"Follow my example or I will make you one!"
Warhounds of Innisfield
Zeppel Von Damme
Class: Shocktrooper Veteran
Weapons: 1x ERA4H , 2x Slug Pistol, 3x Flare
Personal potentials:
+ Shut up and keep Shooting!: His brand of leadership demands strict loyalty and disregard to their complaints. No buts whatsoever. All units lose their Positive and Negative Personal potentials around him.
+ Embolden: The less units on the battlefield, the more cohesive his command becomes, granting additional Movement to all around him.
- Irrational Hatred: Allied Darcsen, Gallian or Prisoners of War around Zeppel will lose morale twice as fast as any other Unit. Those units do not gain his Leadership bonus and this unit cannot help those units when critically injured. Rat is exempted from this.
Combat potentials:
+ Leadership: When fielded, all units gain an innate Fighting Ability Boost. Units starting their turn around him gain movement bonuses.
+ Defying the Odds: When Unit count is at less than 50% of the maximum amount, this Unit will not lose Morale.
+ Last Stand: When downed, the unit can preform one last attack action with a Pistol before entering the Critically injured state
Rat
Class: Scout
Weapons: 1x IRC2 , 1x Markerlight, 2x Detonation Charge, 1x Repeating Pistol
Personal potentials:
+ Bloodbound: This unit has willingly surrendered what little freedom he has to serve a man. This unit is bound to Zeppel and gain bonuses towards evading attacks from or attacking the same unit Zeppel has attacked before.
- Darcsen Hater: This unit openly hates Darcsen units, decreasing their Accuracy and Fighting ability.
- Bound by Hate: Painful memories of the past causes him to spend his time thinking ill of Darcsen, decreasing his Accuracy near Darcsen units.
Combat potentials:
+ Ghost Step: This unit's movement counts as silent when carrying a Carbine, Utility or a Pistol when outside of an enemy's sight radius
+ Tenacity: The unit counts as if prone even if the unit is standing up.
+ Guerrilla: When sneak or back attacking an enemy, this unit can move a certain distance after the attack is made.
Pvc. Eric Baldwin
Class: Scout Veteran
Weapons: 1x GRC2 , 1x Medkit , 2x Ragnaid Cylinder (Sma) , 1x Bretford Wolves Pin
Personal potentials:
+ Under the cover of Fire: Unafraid to charge through enemy fire, this unit has gains a considerable boost to Defense when there are more than 3 enemies within firing range of him
+ Immunization: This unit is protected from all Status Ailments. All units with status ailments starting their turn near Eric recover from their Ailments faster.
+ Big Brother: Always there to back them up, this unit can take a fatal shot for anyone within movement range.
Combat potentials:
+ Tumble: Upon receiving interception fire and if this unit evades an attack, this unit will tumble, rendering him immune to further interception fire for a small amount of distance travelled..
+ Assist: His taller frame makes it easier to handle his allies, losing no Movement, Accuracy or Fighting Ability when aiding an ally.
- Nearsightedness: This unit cannot see well far away, reducing Accuracy the further the enemy target is
Pv. Hugh Blackmoore
Class: Lancer Veteran
Weapons: 1x Lanzer1C , 2x Mortar Rounds, 2x Detonation Charge, 1x Repeating Pistol, 1x Blast Shield
Personal potentials:
+ Grizzled Vet: Having gone through many battlefields, this unit has bolstered Morale and Fighting skill
+ True Grit: As the battle rages on, this unit gains increasing Fighting Ability the longer this unit remains conscious in the battlefield
- Stubborn: This unit cannot switch targets, move out of weapon range or retreat until it's current target is neutralized.
Combat potentials:
+ Armorkiller: Experienced at taking down machines, this unit gains bonus Fighting Ability when hitting Armored Vehicles
+ Signal Light: An enemy marked by Markerlights grants this unit increased Fighting ability towards that one target and extended weapon range
+ Last Stand: When downed, the unit can preform one last attack action with a Pistol before entering the Critically injured state
Pv. Gage Leiberman
Class: Sniper
Weapons: 1x APR1 , 1x Binoculars, 1x Camouflage mat
Personal potentials:
+ Familiar Land: Fighting in Imperial land grants this unit additional vision range and movement.
- Deserter: Lowers evasion against Imperial Soldiers.
- Claustrophobia: This unit hates enclosed spaces. This unit cannot be transported by Tanks and losses a considerable amount of Accuracy in trenches or deep foxholes.
Combat potentials:
+ Steady Aim: Grants perfect accuracy if this unit did not perform any action before shooting
+ Pig Hunter: Nullifies an enemy Darcsen unit's defense when shooting
+ Far Shot: This unit has increased indirect Interception range at the cost of Lowered Accuracy.