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-