units, 10k
Unit Discrepancies, 10k

SF3D is a game based on model kits and an idea, and while it's a good game, it does have some interesting features. One of these is that some of the units in the game do not actually correspond to the models on which they are based.

The result is that some unit has statistics that differ from their published ones. This is partly due to additional rules found on this site, and also due to us trying to match the models and descriptions to the statistics.

What has not been done though, is a change to any fundamental elements of the game, and so for the most part, Defence Strength, Armour Ratings and Weapon Stats haven't been changed, even when they might have been.

I have attempted to list some of these discrepancies here, along with some fixes.

Another set of descrepancies comes with some of the descriptions themselves. The later Ma.K books list actual units details which differ from their write ups. In this case, I haven't attempted to fix anything and so you might find contradictory background information. A good example of this is with the Oskar - whilst I can't read Japanese, I do think that the actual text description does conflict with the 'real' statistics listed.


FNS465 Krachenvogel:

The FNS465 series of units are specified as having jamming plates as part of their abilities, however, the basic rules and VP do not account for this.
Fix: Give the FNS465 series the following abilities: Spotting (2), ECM (2) and increse the VP by +2.

Missiles:

The games list that some units have missiles, but the way the missile ammunition is calculated is not exactly clear. Some units have an amount equalling their model equivalent, and some don't. On the main unit tables, I have listed what missiles should be carried based on the game rules, but the original model missile amounts are listed on the table below, along with any VP changes that should be made if you wish to use these values. If a unit is not listed here, then there is no change.

    UnitMissilesVP
    PKA Greif33
    Sphinx56
    Königs Kröte45
    SAFS Wolverine34
    Y-615 Dollhouse46
    Dollhouse Field Command Vehicle24

Pak Kröte:

The Pak Kröte doesn't actually have missiles, just a big 75 mm gun, the missiles were added for the game, presumably to make the unit slightly different.
Fix: If you want the Pak Kröte: to have the missiles and the 75 mm cannon, then use the stats on the table below for the rockets. In addition, increase the VP by +1.

Range
UnitAttacksWeaponAmmo123456789101112131415161718
Pak Kröte110 R 561111101010

Panzerspahwagen Sk362 Oskar:

According to the description, the Oskar was built as a combat scouting unit, as a replacement to the Kröte and a supplement to the Neuspotter. Having the Neuspotter head and electronics unit, the Oskar should have some sensors. If you wish to use this variant, then the Oskar has the following Electronic Warfare abilities: Spotting (2), Targeting (+3). In addition, the VP increases by +2.

Panzerspahwagen Sk362 Oskar R6:

The R6 variant seen in the book is armed with a Linear Gun and 4 rocket tubes. If you want to use this up-gunned version, then give the R6 4 normal Oskar rockets in addition to its main gun. Increase the VP by +2.

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