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8/13/2019 Aliens Supplement 1.2 Rules, V1.2
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ALIENS INTRODUCTIONALIENS INTRODUCTIONALIENS INTRODUCTIONALIENS INTRODUCTIONAliens, the stuff of Science fiction since the dawn of Sci-Fi books and movies. Red, green, multi limbed, Aliens can provide both
colour and excitement on the Sci-Fi battlefield dominated by Human forces. Although Alien forces may be used in Beamstrike,
they should not just be used as different looking Humans.
Where Alien races are introduced, assuming a selection of suitable miniatures can be sourced, new rules governing their tactical
strategies, special weapons, troop formations, new vehicles etc. should be outlined and agreed by both players before the game
starts. Where Alien forces are much more advanced/ stronger than human equivalents, balance this with either a high points value
per trooper, or disadvantages applied in some areas.
What follow are a selection of generic Alien races which can be introduced and pick and mixed as wished. A brief description of
the Alien history, motivations and tactics, troop types are given, along with details of their use in the Beamstrike game along with
points values. Enough detail for simple games is provided, but feel free to expand on these outlines and feedback extra trooptypes/ rules/ army lists to the Beamstrike yahoo group. All the Alien races presented in this booklet are available as 15mm
miniature ranges from a wide variety of manufacturers across the UK and USA. Where different troop types exist in the figure
range, the rules give statistic and game data for the different types available.
If there is enough interest, there will be another Alien races supplement in the near future.
USING ALIEN FORCESUSING ALIEN FORCESUSING ALIEN FORCESUSING ALIEN FORCESThe Beamstrike Aliens below may be fielded as complete Armies, where the Beamstrike timeline Era allows. Otherwise they
are used as a detached group of mercenaries, fielded with more conventional Human forces, or as one off type first contact
battles.
Attached Alien units within an army must obey morale rules for that army, unless stated otherwise. Aliens may be classed as
heroes, unless the specific rules for the race forbid this. Note where alien races are fielded, special rules for the race MUST be
followed.
ALIEN
RACE
Is use allowed in game Era ? 1d100
Random*Segregation Era Imperial Era 10,000 Year War Borrowed Time Era
Hibevor R Y Y R 1-10
Growwlan N R Y R 11-20
Thuntra N R Y R 21-23
Centaling N R Y R 24-25
Ferrapur N R Y R 26-27
Replican N R Y N 28-40
Spug N Y Y R 41-50
Grey R R Y R 51-60
Bug N Y Y Y 61-70
KKree N R Y R 71-72Kravak N Y Y Y 73-80
Ghoulani N Y Y Y 81-83
Goblinoids/Orks N Y Y Y 84-90
Phugs N Y Y Y 91+
N=No, Alien race may not be used in this era, as Contact between Humans and the Alien race had not yet taken place, race notavailable normally unless special circumstance/ scenario.
Y=Yes, unrestricted use, large forces can be fielded.
R=Restricted. Small attached mercenary forces, or exploratory scout units only, total points value of attached aliens should bebelow 30% of the total army points value.
* 1d100 dice roll if random Alien race needed.
CREDITS AND THANKSCREDITS AND THANKSCREDITS AND THANKSCREDITS AND THANKSWritten and illustrated by Neil Cooper.Photos by Neil Cooper unless otherwise credited, various manufacturers miniatures shown,
miniatures are the copyright of the manufacturer.
Rules in this supplement were originally based on work by Francisco LLerandi Grossebohle and Paul Gallagher for the Imperial
Commander game by Tabletop Games. Original background information by Don Clarke and Neil Cooper.
Where others have been involved or have provided inspiration, they are credited at the start of each Alien race section. Some
illustrations the work of others, credited where they appear.
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THE HIBEVORTHE HIBEVORTHE HIBEVORTHE HIBEVORINTRODUCTION
Arguably the most technologically advanced of the major Alien races (although the Greys are not far
behind) Hibevors are physically weak. They stand 5 to 6 foot tall, and are of slim build. They say little,
and see much. They have a lack of emotional intelligence to human observers. They know their
limitations, and therefore avoid hand-to-hand combat. For this reason their weaponry tends towards a
long-range nature, and they maximise the protection of cover.
Hibevor reluctance to engage at close quarters led to the rumour amongst human troops that the
Hibevors were cowards. However, the 5th Imperial Guard division discovered the truth to their cost
when a modest Hibevor battlegroup annihilated them in the Battle of Usk-Antares in the Ten ThousandYear War. Hibevor may use any weapons and equipment from any other race, adapted for their own
use. (except Ferrapur sniper cannon) but pay an additional 1 point for each item. A favourite Hibevor
heavy weapon is an advanced sun weapon, the power sphere projector, firing a mini sun globe of burning superheated plasma
and capable of taking out tanks and infantry units with ease, even at range.
The Hibevor have an almost symbiotic relationship with the Growwlan during wartime, each complimenting the abilities of the
other, the Hibevor provide the technology and new weapons and the Growwlan reciprocate with brute force, courage and close
combat ability. Whenever an army of either Growwlan or Hibevor is used, you must have at least one squad of the other Alien
type present.
Hibevor armies are not easy to play, as they have many disadvantages on the battlefield (see special rules below), and will suit
players who have a good understanding of the rules and like to fight from a distance!
HIBEVORHIBEVORHIBEVORHIBEVOR TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPES
HIBEVOR LIGHT INFANTRY (LIGHT ARMOURED, REGULAR INFANTRYVOR)Light armour class, but move as Fast infantry. Fielded in squads of 6-10. Usually one of the squad has leadership skill.
HIBEVOR POWER ARMOURED INFANTRY (ASSAULT DREADNOUGHT,VETERAN ARMOURED TROOP-VOR)Hibevor power armour is equivalent to dreadnought armour for damage purposes, but troop movement is as if wearing powerarmour. May act independently.
HIBEVOR SPECIAL RULES:
Hibevor troops may not choose hand to hand combat weapons unless Veteran troop class or above.
Hibevor troops MAY NOT be classed as heroes.
Before a Hibevor squad can advance towards an enemy a score of 2 or less is required on 1d6, unless there is a leader inthe squad (in which case they may move as the player wishes). A roll is needed each own move phase.
If the opportunity to take cover occurs when advancing then a passed troop roll is required for them not to take advantageof such cover. Roll each time a new set of cover is within the current move distance of the squad- only one roll per move
phase is required, regardless of how many pieces of cover present themselves!. This special rule does not apply if troopsare in Power Armour or a vehicle or a leader is present in the squad.
Hibevors use jet-packs and personal shields, in fact shields are common-place.
Hibevors may use weapons from any other race, but pay an additional 1 point for each item which represents costs ofadaptation to their own specifications.
Due to enhanced communications between troops, Hibevor squads have a coherency range of 4 inches instead of 3.
Hibevor troops have a penalty of -1 on suppression rolls.
If using Hibevor troops , AT LEAST one squad of Growwlan must also be fielded.
THE GROWWLANTHE GROWWLANTHE GROWWLANTHE GROWWLANStanding around seven and a half feet tall, the Growwlan (singular and plural) are a proud and
fierce race, but not mindlessly aggressive. A sense of humour is a rare thing in a Growwlan.
Growwlan society is based on the warrior clan, and great importance is attached to personal acts
of bravery. Single combat is the preference of the Growwlan, close combat on the battlefieldcoming a close second, and sniping is considered a disgrace. Growwlan usually settle clan
grudges, feuds, and disputes with duelling lasers; these are effectively laser pistols with a single-
shot setting irreversible within 1 hour of activation to avoid mistakes in the ritual of the duel.
There are many legends and superstitions that govern Growwlan behaviour. These are related to
little known traumatic times in Growwlan history. A favoured mount for a Growwlan is the
fearsome armoured Wrok; looking like a huge, relative of the Dodo, this animal follows its
riders orders without question.
TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPESGrowwlan Armoured InfantryPower armoured equivalent veteran trooper armed with shock rifle, power sword and shock grenade pack.
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Growwlan Infantry chiefPower armoured equivalent veteran leader troop, leadership skill. Armed with Shock pistol, shock grenade pack, and power
sword.
Growwlan Wrok Warbird.Assault Dreadnought armoured equivalent animal, glancing hit results ignored. May carry up to 2 Grrowwlan infantry at once.
If the model is selected as a target, roll 1d6 to see what is hit. If one rider 1-4= warbird hit, 5,6 rider hit. If 2 riders present, 1-2
warbird, 3-4 rider1 5,6 rider 2 hit. Warbird may have a harnessed forward firing squad support weapon attached to it, any weapon
from the Infantry and squad support weapons can be mounted. Arc of fire is the same as any vehicle mounted forward firing gun
(template 3 used for arc angle). The rider may fire BOTH the forward mounted gun and any personal weapon from the warbird.
GROWWLAN SPECIAL RULES:
Growwlan units must pass a troop roll not to advance in the direction of the enemy if not in view of a unit chief. Unitcommanders lower the required score by 1. Roll once at the start of each own move phase.
Growwlan units must pass a troop roll to hide in/ behind cover if not in view of a unit chief. Unit commanders lower therequired score by 1.
Growwlan usually only use lasers for duelling. They may not be armed with any other laser weapon except a laser pistol.
Growwlan may not target leaders or medics except in close or hand-to-hand combat.
Growwlan see any aide to ranged combat as dishonourable, so do not use targeters.
Growwlan night vision is excellent, so they do not have night time hit penalties.
Growwlan do not use jet-packs they like their feet on the ground.
Growwlan troops treat Glancing Hit results as no effect.
Sniper troop skill may NOT be used.
If using Growwlan troops , AT LEAST one squad of Hibevor must also be fielded.
THE THUNTRATHE THUNTRATHE THUNTRATHE THUNTRAThuntra are huge, 12 foot tall reptilian creatures. They are slow-witted, and originate from a
low technology society. They were taught to use high-tech equipment when used as a servitor
race by the Ferrapurs in the Ten Thousand Year War. They bore the brunt of the losses of the
Ferrapur defeats. Centuries later, when the truth of how they had been used as slaves and
cannon-fodder by the Ferrapurs finally filtered through the armoured skulls of their leaders,
they swore eternal hatred of the Ferrapur. Despite their mental frailties, they nevertheless make
fearsome opponents. Thuntra are very single minded, and they have a powerful instinct to
follow a job or mission through to the very end.
TROOP TYPETROOP TYPETROOP TYPETROOP TYPESSSS
THUNTRA Armoured InfantryPower armoured equivalent regular trooper. Arranged into fighting groups of 1-10 troops, one of which must have leadership
skill. Carry heavy bolt pistol and heavy advanced grenade pack, but any human squad support weapon may be used, with an
additional points cost of 2 to allow for weapon modifications to suit them to the Thuntra (If other weapons are used, adjust points
cost accordingly)
Also carry a heavy power axe, a huge energy melee weapon.
THUNTRA SPECIAL RULES:
Thuntras must lose three-quarters of their number before theybecome shaken.
Thuntras may not have a higher than regular troop class.
Thuntras are never affected by Glancing Hit results, treat as noeffect.
Thuntras are fearsome creatures in Hand to Hand combat, and
Human troops wishing to engage a Thuntra in such battles mustfirst succeed a troop roll, or must choose a different close combat
option.
Thuntras are easy to hit (+2 bonus to hit number), but when hit arehard to kill (-1 to damage table roll).
Thuntras do not use jet-packs.
Thuntras may only fight alongside Ferrapurs in battles set prior to the end of the Ten Thousand Years War.
Thuntras may use the Mecha special movement types STOMP and OVERTURN, and are classed as hull class 3 forthis purpose only.
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THE CENTALINGTHE CENTALINGTHE CENTALINGTHE CENTALINGCentalings are seven or eight feet tall, and have a humanoid head and arms on the body of a four-legged creature similar to a far-
ancient Earth horse. They are excellent scouts due to their speed and agility. They are easily swayed by money, so many
Centalings end up fighting as mercenary scouts, though they are very independent, and dont take well to others trying to lead
them. Commanders in the field just accept that they are difficult to control. From a human point of view they can be
temperamental, unapproachable, and often sadistic. There is no such thing as a Centaling family unit, and their mating habits are
brutal to human eyes. They have a reputation for mistreating prisoners. Little is understood about Centaling culture or motivation.
TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPESCENTALING independent Mercenary.Light armoured equivalent elite troop. May be armed with any infantry/ support weapons from the
human charts, SPUG charts or any advanced laser/ grenade pack. Each individual has scout skill and
sapper skill. Act independently.
CENTALING SPECIAL RULES:
A Centaling in hand-to-hand combat gets two throws of the dice, once with all bonuses due toany hand held melee weapons, and another at a modifier of +0 to represent fighting with its forelegs.
Centalings do not use jet-packs.
Centalings fight independently, have no leaders, and derive no benefits from leaders of other races, but can be rallied byleaders of other races if fighting as mercenaries. Once rallied they fight independently again one can assume the leader
bribed the Centaling to stay and fight.
There is no Centaling army. They are too fiercely independent and lacking in teamwork skills. NO more than 10% of anyarmy will be Centaling.
To kill a centaling you need to score 2 kill damage hits, this is because all internal vital organs are duplicated in thecentaling body. Keep track of each kill scored.
THE FERRAPURTHE FERRAPURTHE FERRAPURTHE FERRAPURFerrapurs are eight foot tall and look like the big cats of far-ancient Earth, only they walk as bipeds. To
human eyes they are preening, arrogant, boorish, and vain. Weapon technologies developed by the
Ferrapur include advanced power-lasers, which fire charged particles along the length of the laser
designator. These give much higher damage values than standard lasers, while keeping the excellent
reliability and range of this weapon class. The Ferrapur are stealth specialists despite their large size;
their fur, clothing, and armour has inbuilt chameleon qualities. Their snipers are much feared, and
infamous throughout the Four Galaxies. Ferrapurs excel in hand to hand combat and many of their
leaders are deadly in melees.
TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPESFERRAPUR Armoured InfantryLight armoured infantry, advanced laser rifle, advanced grenade pack, veteran troop class. Fielded in units of 3-6 individuals.
Have hero skill of gun skill (with advanced laser rifle), giving +3 bonus to hit.
FERRAPUR Marksman
Light armoured infantry, Elite level sniper, this is the only troop class allowed to use the Ferrapur advanced snipercannon (See
alien weapons). Also has stealth cloak, advanced laser pistol for close range work, laser painter device. May act independently.
FERRAPUR commanderPower armoured Hero level troop with leadership, swordsman, and Martial arts skills.
FERRAPUR SPECIAL RULES: May onlyuse advanced weapons and the
Ferrapur sniper cannon.
All ferrapurs have scout ability (affectsconcealement range etc)
Ferrapur do not use jet-packs.
Ferrapurs may only fight alongsideThuntras in battles set prior to the end of
the Ten Thousand Years War.
Stealth cloaks often used.
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THE REPLICANTHE REPLICANTHE REPLICANTHE REPLICANINTRODUCTIONMany advanced civilisations eventually design and build artificially intelligent mechanisms
during their history, to do things the biological entities themselves cannot. Machines
performing simple tasks under the control of a computer (Robots) are usually the first step,
following this are constructs with positronic brains capable of thinking outside of their
original programming (Androids). There are examples throughout the known universe of
Androids so advanced they surpass the creator race in capability.
The race name Replican is really a misnomer. It is a term used by Humans to collectivelyname many now- independent races of machines. Several super- intelligent droids went to far
corners of the universe after the Great Droid War, The Hibevor created, then lost control of,
another group of Androids. There are also Replican races, whose origins are unknown, and who
generally keep themselves to themselves.
The term Replican originated on far Earth, home-world of the human race. Some of the first
Androids were called Replicants, as they perfectly Mimicked the Rich, powerful, Human
they were created to replace as a double for dangerous public events.
Although myriad in nature, most Replican races have several features in common:
Central processing core (CPC)- The central brain or leader of the race, this may take the form of a mobile individual, or abuilding/ structure containing the core leadership and communication/ intelligence functions.
Manufacturing core- Usually large, underground manufacturing facility that builds the worker/ combat Replicans.
Morale rules are optional for Replican forces, and they make take them or leave them however it suits the combatsituation.
Suppression rules do not affect Replicans.
REPLICAN DESCRIPTIONNo one description can adequately paint an accurate appearance of the Replican races. Many types of robots, androids and
sometimes cyborgs are found, built of many different types of metal. Many Replicans have Humanoid form, as they take on the
shape of the biological race originally creating them, but in advanced Replican races, their CPCs construct troops ideally suited to
their purpose, so grav, tracked, multi limbed types can be encountered.
REPLICAN TACTICSNot having any sense of self preservation is the Replican trooper programming, so individuals will tend to
march straight into combat making little use of cover, and not being affected by fear or doubt. This can be
a double edged sword, as although intimidating, can mean troops are cut down in open ground. Replicans
are also known for winning battles by sheer numbers of troops they can manufacture and send intocombat, overwhelming their opponents. Replican motivations range from bizarre revenge plots against
creator races, to more mundane acquisition of raw materials for expansion and maintenance.Many troop types used have little ability to function autonomously if the CPU link is severed
REPLICAN TROOP TYPESREPLICAN TROOP TYPESREPLICAN TROOP TYPESREPLICAN TROOP TYPESNote that all Replican troop types are considered to be Androids and function exactly as per biological
troop equivalents, except where specifically indicated.
REPLICAN ENFORCER (REGULAR, LIGHT ARMOUR TROOPER)The base model Replican attack trooper. Fielded in squads of 4-10 figures. Enforcers are armed with
various weapons, dependant on role. Heavy sniper rifles, P- Beam rifles and Miniguns are common.
REPLICAN CPU DIRECTOR (POWER ARMOUR, ELITE WITH LEADERSHIP)
Advanced trooper with comprehensive leadership and communications package, constantly in contact
with the Replican CPC. At least one must be fielded per army. Leadership skill. Due to the Replican
weakness of its troops retreating if all CPU leaders are destroyed, it is recommended that several leadertroops are fielded and well protected.
REPLICAN HEAVY BATTLE DROID (as Imperial Heavy Battle Droid)The Replican version of the Imperial heavy battle droid (See robots section)- identical in operation, also
note that this is a robot, so may malfunction etc.
REPLICAN MIMICK (VETERAN, POWER ARMOURED TROOPER)Humanoid shaped Replican android having a layer of biological matter adhering to the metal
endoskeleton in the form of a skin suit. Although sometimes called cyborgs, Mimicks are not cybernetic
organisms, as there is no biological brainstem. Advanced Mimick heuristic programming allows the
Mimick to act exactly as a trooper of the enemy force.
Up to 3 Mimicks may be fielded in a battle, and are activated as follows:
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At the start of the Replican players fire phase (including their first), the player rolls 1d6 for each Mimick he has. Each roll of 5 or
6 means that a Mimick is activated and is placed in cohesion with a random enemy foot squad in play on the table (so, for
example, if 4 enemy squads are in play, roll 1D4 and assign appropriately according to die roll). The activated Mimick then gets a
first shot (see first shots rule) and is then revealed for all to see, even if it then does not fire in the next turn. The activated
Mimick will try to engage as many enemy as possible and engage in hand to hand combat where the opportunity arises.
NOTE:One roll in each Replican players fire phase is allowed to activate each Mimick. It is possible that Mimicks may not be
activated by the end of the battle- this is the chance you take if you field them. Mimicks MAY NOT be placed within enemy
Replican, Grey or Hibevor armies, their detection systems are too advanced.
Mimicks have the same weapon as the troops in the unit they infiltrated, but also have a built in palm- flamer and power glove
which may alternatively be used. Note by their very nature Mimicks act independently.
REPLICAN SHROUD (VETERAN, LIGHT ARMOUR, STEALTH CLOAK, LASER PAINTER)The Replican shroud is a camouflaged, stealth cloaked bipedal or quadrapedal unit, designed to
close in on an enemy quickly and silently. Sometimes used for assassinations and designation
missions. Act independently.
REPLICAN ARTILLEROID (Robo- artillery)Function exactly as the robo- artillery unit in the robots section of the core rules.
REPLICAN REPAIR UNIT (REGULAR, LIGHT ARMOURED)A highly efficient multi-limbed droid unit capable of scouring the battlefield repairing and putting back together damaged
Replican units. The unit functions as if it has medical aid skill (see core rules), but up to 2 fallen Replicans may be healed if the
unit has sufficient movement to reach both in the same next friendly move phase.
Repair units act independently and have no ranged weapons. In hand to hand combat they are classed as unarmed .
REPLICAN MULTI-LAUNCHER DROID (REGULAR, LIGHT ARMOUR TROOPER)This troop type is given when figures from the 15mm.co.uk Automaton range are used. The Replican
trooper has a unique 9 shot missile pod built into its chest and may fire 1 to 3 missiles per fire phase. It is
otherwise classed exactly as an enforcer. The 9 shot missile pod, once 9 shots have been fired is useless,
but this type of Enforcer has a laser pistol built in as a backup weapon. Points cost given includes the
missile pod and laser pistol.
REPLICAN FAST ATTACK DREADNOUGHT (ELITE, ASSAULT DREADNOUGHT)This troop type is given when figures from the 15mm.co.uk Automaton range are used. This replican
trooper is an assault dreadnought classed chassis mounted on a tracked base. Two miniguns are mounted,
one in each arm. Movement is as a light tracked vehicle. May act independently, and are often used as
patrol droids and guards. Mounts laser painter and an Energy shield. Both miniguns have targetters.Points cost includes all weapons and equipment listed above.
REPLICAN VEHICLESGrav vehicles and Mecha are favoured by the Replican, although most other types of vehicle may be fielded except wheeled and
hover (Replicans do not use this technology, considering it antiquated). Note that Replican vehicles are processor controlled and
do not have crew.
REPLICAN SPECIAL RULES
Morale and Suppression rules are not applicable to Replican armies.
Replican forces do not suffer Night or Bad weather firing penalties.
Replicans in squads (in other words, NOT independent units ), must stay within 2 inches of at least one other member,instead of the normal 3 inches.
Replican foot troops move slower than their biological equivalents. All movement rates have 1 inch deducted from it,unless the standard move is 1 inch, in which case a inch move is made. E.g: Light armoured Enforcers are moving overdifficult ground. They move at 2 inches per move phase, instead of 3 inches. Penalties do not apply to vehicles.
Replican vehicles do not have crew, they are computer controlled.
Replican units are not known for their initiative or quick thinking, due to programming limitations and subservience tothe CPC. All Replican troop rolls are at -1 during the game.
All Replican troops ignore Glancing hit results.
If all Replican CPU leaders are destroyed in a battle, remaining Replican troops not acting independently must retreat tothe table edge they started at, and once there are removed from play and count as killed for victory purposes.
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REMOTE CANNONSpugs often use small armoured AI turrets as point defence, these are easily moved into position on the battlefield (placed at
the start of a game), but have the additional ability to roam on low power grav- plates. Each Remote cannon may move 2
inches per move phase if the player desires, or remain stationary. Remote cannons are not subject to morale, cohesion or
suppression rules. Cost is as for light standing turret weapon (See core rules), but an additional 5 points is paid for the grav
plate movement.
SPUG SPECIAL RULES:SPUG SPECIAL RULES:SPUG SPECIAL RULES:SPUG SPECIAL RULES: May use advanced weapons and sniper rifles along with Spug specific types listed below.
Spugs are not subject to morale rules but follow normal cohesion and suppression rules.
Spugs may use jetpacks (Assault Jump Spugs are commonly seen troop types) Spugs may not fight alongside any other race. Even during the great 10,000 year war, Spugs were universally despised.
-1 additional hit penalty for Spug troops if through smoke, bad weather or at night time- this penalty is due to their badeyesight. (Does not apply to Spugnaught, Trion or Heavy Infantry)
A Spug unit with no leader within cohesion distance (3 inches) becomes confused. They will not move, and suffer a -2penalty to firing. They will join any other Spug leader that comes within cohesion distance of any one Spug in the unit.
SPUG
Vehicle
Points Hull Type Move
Type
Main
Gun
Aux guns Troops Model Shield
TAC
Spugnaught117 2
LtMech
Limbed None
Left arm: Shard cannon,spug power claw
Right arm: Missile
launcher. Mecha jetpack
0 SP12 MS
AssaultSpugnaught129 2 Lt
MechLimbed None Each arm: Power claw
@
,Sun gun.
0 SP12 MS
SupportSpugnaught
133 2Lt
MechLimbed None
Left arm: Spug heavy
support weapon, Rightarm: missile launcherx2,
targetter, sensor array.
0 SP12 MS
CommandSpugnaught
130 2Lt
MechLimbed None
Command array, additional
MS shield. P-Beam rifle.0 SP12 MSx2
Attack firebug 95 2Lt
MechaLimbed none 2x FF Toxcannon 3 - -
Troop Firebug 60 3 APC Grav noneSensor array, AI turret,
with shard cannon.16 - -
Scout Bike 35 1 Bike Jet* none FF: Shard cannon 1 SP1504 -
Trion215 3
M
Mech
Hvy
Limbed
Beam
cannon
Extra MS shield,Command array, laser
cannon.
0 - MSx2
*the Spug scout bike uses a large rear jet and stabilising grav plates for manoeuvrability. Treat movement class as anti-grav.
@ The Assault Spugnaught has 2 powerclaws and uses these together for a melee bonus: 2 d10 hand to hand combatthrows are made and the highest chosen.
Where no current 15mm model exists for the Spug troop/ vehicle type, please consult the Beamstrike Yahoo group forscatch building ideas and conversions.
Note that Spugnaughts are vehicles and as such may fire all weapons each fire phase. Weapons in the same arm packhowever, must be fired at the same target.
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GREY VEHICLESGrey vehicles are predominantly saucer shaped grav aircraft. ANY weapons mounted fire in any direction from the base of the
saucer as if in a turret (although no turret structure is visible, the beams just emanate from the saucer)
Sun cannons, beam cannons and P-Beam rifle weapons favoured. Energy shield are invariably fitted along with advanced
Electronic counter measures. Grey combat vehicles are silver/ grey in colour, but can change colour to suit their environment. This
chameleon- like quality means they tend to be quite camouflaged when need to be and have a -1 to hit penalty applied to direct
fire against them.
The larger Grey vehicles have some troop- carrying capability. A saucer may Beam any or all troops to within 2 inches of its
current location, providing it is either landed, or at ground attack aircraft movement mode. Troops may also beam into a saucer
if they are within 2 inches of the vehicle. Beaming in or out of a saucer is done in the movement phase.
Grey hover packs are personal flight packs, like advanced grav-technology jetpacks, but with a shielded skeletal structure which
envelopes the Grey on activation. Provides limited protection, but allows very fast movement around the battlefield. Movement is
as per fast grav vehicle, jumps as such are not made, the trooper could remain in the air for the duration of the game if required.
GREY
Vehicle
Points Hull Type Move
Type
Main
Gun
Aux guns Troops Model Shield
Light Saucer 130 3 LTAircraft/
gravSun
cannon2x linked P-Beam rifles None
15mm.co.uk
HOF50,
Greyalien
flying
saucer
ES
MediumSaucer
215 4 MTAircraft/
gravBeam
cannon2x linked P-Beam rifles,
ECM, MAD8 LA - ES
Heavy Saucer 295 5 HT Aircraft/gravHvy
beam
cannon
2x linked P-Beam rifles,ECM, MAD
20 LA - ESx2
Hover pack 40 0 jetpack Fast grav none None None - ES
GREY SPECIAL RULES
Greys may only use the weapons/ devices described above.
Greys will cut their losses and beam out sooner than most other
races. Greys are shaken when morale points are at 2/3 instead of .
Greys will not fight their own kind.
Greys may not fight other aliens if games are set during the GreatTen Thousand Years War.
Greys are physically slender and weak and have a +1 damage roll(on the 1d6) penalty on hits against them.
Grey vehicles are at a -1 to hit
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THE BUGSTHE BUGSTHE BUGSTHE BUGSINTRODUCTIONFor those players who like the idea of Human military troops fighting chitinous semi-
intelligent bug type aliens, ranging from small face-ripper running types to larger, more
ferocious warrior humanoid forms, or slug like brain type leaders here are some generic
rules to allow their use within Beamstrike . For those interested in this type of game, more
detailed descriptions and rules may be needed. 8 generic types are described; all types have
NO penalty for night/bad weather movement or firing. Bugs have claws and other natural
weapons and MAY NOT use any manufactured weapon system.
BUG TACTICSAs the bugs possess no long range attacks, and very few ranged attacks at all, the use ofcover, concealment, and burrowing movement coupled with surprise attacks are their forte.
Their fast movement rates will need to be utilised to find cover or they will be cut down
before hand to hand range is reached. The Bug cerebral leaders will sacrifice some troops to
enable others to get into better position (especially runners).
The fanatic nature of the Bug armies will mean a long bloody battle down to the last one in some cases. Many of the Bug types,
although usually found in groups, may act independently, so do not need to keep squad coherency. The exceptions are runners and
Terrors which must keep unit formations as regular human squads do.
THE BUG COLONY AND STARFARING COLONISATIONBugs are cunning and ruthless. They have a hive mentality powered by the instinct to hunt and kill, and some varieties are
starfaring.
Starfaring colonization works through the psionic abilities of the Cerebral bug. Towards the end of its life a typical Cerebral willingest anything up to 100 of the eggs laid by the queen. Inside the eggs will be bound together by a secretion similar to plasticrete,
and the Cerebrals internal pressure begins to rise. Meanwhile the Cerebrals psionic ability allows it to reach with its mind to
identify, and precisely locate, a suitable planet for colonisation in a nearby star system.
Struggling to the surface, it calculates the exact velocity and direction that is required to launch the egg cluster towards the
discovered planet, taking into account relative celestial movement and gravity. Using the massive internal pressure build-up, the
egg cluster is then, with Herculean effort, fired from the Cerebrals body toward the planet in question. The Cerebral explodes and
dies in the process.
On the new host world the eggs hatch and the runners are born. They then find warm blooded creatures within which to deposit anembryonic Terror bug. They paralyse the creature and deposit the embryo through any convenient orifice. The host creature
remembers nothing of the process due to the secretion of a rohypnol like drug by the runner during impregnation. The embryo
continues to develop inside the living creature, until eventually it bursts from the host in an explosion of blood and bone (this
usually kills the host).
The newly born terror bug keeps a low profile and grows to full size within a couple of days. As they grow, some terror bugsmutate and develop into Queens, Cerebrals, Flyers, Hunters or Colossi. The mutation process is possibly controlled by the
telepathic abilities of the Cerebral, or may be an environmentally governed process. A new Queen will begin to lay eggs almost
immediately, and a planet can be overrun within a few months.
THE HIVE/ COLONYBugs usually live in tunnel complexes (both natural and man made if need be), centered around one queen and a couple of
Cerebrals. Packs of runners, Terrors and Flyers support the Queen/ Cerebral family nucleus, protecting, providing food One bug
colony never goes to war with another, recognizing fellow links in a chain of higher consciousness and purpose. There is still
much to be learned about the bugs.
EXPANDING THE BUG RULESIf this genre of miniatures combat is for you, you will want to expand the number of Bug types, include long range direct/ indirect
fire capable bugs, bugs in other environments (space, underwater, city sewers etc), think about more alien fortifications other than
tunneling, write detailed background histories and more!- There are several well known movies and fictional stories written aboutthis class of Alien, so inspiration should not be too hard to come by.
BUBUBUBUG TROOP TYPESG TROOP TYPESG TROOP TYPESG TROOP TYPES
RUNNER (Regular, fast infantry level troop equivalent)This type of bug is a small (dog sized) alien beetle with a hard armoured shell, razor sharp pincers
and fast movement type. No ranged combat, but quite deadly close up and in packs. Its claws count
as a melee weapon (So no combat modifier, a straight 1d10 rolled). Count as fanatic. Fielded in
units of 4-10 bugs.
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EGG CLUSTER (stationary, light armoured equivalent)An egg cluster is a group of pulsating,acid- mucous coated eggs waiting to hatch
out. These may either be purchased and placed at the start of a game, and/ or a
queen Bug may lay them during a battle. For each cluster, roll 1d6 at the end of
each full game turn. A roll of 1-4 does nothing, a roll of 5 allows the placing of a
runner bug next to the cluster, a roll of 6 allows placing a terror bug next to
the cluster. This represents various bug varieties hatching out of the eggs.
Hatched Bugs must immediately join the nearest squad of the same type of bug. If
no other squads on the field, the hatched bugs will join the nearest squad of any type of bug.
BUG SPECIAL RULES No penalties for movement or ranged combat in night or bad weather scenarios
Some types are fanatic
Bug armies will not fight other bug armies (they will merge together, although there will be a battle to the death betweenthe queens)
Bugs cannot use manufactured weapons, jet packs or other equipment, only natural weapons like claws or barb shooteretc are allowed.
EXAMPLE BUG SCENARIOSEXAMPLE BUG SCENARIOSEXAMPLE BUG SCENARIOSEXAMPLE BUG SCENARIOSBugs may be introduced as a menace to be targeted for offensive action for several reasons, maybe that isolated Imperial Colony
has been losing Colonists lately and a couple of Imperial infantry squads are sent in to find out why, perhaps a Supply and Rest
Depot of the Crimson Rebels on a far desert planet suddenly finds itself under attack by the local animal life after their supplies of
foodstuffs, or alternatively a Bug army is given to a third player in a straight Imperial versus Rebel army to add spice and perhaps
introduce a new player to the game.A few suggestions of scenarios and start positions to start off your Bug wars are presented below:
1d10 Name
Points each
Humans/
Bugs
Bugs setup Human Setup Victory conditions
1-3 Patrol 300/ 400 Within 12 ins of table edge Within 12 ins of table edge Standard
4-5 Ambush 400/500At either side of the road/
path and in cover
Down centre of board, 8 ins
wide, usually on a road or
path, no further thanhalfway towards the bug
base edge.
Humans win if they manage to get
25% of the point value of forces upthe road and off the table.
6 Fried eggs! 500/600 Centrally Within 12 ins of tableBugs must purchase at least 6 bases
of eggs, humans only win iff alleggs are destroyed.
7 Last Stand 600/ 1000Within 12 ins of all table
edges
All troops , withfortifications/ barracades
within a 12 ins circle in the
middle of the board
Humans win if they manage tosurvive the onslaught of the bugsfor 4 full turns, whereby Air evac
takes place.
8-9 Bug hunt 1000/1000 Within 24 ins of table edge Within 12 ins of table edge Standard
10Specimen
Collection300/600
Has whole of the rest oftable edge
Within 8 ins table edge
Humans win if 3 or more Bugs are
Stunned then transported back off
the table edge that the humans
came in on. It takes 2 troops tocarry each stunned Bug. If humans
come into base contact with a
stunned bug it remains stunned forthe rest of the game.
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TheTheTheThe KKKKKREEKREEKREEKREE(a.k.a. T't'tkahk Xeng Kirr)(This is a Traveller universe Alien. Alien race datafrom Lee Barnes with thanks)
INTRODUCTIONThe Two thousands Worlds is the most common name in the Imperium for the region of space ruled by the K'kree. "Two
thousand worlds" is a literal translation of the K'kree T't'tkahk Xeng Kirr. The same words can also be rendered idiomatically as
"universe." In times past, the words meant "night sky," for roughly two thousand stars can be seen from one hemisphere of Kirur,
the K'kree homeworld. The name should not be taken to mean that there are exactly 2000 worlds in the K'kree empire.
The K'kree government is highly conservative. The current dynasty ruling the Two Thousand Worlds has been in power since
prehistoric times, and the form of the government has remained unchanged except for a few minor modifications made necessary
by the problems inherent in governing an interstellar empire.
K'kree expansion into space progressed very slowly after the discovery of the jump drive in 4142. The conservative nature of
society and the technical limitations placed upon space flight by that society (K'kree spaceships must be very large, for example)
combined to inhibit early exploration and colonization.
The discovery of other intelligent alien races caused a xenophobic reaction in K'kree society. The realization that intelligent
carnivores might exist somewhere in space sparked the K'kree obsession to convert the universe to herbivorism. This obsession
stimulated the growth of the Two Thousand Worlds to its present size and still dominates K'kree culture. Local cultures are
tolerated and other aspects of K'kree society are not heavily enforced, but all races within the Two Thousand Worlds areherbivorous. K'Kree are religiously motivated (they are militant vegetarians after all), claustrophobic and neurotically gregarious.
Note that although they are superficially similar, the KKree are not genetically related to the Centaling.
KKREE SPECIAL RULES All militaryK'Kree encountered will be at least Veteran troops.
K'Kree can't use other races weaponry due to their odd hand structure, but may use their own equivalents (any weaponson any of the Human AND Alien charts)
KKree squads are usually herds of 10-20 warriors and NEVER leave a man behind
K'Kree have a bonus of +3 in Melee combat against carnivores. (So not Replican, Droids, Hibevors, Androids or Greys)
KKree will not seek any enclosed cover, like bunkers or enclosed buildings, nor will transport in small enclosedvehicles.
KKree in a squad have a coherency distance of 2 inch (rather than 3 inches). KKree must stay in coherency even if notadvancing.
A KKree in hand-to-hand combat gets two throws of the dice, once with all bonuses due to any hand held meleeweapons, and another at a modifier of +0 to represent fighting with its forelegs.
No KKree troop types are independent, all will be in herds.
KKKKKREEKREEKREEKREE TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPES
HINDMOST LEADER (Elite, power armour, Leadership)Herd leader with quadrupedal power armour and usually heavy weapons.
HINDMOST STAFF (Elite, fast infantry)Bodyguards to the Leader, often found with Melee weapons. May NOT move out of coherence range of the Leader.
KKREE LIGHT ARMOUR Standard Veteran KKree in light armour with weapon of choice.
KKREE FAST INFANTRY Standard Veteran fast attack trooper with weapon of choice.
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THE KRATHE KRATHE KRATHE KRAVAKVAKVAKVAK(This is a Ground Zero Games Alien race, for their game Stargrunt2) Some information below from an Internet article by Jon
Tuffley, modified by Neil Cooper for Beamstrike. These rules allow the use of the excellent 15mm KraVak figure range by GZG.
INTRODUCTIONThe Kra'Vak, (Literal translation: "People of the Sorrow Killer ") are a clan-based Alien
race, who place a high value on loyalty, combat prowess and bravery. The KraVak home
worlds is called ZhaVak, which means "World of the Sorrow Killer "
DESCRIPTIONKraVak are 2 legged Phughropoids with a mix of reptillian and insectoid features. They
communicate with a guttural language that is hard for humans to comprehend thus making
relations with them very difficult. Relations are complicated further by the fact that Kra'vak
pass through several gender and behavorial stages as they age which make them somewhat
unpredictable as members of one stage can be more or less aggressive and territorial than
those in another stage. KraVak have never formed good relations with any other race, and
did not participate in the Ten thousand years war.
PSYCHOLOGYRO'KAH (Clouded War Mind):When a normal Kra'Vak becomes angered, fearful or otherwise strongly emotionally stimulated, chemicals released into its brain
cause a reaction known as Ro'Kah (literal translation: "Clouded War Mind"), which causes the Kra'Vak to become steadily more
enraged as the source of the stimulation increases. In its extreme stages, the Kra'Vak will enter a kind of "berserker rage" in which
it will attack almost anything (including, in some cases, its own fellows) but loses its capacity for rational and coherent thought
and planning. This gives Kra'vak warriors a kind of "reverse morale" effect, where the worse the situation gets in terms of enemy
threat, casualties etc., the more frenzied the warriors will become in their attacks. In Kra'Vak prehistory, this was a survival trait -
running away was of little use against the fast predators of Zha'Vak, and the only defence was to launch a furious frontal attack
with all their strength.
While in the grip of Ro'Kah, a Kra'vak warrior will fight like a demon, using any and all weapons to hand (natural and
manufactured), but loses all concept of tactics. In personal combat, an enraged Kra'Vak will simply launch itself at its opponent,
with a weapon if it has one and with mandibles and claws if it doesn't, uttering a terrible war scream. At this point, it will either
win or die. This frenzied burst of energy cannot be maintained for long, and if the warrior wins the fight it will soon subside into a
much more passive state as the causes of the Ro'Kah are removed and the effects of the fury drain away.
As the Kra'Vak civilisation rose from barbarism and they began to develop technology, mechanised warfare and eventually
spaceflight, the racial legacy of Ro'Kah remained with them. Its effects are most strongly seen in Kra'vak ground troops, where
their close proximity to the enemy triggers the neurochemical release that precipitates Ro'Kah very easily. Warriors that are more
remote from the "sharp end" of the fighting, such as vehicle crews and to a greater extent Starship personnel, feel some of the
effects but at a slower rate and with less ferocity; they may also have the benefit of the controlling influence of a Sia'Na
In a group, Kra'Vak will suffer the effects of Ro'Kah just as intensely as on their own; in some ways each feeds off the emotional
stimulation of the others, and the tension rises even faster. This is true both of small groups (say, a squad-size unit of ground
troops) and larger gatherings, and can even extend to entire War Families.
SIA'NA (Walkers of the Path):The Sia'Na (literal translation: "Walkers of the Path", but the concept best translates as "Moderator") are a small caste of Kra'vak
in which the physiological processes that cause Ro'Kah are absent or dormant. In Kra'vak pre-technic civilisation, where Ro'Kah
was an accepted and necessary part of inter-Kra'Vak relations and conflict, offspring found to be Sia'Na were considered defective
and either exiled from the War Family or simply killed. As the Kra'vak culture matured and their society became more
sophisticated, however, it was realised that the Sia'Na held a unique place in the scheme of things - they could serve as a
moderating influence on warriors consumed by the fury of Ro'Kah, making proper tactical and strategic decisions without minds
clouded by the fury.
The presence, words and thoughts of a Sia'Na have a calming and controlling influence on Ro'Kah-enraged warriors, which seemsto be accomplished through a mixture of cultural conditioning, "religious" belief and some kind of empathic link - the Kra'Vak's
own scientists and psychologists don't fully understand it themselves, any more than human science really understands the
occasional manifestation of apparent psionic abilities and other paranormal phenomena in humans.
To be born Sia'Na is to live a precarious life in Kra'Vak society; they are both revered and despised at the same time by the
warriors, and it is not unknown for a warrior in the grip of Ro'Kah to turn on and kill a Sia'Na who tries to calm and control him.
For this reason, the Sia'Na are masters of subtle diplomacy and persuasion; these skills grow with age and experience, as does the
Sia'Na's ability to affect larger numbers of Kra'Vak over a wider area - some of the Sia'Na Elders can extend their influence to a
huge crowd, or even by remote communications, while the younger and less adept of the caste must be in close physical proximity
to the warriors they are attempting to "advise".
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KRAVAK TACTICSKraVak do not use energy weapons, but have developed very effective Gyrobolt technology which provide the mainstay of their
small arms and vehicle weapons. Mass driver weapons are used aboard starships. Shielding devices are not used, as the Kravak
have not developed this technology yet, but considering their psyche, would be considered cowardly anyway.
KRAKRAKRAKRA VAK TROOP TYPESVAK TROOP TYPESVAK TROOP TYPESVAK TROOP TYPES
KRAVAK LIGHT INFANTRY WARRIOR (Light armoured, Veteran infantry)Standard infantryman. Squads are fielded in coherent groups of 8 KraVak. 5 will be armed with
bolt rifles (or assault rifles in some cases), one will have a heavy bolt rifle (or support bolter),
and a heavy support trooper will be armed with either a standard missile launcher, or an
ATGW. The 8th member of the squad is usually an infantry master leader (See below).
KRAVAK LIGHT INFANTRY MASTER (light armour Elite infantry,
leadership)MUST be included in each squad of 8 troops, the Infantry master keeps control of the warriors
and directs their battle rage during combat. Armed with a particularly compact KraVak Gauss
rifle.
KRAVAK AXE-HERO (Power armour, leadership, Hero)
A hero figure, the AnAx clan have been trained to high levels in hand to hand combat.Wielding heavy power axes, with leadership, swordsman and martial arts, along with the
aggressive trait, the AnAx Hero is a fearsome foe up close, but must be protected whilst at
range. Power armoured, but moves as light armour. KraVak power axe included in points cost and this functions as the Imperial
standard power axe.
KRAVAK SIANA -Path Walker (Regular, Fast Infantry, leadership)See psychological notes above. The SiaNa calms the enraged warriors and can think clearly during heated combat situations.
Adding a SiaNa as an Advisor in an army gives the following bonuses:When the KraVak army is shaken, if the siaNa makes a successful troop roll, the whole army may ignore the enraged state of
mind, if desired. If the combat situation would favour that the enraged effect kick in then the player still has this option.
Whilst a SiaNa is present in a KraVak army, it will never reach broken status.
KRAVAK POWER ARMOUR (Veteran, Power armour, leadership)
Power armoured KraVak troops are either fielded in squads of 3 independent troops, or individual Powered troopers are added tostandard squads to fortify them. The KraVak power armour is of a particularly flexible design, and although provides the same
protection level as standard Human power armour, movement rate is as Light armour. Power armoured troops have leadership
skill, and are of veteran troop class.
3 Weapon load-outs usually deployed:
Gauss rifle and Specialised grenade pack
Gauss rifle and head mounted missile launcher pod
Plasma gun
KRAVAK RIDING BEAST AND RIDERThe rider is exactly as the light infantry master, but with scout skill and a laser painter as additions. The Riding beast is a
terrifying, thick skinned reptilian quadraped with large mandibles and a spiked, poisoned tail. Able to emit glass- shattering roars
in combat, or sneak silently into enemy territory, it is a true scout beast. Classed as wheeled vehicle for movement purposes, and
having a skin equivalent to power armour, it ignores glancing hit results and 2 kill results are needed before the beast is removed
from play.Has no ranged attack, but may engage in close combat at 3 inches instead of 2, counts as a veteran for any troop rolls, roll 1d10+7
in hand to hand combat, and has an additional poison barb attack, which may be used in either close combat or hand to hand
combat phase. A troop roll is made, a success meaning one enemy figure within 2 inches of the figure takes a high damage hit. If
the Riding beast/ rider is selected as a target, roll 1d6 to see what is hit. If one rider 1-4= beast hit, 5,6 rider hit. If the rider and
beast are within a blast template, roll for damage on both as separate units. If either the beast or rider is killed, the survivor may
function normally without the other.
Riding beasts with riders are considered independent units and are often used as fast scouts.
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KRA VAK SPECIAL RULES
Kra'vak technology is similar to humans, but in some cases they are not as advanced. They favour powerful non-energy based
weaponry such as rail-guns and missile launchers, and they also lack shield technology.
KraVak have a sort of reverse morale or war mind When the Kravak lose their morale points, instead of beingshaken, they are enraged:
+1 extra bonus to HtH rolls. -1 penalty to ranged combat rolls
If the KraVak army then becomes Broken ( 2d6 throw made at the end of each players own turn, 7 or more for broken
army), it is instead in Battle rage: +2 bonus in HtH rolls (on the 1d10) -2 to all ranged combat they may engage in close combat at a range of 3 inches instead of 2
inches.
MUST advance toward nearest enemy on the table.
KraVak may use Bolt weapons, CPP guns, Gauss rifles, grenade and missilelaunchers
KraVak MAY NOT use: Any shields, jetpacks, ECM suites, laser or beamweapons,
Kra-Vak infantry do not carry melee weapons usually, although their martial
combat training and physical strength, mean that they have an overall HtHbonus of +1, even though unarmed.
KraVak Power armoured troops move as Light armour.
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The following table outlines the Psionic attacks available, their success criteria and the effect of a successful attack.
Psionic
attack
Success if. Effect for that player turn Random
d100
Opsonise
(Prepare for
enslavement)
Enemy fails troop roll (enemy
has +1 to the dice throw)
Targeted enemy foot troops may not move or fire for that whole
player turn. This attack cannot be used against enemy troop
inside vehicles. Most effective when used at the start of the
Ghoulani players turn, as this gives the float disk trackers or foot
trackers time to move to the targets and collar them (See below)
1-40
Confuse Enemy fails troop rollEnemy foot troop has -1 in ranged attacks and -2 to the dice
throw for any hand to hand combat engaged in.41-55
Halt Enemy troop roll fails
Enemy squad or independent figure or ground vehicle cannot
move in this turn (Note this attack is only effective if performed
at the start of your enemies turn, else he wont be moving
anyway!)- note that this also stops troops who have passed their
troop roll for close combat from moving as well.
56-70
Turn againstEnemy fails troop roll (enemy
has +2 to the dice throw)
Hard to achieve, but if successful the targeted unit becomes under
the complete command of the Ghoulani for that player turn!71-90
Strike deadEnemy fails troop roll (enemy
has +2 to the dice throw)The entire squad (up to 4 troops), or targeted independent unit
takes the equivalent of a total damage hit.91+
OFFICER (Elite, Fast Infantry, Energy shield, Blast pistol, Vibro knife, Targetter, leadership skill)At least one officer must be attached to each enslaver squad. At least one must also be present in the command group, and muststay within coherence of the commander figure (usually within 1 inch) and must attack any enemy unit attacking the commander
or Psycher figure, if they are within range.
CAPTURE TROOPERSThere are 3 divisions of capture troopers, the Seekers, the capturers and the trackers.
SEEKERS: ( Fast infantry, veteran, Stun ray, Targetter, Vibro knife)Seekers use electronic thought amplification devices to seek out enemy units for enslavement. They can be used with orinstead of Psychers. A seeker may direct their amplification box at an enemy unit or independent unit and fire it each
combat phase. The amplification box is classed as a Blast carbine for hit purposes and uses a burst template 1. All enemy
troop within the burst must make a troop roll, or are stunned. Stunned troops are prime targets for enslavement (See
below)
CAPTURERS: ( Fast infantry, veteran, tracking collars, Blast pistol, Targetter, Vibro knife)These are Ghoulani infantry who scout out and capture enemy troops for control. Capture teams may either be on foot, or
on float-disks and when moved to within 2 inches of any enemy stunned or Opsonised automatically collar them.
ALL such stunned enemy units within 2 inches of the capturers finish move position are collared. Collared individuals
are now considered to be ENSLAVED.
TRACKERS: ( Fast infantry, veteran, Tracking device, Blast pistol, Targetter, Vibro knife)Having long ranged scanning and tracking device and antenna in a custom backpack, the Trackers actually control groups
of enslaved individuals. Each tracker may control up to 30 enemy troops or dedicated slaves. There is no range limitation
to the control, nor are any dice rolls needed, the enemy troops are simply controlled by the Ghoulani player and must do
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their bidding. Keep a track of which enslaved troops are being controlled by each tracker, because if the tracker is killed,
the troops under their control are freed. Freed troops are considered to be stunned for one more game phase, then may be
moved and fired as normal. Note that free troops may once again become enslaved later in the same game.
SLAVEThe slave is an individual considered to be under long- term control of the Ghoulani and having no will or real intuition of its
own, but exists merely to serve. Almost zombie-like in appearance and movement. Slaves do not count toward the morale
strength of the Ghoulani army. Although very variable in race, armour and armament, a basic slave can be considered as Fast
infantry of civilian grade, armed with Vibro knife and laser pistol. Players may wish to devise more varied slaves for their armies,
which must follow the following rules:
Slaves cannot classed higher than regular troop class. Slaves cannot be fitted with higher than light armour
Slaves cannot use support or heavy weapons
Slaves cannot be given skills
Cannot use jetpacks or drive vehicles
Cannot call off-table support
Cannot be of grey, Hibevor, Bug or phug race.
Slaves have gang coherence.
ENSLAVER INFPHUGRY ( Fast infantry, veteran, Blast rifle, Energy shield, Targetter, Vibro knife)The basic infantry unit of the Ghoulani. Outfitted in grey energy absorbing tunics giving some degree of protection and the
Ghoulani energy rifle (equivalent to Blast rifle), these troops help keep control of enslaved races, and provide extra firepower
when dealing with more advanced races. Operate in cohesive units of 5 troops with an attached officer. Extra assault troopers may
be added to squads as required.
ASSAULT TROOPER (Fast infantry, veteran, Targetter, Vibro knife, Energy shield, Blast pistol,
extra weapon as below)The assault trooper is added to enslaver squads as needed dependant on scenario. A close combat trooper with swordsman skill
and armed with a shock spear ( equivalent to pirate multi blades, see core rules) gives melee support, while the 2 man Rocket
cannon team gives long range support and anti- vehicular offensive capability.
Rocket Cannon:This weapon must be deployed before use, must have 2 men operating it, but when deployed is equivalent to a
Rocket battery (See weapon charts pack, heavy weapons effect chart). If either member of the 2 man team is killed, the rocket
cannon cannot be used, and the remaining trooper reverts to using a laser pistol or Vibro knife. The assault troopers may act
independently or be attached to Enslaver squads.
FLOATDISK TROOPERAs Enslaver Infphugry trooper, but mounted upon a floatdisk . A Ghoulani float disk moves as an Imperial Jetspeeder (See core
rules), has a hull class of 1 and a forward firing blast rifle built in. Floatdisks follow all special rules for bikes/ trikes. Passengercapacity is normally 1, but 2 troops may mount if needed. Cost is 15 points.
GHOULANI SPECIAL RULES
Enslaver technology does NOT work against Robots andandroids, Bugs, Phugs, Hibevor or Greys. The other races
are fair game.
Counters with stun, opsonised, ensaved will beneeded to keep track of units under the control of
Ghoulani.
Ghoulani armies are difficult to play, as the process ofenslavement requires several steps and a good working
knowledge of the rules and good record keeping.
Ghoulani do not use slug or bolt based weapons.
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THE GOBLINOIDS (SHIA KHAN)THE GOBLINOIDS (SHIA KHAN)THE GOBLINOIDS (SHIA KHAN)THE GOBLINOIDS (SHIA KHAN)And theAnd theAnd theAnd the ORKORKORKORKSSSSINTRODUCTIONThe origins of the multitudinous Orcoid sub-species in the universe is a hotly debated
subject. It is likely that the 2 main species of Orc, the Shia-Khan and the Ork do in fact have
different origins. Some Scientists and Galactic Historians claim evidence to show that the
Shia Khan sub-species originated on old earth of the Sol system, and were manipulated and
genetically modified by the Greys, many thousands of years ago as foot soldiers. The Greysthen removed them from the Sol system and used them as troops in other areas. Once the
Greys found other races to manipulate, the Shia-Khan were left to their own devices and
developed their own society from then onwards. The Greys and Hibevor, the eldest and most
advanced races in the known universe, do not confirm or deny such rumours.
The Ork subspecies have their own unique genetic origin, nothing to do with human kind (See below)
The Orcs are considered the most savage of the sentient races, even more so than the Bugs, and there is a huge dislike of the
Orcs by the Greys and the Hibevor. The Orcs did not cooperate during the 10,000 year war.
DESCRIPTION:Orcs are humanoid, stand anywhere from four to eight feet in height, and have green tough skin. There are many demi-species and
hybrid genetic mutants, so appearance can be quite varied. Armour tends to be crudely cut metal plates and chainmail, usually
bronze in colour.Orc leaders and battlesuits often have a distinguishing colour other than bronze. Purple or red is common. Orcs are physically
stronger than humans, but most are mentally and physically slower.
The orcoid race is broadly divided into 2 divergent species, as described below, but there is considerable overlap in appearance,
disposition and sociological behaviour. The Ork and Shia-Khan subspecies are genetically compatible and able to mate, however,
their offspring are often mutated in some way, there is a high level of abortion of infants, and a wide range of individual sizes and
shapes.
The Orks- Tend to be planet bound and thrive on picking the bones from the battlefield. Born scavengers and salvagers, theOrks have been known to appear in the middle of a war being fought by other races, and offer to help one side, only to
treacherously turn on them after the battle and end up scavenging the spoils of war from both sides to turn a profit. Physically the
Orks are generally bigger than the goblinoids but there are some exceptions to this.
The Verscimnan (large Orks) and Vermusara (small Orks) originated from a planet where they were originally a strong,primitive primate. When their sun was dying something drastic happened. The sea on their world had a high iron content allowing
very high levels of unicellular life forms, among them an Amoeboid photosynthetic organism called the Verza-ver, which were
also primitively Psionic. Their protozoan reefs could pick up radio waves and they had awareness of other stars and life. The
Verza-ver then infected the Verscimnan and the Vermusara causing their hairless skin to turn green, as the organisms migrated to
the dermal layers of the Ork skin, over a period of thousands of years. This bizarre symbiosis is similar to the way in whichprimitive single cell organisms became the mitochondria in the cells of Humans.
The Verza-ver symbiotes stimulated the primitive primates to action via increased hormone levels and strange dreams of other
worlds with plentiful sun light.
Inter-galactically the Verza-ver races are quite primitive they use slower than light speed travel and crew are held in a state of
symbiotic hibernation. The Ork main technological advance is a steel alloy which is semi transparent allowing star ship
passengers to photosynthesize even in space. On the battle field the
Verscimnan and the Vermusara have quite primitive weapons of the
segregation era or earlier (radio waves take a long time to travel) but
lack any fear of the battle field as they dream constantly of possibleextinction.
The Shia- Khan (Goblinoids)- are mainly space- faring andare found raiding merchant ships and cargo vessels in deep space.
Main centres of population include Asteroids and huge space stations.
The Shia- Khan and the Orks get on very well with one another and
can often be found as mixed armies. In battles on a planetary surface,
the mix will be mainly Ork, whilst in the depths of space, Shia- Khan
will be the dominant type.
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ORCOID TACTICS AND WEAPONSOrcs are less technologically advanced than Humans are in the Imperial Era and their technology has followed the lines of bigger
is better- many troops will be found with customised bolt rifles, missile launchers, assault weapons, shotguns and various other
projectile-based weaponry, many are multi- barrelled. Although energy weapons may be used, Orcs generally dislike them,
considering them less effective in the cost per kill stakes. Energy shields are not used, nor are P-Beams or Gauss weapons. A
wide variety of vehicles are found in Orc use, mainly wheeled and tracked. Grav technology is not used by the Orcs.
Orc military chain of command and hierarchy of ranks is very different from the human model, with leaders coming and going
continually, even during the same battle!- there is a perpetual jostling of power amongst the Orcs, the biggest individuals
continually striving to be the best and have the biggest and most powerful weapons and armour. This has severely hampered theOrc technological and social development, with many centres of population remaining pure anarchy. It has been reported from
several Orc-Human battles, that the Orcs have fallen upon themselves after internal disagreement, with bemused Human soldiers
looking on as the Orcs divided and started tearing into their own divisions.
GOBLINOIDGOBLINOIDGOBLINOIDGOBLINOID TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPES (15mm.co.uk HOF Shia Khan Figure range)
Shia Khan Maligs -Goblinoid Infantry ( Regular, light armour, Heavy bolt rifle, Mono sword)The mainstay of the Goblinoid army are the Maligs, a random collection of individuals, weapons and motivations come together
into some sort of dubiously effective fighting force. A
typical malig is listed here, although any combination of
troop type from Civilian to Veteran (No Elites or Heroes),
with any weapon and armour combination may be fielded if
you have miniature models to suit- The few restrictions on
equipment are listed below under special rules.
Shia Khan Heavy weapon Maligs (Regular, light
armour, Double barrel support bolter, Mono
sword)Basic Malig troops who have bullied or bribed their way to
carrying a bigger weapon. Usual armament is the double barrel support bolter with extra ammo lugged around by the strong
Goblinoid. As for the infantry, other weapons may be carried dependant on scenario, points must be adjusted accordingly.
Shia Khan Drop Troops (Power armour, Regular, Jet pack, Hvy Gyro Gun, Power glove)Although classed as regular troops, the Shia drop troops are well able to use all of the equipment they have acquired. Able to drop
out of Ork Spacewagons and straight into combat, and wielding heavy guns and tough armour, they can be more than a match for
similar Human equivalents.
ORKORKORKORK TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPES
Ork BATTLELORD (Verscimnan, Veteran, Power armour, support bolt gun or Ork minigun,
leadership skill, specialised grenades) Although not the largest of the Verscimnan Ork type, the Battlelords are thewiliest and cleverest and possess the best of the Orc arsenal and armour. Battlelords have leadership skill, although much of the
time this does them little good.
Ork CARVER (Verscimnan, regular, fast infantry, swordsman, Carver weapon x2)Large squat Ork, specialising in melee combat, with either bladed weapons or short ranged large calibre projectile weapons
(Called Carver guns) needs to be protected until within melee range as do not wear armour- limited protection afforded by tough
scaly skin.
Ork OGROS (Verscimnan, regular, power armour, swordsman, Ogros weapon x2)The very largest of the Verscimnan Orks are called the Ogros, much like the Ogres of human mythology they are very slow
witted, immensely powerful and easily commanded. Ogros are permitted to use hand to hand melee weapons ONLY, so must be
well protected until in a position to fight at close quarters.
Ork Trooper (Vermusara, regular, light armour, bolt rifle, mono knife, basic grenades)The basic Ork trooper-strong, slow moving, slightly dim, but fierce and ready to die for the spoils of war.
Ork BATTLEWALKER (Medium Mech)A squat, medium mech piloted by a specially trained, bright Ork. Carries heavy weapons and is well armoured. See vehicles
below. Often fearsomely painted and very imposing.
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TYPICAL ORCOID VEHICLESIn keeping with the generally assumed Sci-Fi Space Ork image, any models you use to represent Orcoid vehicles should be
clunky, tough and old fashioned looking. Tank models from WW1 or WW2 era would look great suitably modified and painted
to represent Ork tanks. The Battle walker is best represented by one of the 28mm Games workshop offerings. The 15mm Ork bike
is supplied from The Scene in the UK (See figure availability, below)
Orcoid
Vehicle
Points Hull Type Move
Type
Main
Gun
Aux guns Troops Model Shield
Ork
Battlewalker
203 3/3/2 MM A2x50mm
CPP
2x gyro cannon, 1 each
arm. HtH capable, Mecha
blades,Smoke dispensers,
Sun gun x2.
1
GW
Nobz in
Mega
Armour
none
Ork Battlebike 20 1/1/1 - Trike - 2xFF machineguns 2The
SceneOrk Bike
None
Ork Battlecart 52 2/2/2 APC wheeled -HMG in pintle
mount,Smokedispensers,auto grenade
launcher.
16 - None
Ork Tank 188 5/4/3 HT Tracked100mm
CPP
Smoke dispensers, ADS,
FF sun gun x24 - none
ORCOID SPECIAL RULES (Apply to both Goblinoid and Ork troops)
Coherency has no place in the Orc army, figures may be placed in any formation or arrangement, usually as rabbles ofaround 10 troops just to make gameplay easier. Each and every unit can thus be considered as independent.
Leaders are NOT required in the Ork army, although particularly big Orcs, or those in Battlewalkers may be assignedleadership skill and allowed all the bonuses that come with leaders.
Shia Khan and Vermusara Orks are tough and have a -1 to the damage throw roll .
Ork Verscimnan are very big and tough and have -1 to the damage roll AND ignore glancing hits.
Orcs love to brawl and all units have a +2 Melee combat 1d10 roll bonus.
Orcs are slow and have less movement allowance than similarly equipped Humans.
Orcs may not use Gauss , P-beam, or Grav technology. Shields may not be used.
Orc troops may NOT be classed as Elite or heroes
Orcs MAY not use off table fire support, snipers, sappers, Q-pods or reinforcements- their chain of command is not thatstructured to allow this, troops in close vicinity to a battle would most likely charge-in to be the first to get into the
carnage.
Orcs do not employ Robots or Androids- they just do not understand why a machine would be sent into a battle wherethere would be potential spoils of war for them to get their hands on first.
PAINTING ORCOID ARMIESOrcs should be painted with mid to bright green skin, highlighted with yellow/ green mix. Armour tends to be bronze or dull
metallic grey in colour. Weapons are silver or black. Leaders, carvers and walkers should have a bright colour (suggest purple) on
helmet plumes, headdress or walker armour plates.
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THE PHUGSTHE PHUGSTHE PHUGSTHE PHUGS (Pictures courtesy of Dan Elmore, used with permission)INTRODUCTIONThe "Phugs" are aliens that form "Ant" type colonies and crawl
around on all sixes, Phugs are semi- sentient, but were originally
assumed to have an animal level of intelligence, recent research
however, suggests a hive awareness and a developed ancestral
tactical capability. Phugs are non space-faring and will be only
found on a limited number of planets having a suitable climate and
ground structure. 245 planets within the Human sphere of influence
are known to be infected, some planets have been seededdeliberately by more advanced races during interplanetary wars, to
undermine and weaken native population centres.
Although superficially similar to the Bugs and Spugs, the Phugs
are nevertheless a completely different species with their own
unique abilities and weaknesses.
Most Phug variants establish their initial nest in soft ground, but, once established, the Phugs can extend their tunneling into
harder bedrock and even plasticrete. Well established nests can do considerable damage to colonising towns and villages, and
even larger cities have been known to be infested.
Phugs typically have a parent colony. When the colony grows larger and needs room to expand satellite colonies are established.
These satellite colonies often develop nearby, presumably because of the protection from the parent nest.
Only the parent colony contains the queen(s), young larvae and workers, while the satellite contains the mature larvae, pupae,workers, and/or winged reproductives. Phugs move back and forth from parent nest to satellite nest but just a few ( less than 10 %
) will be visible foraging for food.
Sometimes they can be seen moving mature larvae (white and grub-like) or pupae (papery cocoons).
Phugs are generally active along Phug trails in a seasonal pattern, dependant on the climate of the host planet. These trails may be
either above ground, generally well covered and having plenty of hiding places, or underground and follow natural contours and
lines of least resistance in ground and bedrock, they also frequently cut across areas of Human (or other indigenous race)
habitation.
Traffic on these trails may be noticeable during the day, but peak traffic occurs after sunset and continues throughout the night.
The colony does not produce reproductives (winged males and queens) until it is from 3 to 6 years old and contains about 2,000
workers. The natural food of Phugs consists of any digestible plant or animal debris. They have been reported to be very active
after battles between other races, cleaning away the corpses from the battlefield. They are also attracted to other sweet material
such as decaying vegetation and waste food.
Reproductive Phugs ( winged males and females ) leave the nest early if the nest is in a warm environment. Those living in cooler
climates will not swarm until much later. The fertilized queens must then find soft ground to establish a new nest, and the cycle
starts over again.
The new queen could live 150 years or more and lay 70,000 fertilized eggs.
PHYSICAL DESCRIPTION:Phugs are squat, 6 legged insect- like Aliens with hard chitinous skin. They have hard, beak- like mouths lined with sharp teeth
allowing rapid burrowing through soft to medium density ground. Phug diggers perform most of the work around the nests, and
the Warriors keep guard and ensure the workers are productive. Warriors have large armoured fore-claws with a surprisingly
powerful grip, even close to power glove strength and able to rip its way through all but the heaviest of armour.The Queen Phug is larger than the other Phugs and has four large horns on the top of its head, a clear indication of its status to
other Phugs.
PHUG TACTICS:
A major tactic of the Phug, is its ability to tunnel and move underground and detect the presence of troops above. Warrior Phugsthen tunnel upwards and attack enemies at close range. Possessing limited ranged attacks, the Phugs must use stealth and
tunnelling or risk being cut down in open ground, a strategy shared by the Bug alien race. When present (and it is highlyrecommended that she is!)- the Queen Phug emits wave after wave of basic level Psionic activity, which can confuse troops and
interfere with electronic apparatus. This ability has baffled Human technicians for many years now, both in its power and the lack
of any effective defences against it.
Due to the large size of colonies, Phug reinforcements are plentiful and do not need to be paid for (See below).
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Phug troop typesPhug troop typesPhug troop typesPhug troop typesQUEEN PHUG (POWER ARMOUR, ELITE)The queen phug can be considered the leader of any group involved in combat, although this Phug
will not usually be present in direct combat herself. She has several unique abilities which give
advantages to all phugs fielded, but also has a few weaknesses. Usually you may only field one
Queen, unless the scenario is based around attacking a parent colony, in which case up to 3 may be
used.
The queen phug should be placed well back and well protected on the field, preferable sited as
tunnelled, which is a -4 to hit.
ABILITIES: Psionic wave: This strong Psionic field extends 24 inches all around a Phug Queen, and does the following: Enemy foot
troops And those in vehicles have -1 to hit and -1 inch movement. Command and recon vehicles within this field DO
NOT get any bonuses due to the electronics packages they carry, lastly, ALL shields DO NOT function, any robots or
Android shut down and cannot move or fire. Phugs within this field get +1 inch movement and +1 bonus to their HtH1d10 roll.
Egg laying: At the end of each own player phase the Queen may lay one egg cluster (No roll is needed). Egg clustersmust be placed within 1 inch of the Queen figure and then are used exactly as per standard Egg Cluster.
If the Queen is killed, ALL remaining Phug troop types are considered shaken for the rest of the game, but maycontinue to fight even to the last Phug, Considering the free reinforcements and extra Phugs coming from egg clusters,
this can make beating a Phug army quite difficult, as with no morale to worry about, you literally have to kill all Phugson the table to have won the battle- this applies to the standard battle conditions, if you have specific scenarios then the
victory conditions may be different.
If attacked in HtH treat the Queen as having a 1d10+7 roll, but it will usually attempt evasion rather than combat if
threatened directly.
PHUG DIGGER (POWER ARMOUR, CIVILIAN)The Phug digger is a worker Phug having a chitinous , spiny carapace, sharp digging claws and
surprisingly fast movement for its squat, dumpy looks. It has no ranged attack, but will attempt to
get within HtH range by tunnelling its way toward potential enemy, and by using sheer numbers to
over-run its enemy. Considered Civilian class, no ranged attack, has an overall HtH modifier of +5,
and engages in HtH combat normally as per core rules page 21.
PHUG WARRIOR (POWER ARMOUR, REGULAR)The phug warrior performs guard and defence duties for the Phug colony during quiet times, and attacks intruders during
hostilities. The phug warriors main weapon is a massive claw lined with razor sharp hooklets. The Warrior may also spit a
particularly corrosive venom at enemies. Classed as Regular troop type, HtH combat bonus is +8, acid attack uses the hit chart and
cone template of the Plasma gun, but with a damage rating of High.
PHUG EGG GROUP (LIGHT ARMOUR)A small nest of eggs, just beginning to hatch out into pupae. Egg groups may either be
purchased and placed at the start of a game, and/ or a queen Phug may lay them during a
battle. For each group, roll 1d6 at the end of each full game turn. A roll of 1-3 does nothing, aroll of 4-5 allows the placing of a digger phug next to the cluster, a roll of 6 allows
placing a Warrior phug next to the cluster. This represents various phug varieties hatching
out of the eggs. Hatched phugs may immediately move and fight as normal.
PHUG SPECIAL RULES: Phugs have no coherence and do not need to form squads, they do not use the suppression or morale rules.
All Phugs may move either over the ground (normal movement and cover rules apply), or a special tunnellingmovement- this is considered to be just below the surface, can be seen by those looking (the tunnelling caused a ripple
effect in the soil above them), and may be done in unconstructed soil (so no tunnelling through concrete!) Tunnellingmovement is at the rate of 3 inches per turn, Phugs may not attack anything whilst tunnelling, and any fire directed
towards a tunnelling Phug is at -4 to hit (unlikely, but possible)- this represents the cover value of a metre or so of soil
and earth above them. Use a counter to represent tunnelling movement. A Phug may switch between normal and
tunnelled movement in each movement phase.
FREE reinforcements!- Due to the nature of the Phugs, and the fact that any confrontation with them must be near acolony, the Phug player may roll at the end of each own player turn for free reinforcements to appear on the table edge (a
table edge is rolled for randomly).
1d6 is thrown:
1 One egg group 3 1d4 Diggers 5 1d4 Warriors
2 One Warrior 4 1d4 Warriors 6 1d6 Warriors
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15mm ALIEN MINIATURE AVAILABILITY15mm ALIEN MINIATURE AVAILABILITY15mm ALIEN MINIATURE AVAILABILITY15mm ALIEN MINIATURE AVAILABILITY (UK)(UK)(UK)(UK)
Below are suggested figures available currently for all of the Alien races presented in this supplement. These
are suggestions only, and if you have suitable figures you may of course use whatever you like.
Hibevor, Growwlan, Ferrapur, Centaling, Thuntra:Tabletop Games (sold by 15mm.co.uk in the UK) have alien figures that will fit these types.(The Froog, Szithk, Mrurz, Centulon
and Thulg ranges respectively).
REPLICAN15mm.co.uk HOF Automatons, and either/ in addition to Ground Zero Games Endoskeletal combat robots SG15-X03
SPUGSSpriggan Miniatures: http://www.sprigganminiatures.co.uk/2.html
Make sure the figures you are ordering are 15mm (there are 28mm Spugs as well). As yet there are no 15mm spugnaughts, but
you can order the 28mm heavy infantry and use them instead.
GREYSGround Zero Games Greys product number SG15-X02
15mm.co.uk HOF grey alien range.
HOF44 Robotic Servants make great constructs.
BUGSRunners: Pendraken SF31 small runners, SF13 smallcreatures.
Hunters: The Games WorkshopTM TyranidTM Ripper swarms, TTG GA14 Alien (From 15mm.co.uk), Pendraken SF18,19
Terror:The Games WorkshopTM TyranidTM Ripper swarms, TTG GA14 Alien (From 15mm.co.uk), Pendraken SF 23.
Cerebrals: TyranidTM epic scale Haruspex, Trygon, and Malefactor from GWTM. Alternatively Make your own fromGreenstuff or putty!
Collosus: The Games WorkshopTM TyranidTM Gaunts, Warriors and Genestealers make great Collosi.
KKREEThe traveller range of figures by Games design workshop or fantasy era 15mm Centaurs may suffice. You may find it difficult to
source these figures.
KRAVAKAvailable from Ground Zero Games at: http://www.gtns.co.uk/store1/commerce.cgiRanges are SG15-K1, SG15-K2, and SG15-K3
PHUGSPeter Pig produce the Phug range of miniatures. They form part of range 9-