on the table and subject any groups it touches to 10D6 damage. Not available if the radio operator is dead.
Company Mortar fire is called in as an action by the HQ section and does 8D6 damage in a 6 inch template which can be placed anywhere that the U.N.I.T. commander figure can see. Not available if the radio operator is dead.
In addition to any scenario victory conditions, U.N.I.T. can claim a victory if all the aliens are killed or leave the planet.