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2015/02/20 17:05:54
Subject: Codex: Red Blok (Cold War Warsaw Pact) Update V1.1 (23/02/2015)
Hello, it's me again I've just finish playing a bunch of games, and I think that the Warsaw Pact and/or Russian Federation will make a great Codex, with their large number of conscripts and powerful armour fighting vehicles. Some parts of the Codex may not be balance and/or correct, so I'll need some reviewing from you Of course it is not finished (only 75-80%) and I'll add more later, but hey, the more the merrier, right ? What should I add and/or change to make the Codex better and represent the force more approriate?
UPDATE: 23/02/2015 (v1.1)
- Add Naval Assault Group and Paratrooper Group (Elite)
- Amphibious now affects non-vehicle models.
- Fire Support Team gains Battle Doctrine
- SpecOps Group is now made up of 1-3 SpecOps Squad.
- SpecOps Squad gain Scout
- Add Void Hardened Armour
-Fix the error in Improvished Armour.
Faction Fluff:
Spoiler:
Red Blok is a confederation of human worlds within the Eastern Fringe, and although their influence is minuscule compared to other space-faring race, they will soon become powerful to create their own intersellar empire and challenge other races. The early history of the Red Blok is somewhat obscure, but according to the few remaining documents, after a great war that consumed the entire sector, one faction emerged victory, their teaching and socioeconomic system follow those of one of Terra ancient nations. As the Red Blok expands, they encounter other inhabited worlds. Their rapid expansion has alarmed all the races of the Eastern Fringe, both human and aliens. Although most of the incidents ended with a treaty and promises of peace on both sides, all know that soon the Cold War will sooner or later go hot. The Red Blok has not been idle during this time. They fortify their outermost worlds, turn them into fortresses, churning out increasingly powerful warmachines and expand their military force. With these preparation, the people are ready to endure the horrors of the 41st millenium to protect their beloved Motherland.
Faction Special Rules:
Spoiler:
Quality of Quantity: Red Blok commanders have at their disposal a huge amount of soldiers. Their massive infantry formations take a lot of beating to stop, and compensate for the lack of advanced equipments with sheer weight of number.
If a unit composed entirely of models with this special rule is falling back within 6” of a friendly unit that is not falling back and has at least 10 models, it automatically regroups.
Co-axial Weapon: Red Blok vehicles usually mount a heavy stubber firing tracer rounds next to the main gun to improve accuracy
When a target is declared for a vehicle armed with a co-axial weapon and the controlling player wishes to use it, then the co-axial weapon must be fired at the target first if in range. If the co-axial weapon hits the target then one other weapon may re-roll failed To Hit rolls.
Amphibious: Many Red Blok combat vehicles have amphibious capability; this allows them to mount devastating attacks on the enemy from unexpected quarter like swamps or rivers.
A vehicle with this rule treats all water features as open terrain when it moves.
BATTLE DOCTRINES: Tactics of the Red Blok are flexible despite their strict structure, and although they all more or less follow standard combat procedures set by the General Staff of the People’s Army, their force composition and combat doctrines are largely based on who, where and when they fight. The Armed Forces of Red Blok can deliver their power in any form imaginable, be it a massive armoured spearhead, an airborne assault, a yearslong guerilla struggle or just plain old human wave attack. As long as it is approriate to the current environment and suits the purpose of defeating their enemies, the Red Blok always has the right one to do the job.
When choosing a Red Blok detachment, whether primary or allied, choose one of the Doctrines listed in this section. All models benefit from the appropriate Battle Doctrines of their detachment, providing they have the Battle Doctrines special rule. Certain units and special characters have specific Battle Doctrines and can only be taken in detachments with the specified Battle Doctrines. If a Battle Doctrine requires the player to take one or more unit types (i.e vehicles) with a specific Battle Doctrine, then units of those types that do not have the Battle Doctrine special rule or do not have that specified Battle Doctrine cannot be taken.
Airborne Troops: The Airborne Troops is an elite force within the Red Blok and also one of the oldest. Always being the first to jump into the fray, these paratroopers are understandably armed to the teeth, and can handle almost any threat at hand, be it enemy warmachines or alien monsters.
Controlled Descent: Models in this detachment have the Deep Strike special rule, and may choose to re-roll scatter dice and distance when arriving by Deep Strike.
Airmoble Armour: This detachment cannot take vehicles that do not have the specific Battle Doctrine (Airborne Troops) special rule, unless they are Dedicated Transports and/or Flyers. In addition, if a vehicle that has Battle Doctrine (Airborne Troops) suffers an Immobilised result on the Vehicle Damage Table, it counts this result as Crew Stunned instead.
Guerrillas: Although they are regular soldiers of the Red Blok, these forces fight as well-organized guerrillas. They emerge from hiding to strike at isolated garrisons and vanish back into the shadow before help can arrrive, leaving only corpses and burnt-out vehicles in their wake.
Irregular Warfare: Non-vehicle models in this detachment have the Stealth (Forests, Ruins) and Move Through Cover special rules.
All Terrain Juggernaut: This detachment cannot take vehicles that do not have the specific Battle Doctrine (Guerrilas) special rule, unless they are Dedicated Transports. In addition, a vehicle that has Battle Doctrine (Guerrilla) must re-roll failed Dangerous Terrain tests, and can move Flat Out in the same turn that it performs a Tank Shock.
Interior Troops: The bulk of the Red Blok Armed Forces are conscripts called up at the age of 21 to do two years of service, or just plain cloned soldiers breeded for war. They make up for their lack of experience and equipments with remarkable bravery in combat, as well as an inherent cunning and resourcefulness. They secure their objectives and make the enemy pay dearly to claim it back.
Wave Attack: Whenever a non-Dedicated Transport unit in this detachment is destroyed, roll a D6. On a 4+ (6+ for vehicle units), the controlling player may place an identical unit to the destroyed unit into reserve. That unit has all the models and upgrades of the destroyed unit, but does not have any Dedicated Transport that may have been originally attached to the unit.
Camaraderie: If two or more non-vehicle units in this detachment are within 6” of each other, they may choose to re-roll failed Leadership test.
Revolutionary Guards: The Revolutionary Guards are the bravest of the brave. Their primary objective is to provide protection for the President himself against internal and external enemies.They have earned the nickname “Black Devil”, not just for the colour of their uniform, but also for their high morale and sheer willingness to accept casualties.
Shielded Advance: Models in this detachment have the Stealth special rule when within 2” of a vehicle that is also in this detachment.
Heart of the Revolution: If a non-vehicle character in a unit is removed from play for any reason, remove a non-character model in the same unit that is within 2” of the character instead of him. If there is no suitable model, remove the character as normal. In addition, non-character, non-vehicle models may accept (but not issue) challenge as if they were characters.
Shock Troops: The most menacing of all Red Blok infantry, the Shock Troops can deal with any situation. Characterized by their gas masks and heavy equipment, they have been given the duty to break through the heavily fortified lines and open a route for the tanks to exploit and encircle the enemy. They live only to defend the Motherland, and will carry out even the most dangerous or merciless order without hesitation.
Iron Resolve: Models in this detachment have the Preferred Enemy special rule. In addition, a unit in this detachment counts as scoring an additional Wound for the purposes of calculating assault results.
Steel Wall: Models in this detachment subtract their Ballistic Skill from the scatter distance when firing a Barrage weapon indirectly.
You can find the rest of the rules inside the pdf file. Cheer !
Yes, but I think IG and the Warsaw Pact/Russian Federation force still do not have many things in common. Valhallans is the Red Army of WW2, while the Red Blok is the Red Army in the Cold War. Their structure and equipments simply changed so much that proxying them with IG does not do them justice. So...yeah.
Sgt_Smudge wrote: Yeah, IG conscripts were made for this list. "Don't fix was isn't broken."
Yes, look at the Militia Platoon. They are basically Conscripts, with some changes.
Oh, hi guys. Check out my Homebrew army lists here
Yes, but I think IG and the Warsaw Pact/Russian Federation force still do not have many things in common. Valhallans is the Red Army of WW2, while the Red Blok is the Red Army in the Cold War. Their structure and equipments simply changed so much that proxying them with IG does not do them justice. So...yeah.
Could you elaborate on some of the changes? Most of what I know about the Warsaw Pact comes from Wargame European Escalation; the big differences between that and the Imperial Guard are that the missile launchers are actually a serious threat to tanks. (And the Chimera is obviously a BMP, hard to deny that)
So, I'm going to pretty much go over the whole thing. I'm going to start with some minor questions, as well as typos.
Riot Weapons; what are these supposed to represent? Autoguns are a good equivalent for Kalashnikov 'pattern' weapons, so what is the Riot Carbine/Pistol/Rifle supposed to be? I mean, I could see a Riot Rifle being an SVD-equivalent marksman rifle... but the others are supposed to be...?
Thermal Weapons; are these supposed to represent thermobaric/'fuel-air' explosives?
Improvished Armour; "Improvished" is misspelled, there is no 'H' in "Improvised".
Paratrooper Squad weapon options says this:
"Any Desantnik may replace his riot pistol with one of the following:"
But the unit entry does not give the unit any pistols of any kind; should reword to say "riot carbine" instead or add a pistol to the unit wargear entry.
All of the entries under "Artillery Weapons" say "Barrrage"; there should only be two 'R's, for "Barrage".
Units
CCS feels bland, as it's basically a stripped down IGCCS that's only good for special/heavy weapon saturation. Maybe change the HQ option entirely for something like a Kapitan or Kommissar as an Independent Character, with the option to include a retinue for either one? Also, why is the Kommissar WS/BS2?
PCS Unit Coordination rule is a bit funky-but-cool. It at least serves to make it different enough to the IG version to be somewhat interesting, IMO. Otherwise the same issues as the CCS entry apply here as well.
Rifle Squads are interesting solely due to the effective 2x special/2x heavy/special+heavy options.
Fire Support Sections are kind of neat, but hamstrung due to being limited to only one Section per Platoon. Maybe change platoon composition to 1 PCS, 2-4 Rifle Squads, and 0-2 Fire Support Sections? Also suffer from clunky IG Weapon Team rules, which makes me hate them because I think Guard HW Team rules are clunky and annoying.
Militia Squads have limited utility, particularly given that their Stub Rifles are Assault 1 and only the Lider is BS3. The Obstacle Building Upgrade is flavorful but doesn't seem like it would actually be useful. Being able to put them into a 2 1/2 ton truck equivalent is quite fun though.
Salamandra transports are ridiculously thin, particularly given how pricey they are. This being said they are also Fast, so that might compensate a little.
Krokodil transports are even worse off, being only slightly more durable thanks to an AV11 front, but even more expensive. They also have very few units to cart around, as there doesn't seem to be very many squads of 5-6 models. Probably want to make a note that only squads which number 6 models or less may take a Krokodil, since Naval Infantry and Paratroopers can get a 10-man squad and still take a Krokodil that they no longer fit into.
Mul Trucks entertain me solely because they're a deuce and a half truck. They're also surprisingly good, as while they are less durable than a DEldar Raider (which is saying something), they're also a Fast vehicle that holds 20 mans. Weapon options are useless, but the Smokes are near-mandatory. Season with Extra Armor and you have something that is probably as good as a Rhino for just putting mans right where you need them, for only 5 points more. Does have problems with the fact that if it blows up with dudes inside there's not likely to be a lot of dudes crawling from the wreckage... but a Militia Squad that's 20 strong with 2 special/heavy weapons costs 75 points, plus 40 more for a Mul with Smokes+EA, for 115 points total. Which isn't too shabby, IMO.
SpecOps Squads have potential, but seem like they'd really benefit from an option to add additional squad members. Could also be interesting to allow the squad to choose either Ghillie Suits or Carapace Armor, depending on what you want them to do.
Naval Infantry start off being pretty awesome, until you realize you're paying 16 points/model for a S/T/I 3 model with a 4+ armor save. The IR Goggle upgrade feels tacked on- Naval Infantry will almost never use it; and the RPG Launcher makes the squad schizophrenic in usage while Heavy Stubbers make you want to sit back and shoot. Neither is good for something that's intended for punching things in the face. They also suffer from not having access to an assault transport, but realistically only Marines, DEldar, and Orks actually have assault transports, and they are either excessively expensive or excessively thin, and Eldar have had the same problem for ages and managed to work around it. Demo charge and different-flavor meltabomb options both suit the squad, as do flamers. The latter can compromise your attack output, though, so should probably be used with care.
Paratrooper Squads seem quite capable, and finally gives the squad leader a weapon that he'll likely be able to use. Aside from the aforementioned typo that refers to their non-existent pistols, I feel like it's waaay too powerful for every single squad member to be able to take a special/heavy weapon. While there isn't much in the way of variety, being able to give all of them a 24" Assault 1 Krak Missile seems a tad much, even if it is an exceedingly expensive option. I'd recommend that either the weapon count should be hard capped to around 3 or 4 per squad, or should be soft-capped to half the squad, rounding either up or down. Given that Paratroopers seem to have a heavy emphasis on special/heavy weapons, perhaps including the Grenade and Thermal Launchers would be good? Also might want to adjust the pricing on the squad-wide Ghillie Suits and Meltabombs, they seem a bit too cheap particularly for a large squad. Also, Krak Grenades seem redundant with cheap&easy access to squad-wide meltabombs.
Sokol Fighters feel overpriced. The autocannon->lascannon swap (it's a lascannon in all but name) should have a point cost attached, as it's in no way equal. Bomb options seem useless, and makes Beam Guidance Equipment useless if you take it. BGE also feels overpriced, and given the Sokol's emphasis on missile weapons since it carries 4 Komet Missiles, maybe BGE should be rolled into it?
Sova Gunships have the "Krokodil" problem, in that there aren't a whole lot of things you can put into them. Bomb swaps feel both useless and overpriced, despite being a free swap; in order for it to actually still have a weapon after dropping all of its bombs it needs to take Anti-Material Cannon sponsons. Making it a Vendetta-in-disguise is actually quite attractive; in comparison it loses EA and a point of AV on the front/side, and gains Night Vision and an anti-missile save. Probably a little pricier than a Vendetta, but not too far off. Sponson option is only really worth it if you leave the autocannons or if you take bombs (the latter of which you really shouldn't do); they don't sync well with the lascannon-wannabe swap, that is surprisingly (and appropriately) attached to a point cost. BGE is also useless no matter what configuration you use, as every gun is either unable to benefit or already twin-linked.
Gadyukas are basically a longer-ranged, thinner Hellhound. It trades some armor for being able to DS in, which seems fair. Bulking out the squadron does impose an odd 5-point tax on each additional vehicle, though.
Kraits seem like a very effective, though very thin, 'heavy weapon platform'. Komet missiles should be cheaper, particularly since it seems to be intended to carry four of them, and BGE should either be a bit cheaper or rolled into the Krait in consideration of the fact that it seems intended to be a 'Komet-carrier', like the Sokol. Kraits should also have access to camo-netting, given that they have "Battle Doctrine (Guerillas)". Also, the wording for the weapon upgrades should be changed to prevent the vehicle from taking all of the upgrades, as this is both overkill and ridiculously expensive.
Kodiaks have the same wording issue with their weapon upgrades, and should be clarified as to how many extra guns you can actually take. BGE is useless, since you can only take one Komet and then you have no other weapons which can benefit from the BGE. Relikt ERA is amazeballs and pretty nearly an auto-take, as it makes the tank AV14/14/10 F/S/R, nearly as tough as a Land Raider and better than a Russ.
Kobras can't be squadroned like a Kodiak, but if you're only taking one anyways then it's almost entirely superior; for the same 165 points of a Kodiak you can take a Kobra (135), Vikhr cannon (free), and Relikt ERA (30). You're basically getting camo netting for free, along with the Battle Doctrine (Guerillas) benefits- also free. I'd recommend that the Kobra's base price be nudged up to around 140-145 points, and the Shturm->Vikhr Cannon swap being priced as 10 points. This makes the above build 180-185 points- 15-20 points more than a Kodiak, and no longer an auto-take instead of a single Kodiak. Extra gun option wording is the same as the Krait/Kodiak, and BGE+Komets are still far too expensive to be worth it.
Akatsiyas are generally good. Grad RL fit they're amazeballs anti-horde and anti-light infantry. With the sheer potential template count they can also put a lot of hurt on MEQs. I also like the notation about Akatsiyas with Grad RLs being usable by Battle Doctrine (Guerillas) armies. Akatsiyas with Burya RLs are pretty good heavy artillery, rivalling Basilisk squadrons on a single platform. They are, however, Fast and Open Topped, neither of which makes sense; they aren't going to really be able to leverage Fast and they're already ridiculously fragile at AV10 all around and 2 HP. Seems like they're Fast just because so are Muls and presumably the Akatsiya is a Mul that swaps the cargo bed for a bigass rocket launcher.
Khrizantema Batteries and basically a more-different Basilisk, only in a good way. They trade a little bit of frontal armor strength for Night Vision and the Lavina Howitzer, which itself gains AP2 at the cost of Gets Hot in comparison to an Earthshaker. Nicely balanced, though bizarely open-topped, considering the Soviet-era inspiration that this fandex has.
Wargear
Air Defense System is an Autocannon with the Skyfire rule. There's not much else to say about it; it's generally inexpensive though, which is nice.
Anti-Materieal Cannon is awesome. It's basically a cheaper Assault Cannon, trading S6 Heavy 4 24" for S4 Heavy 3 36", and keeping the AP4 and Rending. Not only that, but it's generally a very cheap addition to anything that can take it.
Anti-Tank Launcher is just a lascannon by a different name. It's unable to leverage the BGE wargear, however, as it's either deployed by a unit that can't take BGE (Fire Support Sections) or is already twin-linked (everything else)
Automatic Grenade Launcher is miles better than the FW Tauros GL version. It's basically a ML with Frag rounds, that swaps 48" Heavy 1 to instead be 36" Heavy 3. I'd say it's almost blatantly superior to a Frag ML, though I wouldn't call it overpowered.
Cluster Bombs are nasty due to being a 3 Blast Template weapon with S5+Shred, but simultaneously bad because they're a bomb weapon and the only ways to take them either sacrifice the awesome Komet Missile (Sokols) or the only useful guns that unit gets (Sovas)
Demo Charges are great, especially on Naval Infantry that want to get up close and personal anyways, while Grenade Launchers are versatile though somewhat unimpressive in general.
Komet Missiles are pretty awesome, only hampered by their one-shot nature and perhaps also by being "only" AP3. They really benefit from BGE, but BGE is also invariably the most expensive single upgrade a given unit can take, and only the Sokol and the Krait can really benefit from the Komet+BGE combo as they're the only two units that can carry multiple Komets. This makes BGEs indirectly undesirable because they only benefit a single weapon that is itself a single-shot.
Burya Rocket Launchers are quite frankly a flat-out better Earthshaker Cannon. They only suffer from (amazingly) being on a flimsier platform than the Basilisk. Ordnance D3 is better than Ordnance 1 ~67% of the time, which is much bigger than it sounds like.
Grad Rocket Launchers are meh-to-good-to-brokenly powerful. The catch is that at Heavy D6 it really needs the Large Blast, as if you roll a one it's fairly lackluster, but getting a 6 is just brokenly powerful. I'd recommend changing it to either D3 Large Blasts (to tune down the high end power of it), or perhaps more appropriately 2D3 Small Blasts; this normalizes the average blast count to 4, making it a sometimes-better Wyvern, particularly against T5 targets (S6 vs T5 is ~67% wounding chance, vs S4 Shred with ~55% wounding chance). Also makes it better against light armor, due to S4 being nearly-useless against AV10, while S6 can pretty consistently crack AV10. Perhaps also make it a little cheaper if going to 2D3 Small Blast?
Lavina Howitzers, as mentioned, are a fair trade for an Earthshaker; Lavinas are AP2 but suffer from Gets Hot, which Earthshakers do not... but Earthsakers are only AP3. Against most infantry it won't make much difference, while against vehicles a Lavina is much better.
Malyutka Cannons are basically double-tapping MLs. Given that it's the primary weapon of the Krait and Krokodil vehicles, this is actually rather appropriate.
Medium Mortars, like all mortar weapons in the game, should have a 12" minimum range (even the piddly IG Mortars have a 12" minimum). Otherwise, this is what I wish (and I'd bet most IG players wished) the Guard had for it's mortar teams. Only downside is the competition it faces for the other weapon options of the Fire Support Section, particularly as an FSS is one of only 3 ways to get Skyfire into the army (the others are Sokols and Sovas).
Recoilless Rifles are unimpressive, considering it's a single-shot Blast AC, but it's also invariably either very cheap or a free swap for the units that can take it. Not really competitive with the FSS options, but passable on the Salamandra.
Riot Weapons seem quite good, being S4 AP6 and Shred, until you notice that they're also only Assault 1. Confusingly, the Sniper variant lacks Pinning (7th Ed removed Pinning from Sniper weapons), while the Carbine can Pin.
RPG Launcher is a ML that swaps Heavy 1 48" to Assault 1 24". Should really be Salvo 1/1 24"/48", as it's rather nonsensical for a regular human to be able to fire a even a lightweight anti-armor weapon and then run into hand-to-hand combat. Also gives the weapon some greater utility since a Rifle Squad could use it to get a little more reach.
Shturm Cannon is what a Battle Cannon wants to be when it grows up. To bring some distinction and also make the Vikhr cannon a bit better (right now it's only marginally better), the Shturm's HE rounds should perhaps lack Shred.
Stub Rifle should be AP-, as it's illogical for what is at best a second-line/reserve unit to have access to expensive armor piercing rounds while the professional line units get basic surplus ball ammo. Also, Stub Rifles presumably are using the same ammunition as Autoguns, which further highlights the nonsensical nature of Stub Rifles having better AP.
Thermal Launcher should, like the RPG Launcher, be Salvo 1/1. I'd recommend 18"/36" range, as this means while it has slightly less range when firing on the move (from infantry), it has better range if you sit still.
Thermal Bombs have the same problem as Cluster Bombs, namely that Bomb weapons suck.
Thermal Cannon is just an Inferno Cannon that's actually a cannon instead of a giant flamethrower. I actually like this, as it's legitimately different even though it ostensibly does the same job.
Vikhr Cannon has a lot of problems. It's not really worth it to upgrade the Shturm Cannon on the Kobra to a Vikhr, as the Bastion Missile profile gives better armor penetration past 36", and the HE-Frag profile is identical. The APDS profile should be listed as "APFSDS", as the Kodiak unit description describes the main gun of the tank (IE, the Vikhr Cannon) as being smoothbore, thus requiring the round to use fin stabilization. It should also be S9 AP1 Armourbane, rather than S9 AP1 Melta, since that limits it to 2D6 armor pen at 36" or less, and the Vikhr Cannon isn't a Melta weapon (presumably). This is, however, a bit overly powerful IMHO, so I'd actually recommend that the Vikhr Cannon use the Vanquisher Cannon profile for it's APFSDS 'mode'.
Void Hardened Armour is a different flavor of Carapace, but in an actually interesting way. It does seem like there's a lot of things that will prevent the VHA effect from being used, due to still being only a 4+ Save, but that might be more of a meta-level thing.
Combat Radio really only synergizes with Naval Infantry, since they're the only Red Blok unit that wants to punch things to death. IR Goggles are flavorful but of generally little use to most units. Paratroopers and FSS's are really the only thing that will routinely want this upgrade, due to their special/heavy weapon density.
Medkits need to specify the FNP roll, otherwise it will be abused by someone saying it's "FNP (2+)", or something equally stupid.
Beam Guidance Equipment, as mentioned, is just too expensive for benefiting just one, single-shot weapon. Sokols and Kraits are the only thing that are worth taking it on, and Kraits only just since you'll need to shell out 60 points for 4 Komet Missiles to get the full benefit. I recommend either making it cheaper or removing the option from everything except Sokols and Kraits, which should just have it as standard given that they seem intended as being THE Komet carrier unit.
Flare Launchers are kind of cool, but don't really feel like they'd be that useful. Most AA weapons are weight of fire AC-style guns, that will generally ignore the Flare Launcher's effects. Flechette Canisters with the rules as written, can be argued as only affecting the models in base contact with the unit that has the upgrade. Both Flare Launchers and Flechette Canisters need to be clarified as being either single, limited, or unlimited use. Flares could probably be unlimited, while Flechette Cans should be one-use or at most 2-uses.
IR Sights fall under "nice to have" rather than "don't take", partly because they come as default and partly because they're presumably very cheap.
Relikt ERA is, as mentioned, the most amazing thing ever in this fandex. Be nice to have a cheaper variant that only works on the front/side facings and is available to some of the lighter vehicles, perhaps going away when the vehicle takes a penetrating hit?
Support Rocket Thruster is overpowered on the Sokol, as combined with Vector Dancer means it's functionally impossible for clever positioning to force the Sokol off the board. This should probably be a Sova Gunship exclusive option that's built into the vehicle, with appropriate cost increase to the Sova.