Sarna News: Bad 'Mechs - Icestorm

Editing Blanc's Coyotes

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==Notes==
 
==Notes==
 
* Oddly the unit, or someone using its name, would be listed as available for Deployment from 3038 to 3040 during the [[War of 3039]] when they had completely vanished around 3030 and were not seen again for quite some time. During the prewar phase they were supposedly based on [[Marcus]] with a January Jump-Off point from [[Lambrecht]]. The deployment suggests they did not participate and by war's end were back where they started on Marcus.<ref name=HWo3039p141/> It is unknown at this time if this was overlooked or done on purpose.
 
* Oddly the unit, or someone using its name, would be listed as available for Deployment from 3038 to 3040 during the [[War of 3039]] when they had completely vanished around 3030 and were not seen again for quite some time. During the prewar phase they were supposedly based on [[Marcus]] with a January Jump-Off point from [[Lambrecht]]. The deployment suggests they did not participate and by war's end were back where they started on Marcus.<ref name=HWo3039p141/> It is unknown at this time if this was overlooked or done on purpose.
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<div class="gamerules">
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==Game Rules==
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===3010-3030===
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'''Special Command Abilities (Wylie's Coyotes):'''
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* Off-Map Movement, Overrun Combat, Brawlers<ref name=CMMp73/>
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'''Special Rules (Wylie's Coyotes):'''
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* The Coyotes never begin a battle with preexisting damage or reduced ammunition, regardless of the scenario's specifications, due to their excellent and overstaffed technical corps. In a campaign setting, repair factors (time, cost, etc.) are 20 percent less than standard. The Coyotes may not be fielded as a Force after 3030.<ref name=CMMp73/>
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===3067===
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'''When using Force Abilities (Blancs' Coyotes):'''
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* The controlling player may place any Coyote unit at the beginning, as far into map from their map edge as their running ability allows.  To reflect the Blanc's Coyote's style of close range fighting, they receive the following modifiers; -1 medium range attacks & - 2 to short range attacks. Also they suffer from +2 to-hit modifier for any attacks conducted at long range.  They also ignore all attack's modifiers for movement regardless of walking or running.  They suffer -2 to their initiative penalty when facing any [[Clan]] force in a scenario.<ref>''Mercenaries Supplemental II'', p. 69 - "Rules Annex" - Blanc's Coyotes special force abilities.</ref>
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==References==
 
==References==

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