[@datadogie] Because I'm on a roll [s]and am shit at doing actually important things[/s], here's one for you. [h2]Codex: Zelrio Corporation[/h2] [i]For some colonists, living on a hostile world despite constant dangers and threats is a mark of skill and bravery. For the wise its a sign of stubborn stupidity that's likely to get you killed. The Zelrio Corporation has spent lifetimes among the stars, becoming masters of rapid deployment and precision orbital attacks. Their resources are vast and their forges never tire. Hardened by the void and taught by the lessons learned at the hands of the Vacuarians, Zelrio is about striking fast and striking hard for prolonged wars are costly and wasteful. For Director and Company![/i] [h3][u]Special Rules[/u][/h3] [list][*][b]Feet First into Hell[/b] - At the start of a game, up to half of your army can be put in Deep Strike reserve to land from orbit starting from Turn 2. When a unit lands, they reroll failed hit and wound rolls for the rest of the turn. [*][b]Drone[/b] - Units with this rule are Unbreakable and Vulnerable to EMP. In addition they may benefit from Combat Protocols. [*][b]Drone Controller[/b] - Units with this rule can change the Combat Protocols of Drone units. [*][b]Orbital Strike[/b] - Once per game, for every full 1000 points of units you have, you can make d3 artillery strikes per 1000 points to represent a orbital bombardment. [*]Strategic Redeployment - Units with this rule automatically gain an additional 3" of movement when they are within 6" of an enemy but are not in melee with them.[/list] [h3][u]Play Style[/u][/h3] Zelrio is practically SAS but in spaaaaace. And with robots. They're all about lighting warfare and hitting hard on the turn they drop and praying they don't get into melee. It turns out spending most of your life in 0G isn't great for muscle density. Its very easy to annoy and frustrate your enemy with your movement gimmicks and your deep striking. With half your army in reserve, when turn 2 comes you could easily have soldiers in every free bit of board there is. Your human forces are pretty good all things considered. Marines and Combat Controllers are good fighters with a number of upgrades although they can only take one per unit. Flashsmoke Bombs let them withdraw from melee combat when they are charged but BEFORE the enemy does damage rolls that can be combined with Strategic Redeployment. Targeting Beacons is basically an unkillable high altitude drone strike good at taking out heavy armor. Drone Command Nexus lets your guys give a Combat Protocol to 1 Drone unit within 6" of them. Vacuarian Veterans are interesting as they replace the bonuses you'd normally get the turn you jump out of a drop pod with flat stat boosts; you'd basically trading the upfront damage Zelrio normally relies on for more consistent performance after they land. Reinforced Drop Pods is just and expensive meme: instead of taking something actually useful you can opt to have your troops land on an enemy target as basically a kamikaze as once they get out, they're stuck in melee with no way out and you have to roll a d6 for every model inside and on a 1, they take a Mortal Wound. Security Forces are your worse performers but their special rule of having each model count as two for purposes of Objective Secured makes them great at camping contested points. Give them Vacuarian Veterans so they can actually do something in a fight and have them sit on objectives. Drones make up the much cheaper bulk of your army and where most of your consistent heavy firepower comes from. Combat Drones are cheap chaff that just spew bullets but take to what few buffs your army has quite well (seriously, they're super cheap. A full unit is only little more than half the cost of a Marine unit). Sniper Drones are long ranged high AP snipers who can take Hyperkinetic Coilguns to let them snipe enemy characters, ignoring cover, Line of Sight (as long as another unit can see them) and Look Out Sir. Breacher Drones are your most heavily armored unit, coming with a pistol and an alloy shield. ALWAYS give the the shotguns they can take, their pistols are literally more effective as melee weapons than ranged weapons due to the Breacher's high strength and lower ballistic skill. Suppression Drones are basically walking fire support that can take either a heavy machine gun or a flamethrower. The flamethrower is more directly lethal but their machine guns literally cut any charge roll against them in half so you can put them in front of your other units to stop zealous units from charging them head on. Drone Walkers, Howitzers and Conveyors are the only ground vehicles you can use. Drone Walkers are just shit. They're too expensive and don't do enough although you can pull off some cheese with them put sticking a Sniper Drone on top for instant high ground combined with some defensive abilities like Guardian Protocol. Howitzers are your horde breaking units unless you want to kamikaze units with a Reinforced Drop Pod. And Conveyors are glorified APCs that your guys can come in on instead of dropping in. Looks bad on paper but Commander Heperd lets you gain the bonuses from Feet First into Hell when disembarking out of a Conveyer. And you can get back into Conveyers as well. Refreshing combat buffs anyone? The most important part about Drones however is their Combat Protocols. Each Drone unit can be assigned on Protocols at a time and have to be changed by someone else with the Drone Controller special rule. If they aren't given a new Protocol, they will stick with their original Protocol unless destroyed or changed. Guardian Protocol grants a 6+ Ward save to all units in a 6" bubble. Assault Protocol grants additional movement and additional attacks in melee. Firefight Protocol lets Drones reroll 1's to hit. And Distraction Protocol decreases enemy hit rolls by -1 in a 6" bubble around the Drone. Note: Due to how the rules are stated, you can have a force entirely made up of Drones if you feel like LARPing as the CIS from the Clone Wars. If you do this, BRING A DRONE EXPIDITIONARY MANAGER. He lets you bring back fully destroyed Drone units as deep striking units the next turn. Its rainin' [s]men[/s] drones! Hallelujah! Zeliro also comes with a host of solid characters but rather specialized in what they can do. Drone Network Specialists let up to 3 Drone units within 18" get Combat Protocols while Orbital Engineers are poor in combat but can repair vehicles, bring drones back from the dead on a 5+ and destroy terrain or lay powerful mines with Mining Explosives. Named characters like Captain Pryce give even more buffs to Combat Controllers when they jump out with FFIH and even the Corporate Representative has a use as a super cheap item bearer. Take the Vacuarian Remains for the leadership bubble, Laser Designator marks a target and gives any unit +1 to hit against it and Shield Drone Escort grants a 6+ Ward bubble that stacks with Guardian Protocol. Hazard Pay is useless though, don't use it, it rewards you for getting closer to melee which is something you do [b]not[/b] want to do. The Bombardment Spotter is a noob trap, unless you have a huge list with a ton of shots, he's just too expensive and can't do anything besides giving you the maximium possible number of Orbital Strikes, doesn't even increase their power.