12.11.2012 Views

Alien races supplement - Home Page

Alien races supplement - Home Page

Alien races supplement - Home Page

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

BEAMSTRIKE<br />

BEAMSTRIKE<br />

BEAMSTRIKE<br />

15mm Miniatures Sci-Fi<br />

Wargame<br />

Neil Cooper<br />

2008<br />

ALIEN RACES<br />

ALIEN RACES GAME SUPPLEMENT<br />

For 1.2 Core rules.<br />

1


ALIENS ALIENS ALIENS INTRODUCTION<br />

INTRODUCTION<br />

INTRODUCTION<br />

<strong>Alien</strong>s, the stuff of Science fiction since the dawn of Sci-Fi books and movies. Red, green, multi limbed, <strong>Alien</strong>s can provide both<br />

colour and excitement on the Sci-Fi battlefield dominated by Human forces. Although <strong>Alien</strong> forces may be used in Beamstrike,<br />

they should not just be used as different looking Humans.<br />

Where <strong>Alien</strong> <strong>races</strong> are introduced, assuming a selection of suitable miniatures can be sourced, new rules governing their tactical<br />

strategies, special weapons, troop formations, new vehicles etc. should be outlined and agreed by both players before the game<br />

starts. Where <strong>Alien</strong> forces are much more advanced/ stronger than human equivalents, balance this with either a high points value<br />

per trooper, or disadvantages applied in some areas.<br />

What follow are a selection of generic <strong>Alien</strong> <strong>races</strong> which can be introduced and ‘pick and mixed’ as wished. A brief description of<br />

the <strong>Alien</strong> history, motivations and tactics, troop types are given, along with details of their use in the Beamstrike game along with<br />

points values. Enough detail for simple games is provided, but feel free to expand on these ‘outlines’ and feedback extra troop<br />

types/ rules/ army lists to the Beamstrike yahoo group. All the <strong>Alien</strong> <strong>races</strong> presented in this booklet are available as 15mm<br />

miniature ranges from a wide variety of manufacturers across the UK and USA. Where different troop types exist in the figure<br />

range, the rules give statistic and game data for the different types available.<br />

If there is enough interest, there will be another <strong>Alien</strong> <strong>races</strong> <strong>supplement</strong> in the near future.<br />

USING USING ALIEN ALIEN FORCES<br />

FORCES<br />

The Beamstrike <strong>Alien</strong>s below may be fielded as complete Armies, where the Beamstrike timeline ‘Era’ allows. Otherwise they<br />

are used as a detached group of mercenaries, fielded with more conventional Human forces, or as ‘one off’ type first contact<br />

battles.<br />

Attached <strong>Alien</strong> units within an army must obey morale rules for that army, unless stated otherwise. <strong>Alien</strong>s may be classed as<br />

heroes, unless the specific rules for the race forbid this. Note where alien <strong>races</strong> are fielded, special rules for the race MUST be<br />

followed.<br />

ALIEN<br />

Is use allowed in game ‘Era’ ? 1d100<br />

RACE Segregation Era Imperial Era 10,000 Year War Borrowed Time Era Random*<br />

Hibevor R Y Y R 1-10<br />

Growwlan N R Y R 11-20<br />

Thuntra N R Y R 21-23<br />

Centaling N R Y R 24-25<br />

Ferrapur N R Y R 26-27<br />

Replican N R Y N 28-40<br />

Spug N Y Y R 41-50<br />

Grey R R Y R 51-60<br />

Bug N Y Y Y 61-70<br />

K’Kree N R Y R 71-72<br />

Kra’vak N Y Y Y 73-80<br />

Ghoulani N Y Y Y 81-83<br />

Goblinoids/Orks N Y Y Y 84-90<br />

Phugs N Y Y Y 91+<br />

N= No, <strong>Alien</strong> race may not be used in this era, as Contact between Humans and the <strong>Alien</strong> race had not yet taken place, race not<br />

available normally unless special circumstance/ scenario.<br />

Y= Yes, unrestricted use, large forces can be fielded.<br />

R= Restricted. Small attached mercenary forces, or exploratory scout units only, total points value of attached aliens should be<br />

below 30% of the total army points value.<br />

* 1d100 dice roll if random <strong>Alien</strong> race needed.<br />

CREDITS CREDITS AND AND THANKS<br />

THANKS<br />

Written and illustrated by Neil Cooper.Photos by Neil Cooper unless otherwise credited, various manufacturers miniatures shown,<br />

miniatures are the copyright of the manufacturer.<br />

Rules in this <strong>supplement</strong> were originally based on work by Francisco LLerandi Grossebohle and Paul Gallagher for the Imperial<br />

Commander game by Tabletop Games. Original background information by Don Clarke and Neil Cooper.<br />

Where others have been involved or have provided inspiration, they are credited at the start of each <strong>Alien</strong> race section. Some<br />

illustrations the work of others, credited where they appear.<br />

2


THE THE HIBEVOR<br />

HIBEVOR<br />

INTRODUCTION<br />

Arguably the most technologically advanced of the major <strong>Alien</strong> <strong>races</strong> (although the Greys are not far<br />

behind) Hibevors are physically weak. They stand 5 to 6 foot tall, and are of slim build. They say little,<br />

and see much. They have a lack of emotional intelligence to human observers. They know their<br />

limitations, and therefore avoid hand-to-hand combat. For this reason their weaponry tends towards a<br />

long-range nature, and they maximise the protection of cover.<br />

Hibevor reluctance to engage at close quarters led to the rumour amongst human troops that the<br />

Hibevors were cowards. However, the 5th Imperial Guard division discovered the truth to their cost<br />

when a modest Hibevor battlegroup annihilated them in the Battle of Usk-Antares in the Ten Thousand<br />

Year War. Hibevor may use any weapons and equipment from any other race, adapted for their own<br />

use. (except Ferrapur sniper cannon) but pay an additional 1 point for each item. A favourite Hibevor<br />

heavy weapon is an advanced ‘sun’ weapon, the power sphere projector, firing a ‘mini sun’ globe of burning superheated plasma<br />

and capable of taking out tanks and infantry units with ease, even at range.<br />

The Hibevor have an almost symbiotic relationship with the Growwlan during wartime, each complimenting the abilities of the<br />

other, the Hibevor provide the technology and new weapons and the Growwlan reciprocate with brute force, courage and close<br />

combat ability. Whenever an army of either Growwlan or Hibevor is used, you must have at least one squad of the other <strong>Alien</strong><br />

type present.<br />

Hibevor armies are not easy to play, as they have many disadvantages on the battlefield (see special rules below), and will suit<br />

players who have a good understanding of the rules and like to fight from a distance!<br />

HIBEVOR HIBEVOR TROOP TROOP TROOP TYPES TYPES<br />

TYPES<br />

HIBEVOR LIGHT INFANTRY (LIGHT ARMOURED, REGULAR INFANTRYVOR)<br />

Light armour class, but move as Fast infantry. Fielded in squads of 6-10. Usually one of the squad has leadership skill.<br />

HIBEVOR POWER ARMOURED INFANTRY (ASSAULT DREADNOUGHT,VETERAN ARMOURED TROOP-VOR)<br />

Hibevor power armour is equivalent to dreadnought armour for damage purposes, but troop movement is as if wearing power<br />

armour. May act independently.<br />

HIBEVOR SPECIAL RULES:<br />

• Hibevor troops may not choose hand to hand combat weapons unless Veteran troop class or above.<br />

• Hibevor troops MAY NOT be classed as heroes.<br />

• Before a Hibevor squad can advance towards an enemy a score of 2 or less is required on 1d6, unless there is a leader in<br />

the squad (in which case they may move as the player wishes). A roll is needed each own move phase.<br />

• If the opportunity to take cover occurs when advancing then a passed troop roll is required for them not to take advantage<br />

of such cover. Roll each time a new set of cover is within the current move distance of the squad- only one roll per move<br />

phase is required, regardless of how many pieces of cover present themselves!. This special rule does not apply if troops<br />

are in Power Armour or a vehicle or a leader is present in the squad.<br />

• Hibevors use jet-packs and personal shields, in fact shields are common-place.<br />

• Hibevors may use weapons from any other race, but pay an additional 1 point for each item which represents costs of<br />

adaptation to their own specifications.<br />

• Due to enhanced communications between troops, Hibevor squads have a coherency range of 4 inches instead of 3.<br />

• Hibevor troops have a penalty of -1 on suppression rolls.<br />

• If using Hibevor troops , AT LEAST one squad of Growwlan must also be fielded.<br />

THE THE GROWWLAN<br />

GROWWLAN<br />

GROWWLAN<br />

TROOP TROOP TYPES<br />

TYPES<br />

Standing around seven and a half feet tall, the Growwlan (singular and plural) are a proud and<br />

fierce race, but not mindlessly aggressive. A sense of humour is a rare thing in a Growwlan.<br />

Growwlan society is based on the warrior clan, and great importance is attached to personal acts<br />

of bravery. Single combat is the preference of the Growwlan, close combat on the battlefield<br />

coming a close second, and sniping is considered a disgrace. Growwlan usually settle clan<br />

grudges, feuds, and disputes with duelling lasers; these are effectively laser pistols with a singleshot<br />

setting irreversible within 1 hour of activation to avoid ‘mistakes’ in the ritual of the duel.<br />

There are many legends and superstitions that govern Growwlan behaviour. These are related to<br />

little known traumatic times in Growwlan history. A favoured mount for a Growwlan is the<br />

fearsome armoured ‘Wrok’; looking like a huge, relative of the Dodo, this animal follows its<br />

rider’s orders without question.<br />

Growwlan Armoured Infantry<br />

Power armoured equivalent veteran trooper armed with shock rifle, power sword and shock grenade pack.<br />

3


Growwlan Infantry chief<br />

Power armoured equivalent veteran leader troop, leadership skill. Armed with Shock pistol, shock grenade pack, and power<br />

sword.<br />

Growwlan ‘Wrok’ Warbird.<br />

Assault Dreadnought armoured equivalent animal, glancing hit results ignored. May carry up to 2 Grrowwlan infantry at once.<br />

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<br />

warbird, 3-4 rider1 5,6 rider 2 hit. Warbird may have a harnessed forward firing squad support weapon attached to it, any weapon<br />

from the Infantry and squad support weapons can be mounted. Arc of fire is the same as any vehicle mounted forward firing gun<br />

(template 3 used for arc angle). The rider may fire BOTH the forward mounted gun and any personal weapon from the warbird.<br />

GROWWLAN SPECIAL RULES:<br />

• Growwlan units must pass a troop roll not to advance in the direction of the enemy if not in view of a unit chief. Unit<br />

commanders lower the required score by 1. Roll once at the start of each own move phase.<br />

• Growwlan units must pass a troop roll to hide in/ behind cover if not in view of a unit chief. Unit commanders lower the<br />

required score by 1.<br />

• Growwlan usually only use lasers for duelling. They may not be armed with any other laser weapon except a laser pistol.<br />

• Growwlan may not target leaders or medics except in close or hand-to-hand combat.<br />

• Growwlan see any aide to ranged combat as dishonourable, so do not use targeters.<br />

• Growwlan night vision is excellent, so they do not have night time hit penalties.<br />

• Growwlan do not use jet-packs – they like their feet on the ground.<br />

• Growwlan troops treat ‘Glancing Hit’ results as ‘no effect’.<br />

• Sniper troop skill may NOT be used.<br />

• If using Growwlan troops , AT LEAST one squad of Hibevor must also be fielded.<br />

THE THE THUNTRA<br />

THUNTRA<br />

Thuntra are huge, 12 foot tall reptilian creatures. They are slow-witted, and originate from a<br />

low technology society. They were taught to use high-tech equipment when used as a servitor<br />

race by the Ferrapurs in the Ten Thousand Year War. They bore the brunt of the losses of the<br />

Ferrapur defeats. Centuries later, when the truth of how they had been used as slaves and<br />

cannon-fodder by the Ferrapurs finally filtered through the armoured skulls of their leaders,<br />

they swore eternal hatred of the Ferrapur. Despite their mental frailties, they nevertheless make<br />

fearsome opponents. Thuntra are very single minded, and they have a powerful instinct to<br />

follow a job or mission through to the very end.<br />

TROOP TROOP TYPE TYPES TYPE<br />

THUNTRA Armoured Infantry<br />

Power armoured equivalent regular trooper. Arranged into fighting groups of 1-10 troops, one of which must have leadership<br />

skill. Carry heavy bolt pistol and heavy advanced grenade pack, but any human squad support weapon may be used, with an<br />

additional points cost of 2 to allow for weapon modifications to suit them to the Thuntra (If other weapons are used, adjust points<br />

cost accordingly)<br />

Also carry a heavy power axe, a huge energy melee weapon.<br />

THUNTRA SPECIAL RULES:<br />

• Thuntras must lose three-quarters of their number before they<br />

become shaken.<br />

• Thuntras may not have a higher than ‘regular’ troop class.<br />

• Thuntras are never affected by “Glancing Hit” results, treat as ‘no<br />

effect’.<br />

• Thuntras are fearsome creatures in Hand to Hand combat, and<br />

Human troops wishing to engage a Thuntra in such battles must<br />

first succeed a troop roll, or must choose a different close combat<br />

option.<br />

• Thuntras are easy to hit (+2 bonus to hit number), but when hit are<br />

hard to kill (-1 to damage table roll).<br />

• Thuntras do not use jet-packs.<br />

• Thuntras may only fight alongside Ferrapurs in battles set prior to the end of the Ten Thousand Years War.<br />

• Thuntras may use the Mecha special movement types ‘STOMP’ and ‘OVERTURN’, and are classed as hull class 3 for<br />

this purpose only.<br />

4


THE THE CENTALING CENTALING<br />

CENTALING<br />

Centalings are seven or eight feet tall, and have a humanoid head and arms on the body of a four-legged creature similar to a farancient<br />

Earth horse. They are excellent scouts due to their speed and agility. They are easily swayed by money, so many<br />

Centalings end up fighting as mercenary scouts, though they are very independent, and don’t take well to others trying to lead<br />

them. Commanders in the field just accept that they are difficult to control. From a human point of view they can be<br />

temperamental, unapproachable, and often sadistic. There is no such thing as a Centaling family unit, and their mating habits are<br />

brutal to human eyes. They have a reputation for mistreating prisoners. Little is understood about Centaling culture or motivation.<br />

TROOP TROOP TYPES TYPES<br />

TYPES<br />

CENTALING independent Mercenary.<br />

Light armoured equivalent elite troop. May be armed with any infantry/ support weapons from the<br />

human charts, SPUG charts or any advanced laser/ grenade pack. Each individual has ‘scout’ skill and ‘<br />

sapper’ skill. Act independently.<br />

CENTALING SPECIAL RULES:<br />

• A Centaling in hand-to-hand combat gets two throws of the dice, once with all bonuses due to<br />

any hand held melee weapons, and another at a modifier of +0 to represent fighting with its forelegs.<br />

• Centalings do not use jet-packs.<br />

• Centalings fight independently, have no leaders, and derive no benefits from leaders of other <strong>races</strong>, but can be rallied by<br />

leaders of other <strong>races</strong> if fighting as mercenaries. Once rallied they fight independently again – one can assume the leader<br />

bribed the Centaling to stay and fight.<br />

• There is no Centaling army. They are too fiercely independent and lacking in teamwork skills. NO more than 10% of any<br />

army will be Centaling.<br />

• To kill a centaling you need to score 2 ‘kill’ damage hits, this is because all internal vital organs are duplicated in the<br />

centaling body. Keep track of each ‘kill’ scored.<br />

THE THE FERRAPUR<br />

FERRAPUR<br />

Ferrapurs are eight foot tall and look like the big cats of far-ancient Earth, only they walk as bipeds. To<br />

human eyes they are preening, arrogant, boorish, and vain. Weapon technologies developed by the<br />

Ferrapur include advanced power-lasers, which fire charged particles along the length of the laser<br />

‘designator’. These give much higher damage values than standard lasers, while keeping the excellent<br />

reliability and range of this weapon class. The Ferrapur are stealth specialists despite their large size;<br />

their fur, clothing, and armour has inbuilt chameleon qualities. Their snipers are much feared, and<br />

infamous throughout the Four Galaxies. Ferrapurs excel in hand to hand combat and many of their<br />

leaders are deadly in melees.<br />

TROOP TROOP TROOP TYPES TYPES<br />

TYPES<br />

FERRAPUR Armoured Infantry<br />

Light armoured infantry, advanced laser rifle, advanced grenade pack, veteran troop class. Fielded in units of 3-6 individuals.<br />

Have hero skill of ‘gun skill’ (with advanced laser rifle), giving +3 bonus to hit.<br />

FERRAPUR Marksman<br />

Light armoured infantry, Elite level sniper, this is the only troop class allowed to use the Ferrapur advanced snipercannon (See<br />

alien weapons). Also has stealth cloak, advanced laser pistol for close range work, laser painter device. May act independently.<br />

FERRAPUR commander<br />

Power armoured Hero level troop with leadership, swordsman, and Martial arts skills.<br />

FERRAPUR SPECIAL RULES:<br />

• May only use advanced weapons and the<br />

Ferrapur sniper cannon.<br />

• All ferrapurs have scout ability (affects<br />

concealement range etc)<br />

• Ferrapur do not use jet-packs.<br />

• Ferrapurs may only fight alongside<br />

Thuntras in battles set prior to the end of<br />

the Ten Thousand Years War.<br />

• Stealth cloaks often used.<br />

5


THE THE REPLICAN<br />

REPLICAN<br />

INTRODUCTION<br />

Many advanced civilisations eventually design and build artificially intelligent mechanisms<br />

during their history, to do things the biological entities themselves cannot. Machines<br />

performing simple tasks under the control of a computer (Robots) are usually the first step,<br />

following this are constructs with positronic brains capable of ‘thinking’ outside of their<br />

original programming (Androids). There are examples throughout the known universe of<br />

Androids so advanced they surpass the ‘creator’ race in capability.<br />

The race name ‘Replican’ is really a misnomer. It is a term used by Humans to collectively<br />

name many now- independent <strong>races</strong> of machines. Several super- intelligent ‘droids went to far<br />

corners of the universe after the Great Droid War, The Hibevor created, then lost control of,<br />

another group of Androids. There are also Replican <strong>races</strong>, whose origins are unknown, and who<br />

generally keep themselves to themselves.<br />

The term ‘Replican’ originated on far Earth, home-world of the human race. Some of the first<br />

Androids were called ‘ Replicants’, as they perfectly Mimicked the Rich, powerful, Human<br />

they were created to replace as a ‘double’ for dangerous public events.<br />

Although myriad in nature, most Replican <strong>races</strong> have several features in common:<br />

• Central processing core (CPC)- The central brain or leader of the race, this may take the form of a mobile individual, or a<br />

building/ structure containing the core leadership and communication/ intelligence functions.<br />

• Manufacturing core- Usually large, underground manufacturing facility that builds the worker/ combat Replicans.<br />

• Morale rules are optional for Replican forces, and they make take them or leave them however it suits the combat<br />

situation.<br />

• Suppression rules do not affect Replicans.<br />

REPLICAN DESCRIPTION<br />

No one description can adequately paint an accurate appearance of the Replican <strong>races</strong>. Many types of robots, androids and<br />

sometimes cyborgs are found, built of many different types of metal. Many Replicans have Humanoid form, as they take on the<br />

shape of the biological race originally creating them, but in advanced Replican <strong>races</strong>, their CPCs construct troops ideally suited to<br />

their purpose, so grav, tracked, multi limbed types can be encountered.<br />

REPLICAN TACTICS<br />

Not having any sense of self preservation is the Replican trooper programming, so individuals will tend to<br />

march straight into combat making little use of cover, and not being affected by fear or doubt. This can be<br />

a double edged sword, as although intimidating, can mean troops are cut down in open ground. Replicans<br />

are also known for winning battles by sheer numbers of troops they can manufacture and send into<br />

combat, overwhelming their opponents. Replican motivations range from bizarre revenge plots against<br />

creator <strong>races</strong>, to more mundane acquisition of raw materials for expansion and maintenance.<br />

Many troop types used have little ability to function autonomously if the CPU link is severed<br />

REPLICAN REPLICAN TROOP TROOP TYPES<br />

TYPES<br />

Note that all Replican troop types are considered to be ‘Androids’ and function exactly as per biological<br />

troop equivalents, except where specifically indicated.<br />

REPLICAN ENFORCER (REGULAR, LIGHT ARMOUR TROOPER)<br />

The base model Replican attack trooper. Fielded in squads of 4-10 figures. Enforcers are armed with<br />

various weapons, dependant on role. Heavy sniper rifles, P- Beam rifles and Miniguns are common.<br />

REPLICAN CPU DIRECTOR (POWER ARMOUR, ELITE WITH LEADERSHIP)<br />

Advanced trooper with comprehensive leadership and communications package, constantly in contact<br />

with the Replican CPC. At least one must be fielded per army. Leadership skill. Due to the Replican<br />

weakness of its troops retreating if all CPU leaders are destroyed, it is recommended that several leader<br />

troops are fielded and well protected.<br />

REPLICAN HEAVY BATTLE DROID (as Imperial Heavy Battle Droid)<br />

The Replican version of the Imperial heavy battle droid (See robots section)- identical in operation, also<br />

note that this is a robot, so may malfunction etc.<br />

REPLICAN ‘MIMICK’ (VETERAN, POWER ARMOURED TROOPER)<br />

Humanoid shaped Replican android having a layer of biological matter adhering to the metal<br />

endoskeleton in the form of a ‘skin suit’. Although sometimes called cyborgs, Mimicks are not cybernetic<br />

organisms, as there is no biological brainstem. Advanced ‘Mimick’ heuristic programming allows the<br />

Mimick to act exactly as a trooper of the enemy force.<br />

Up to 3 ‘Mimicks’ may be fielded in a battle, and are activated as follows:<br />

6


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<br />

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<br />

example, if 4 enemy squads are in play, roll 1D4 and assign appropriately according to die roll). The activated Mimick then gets a<br />

‘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<br />

Mimick will try to engage as many enemy as possible and engage in hand to hand combat where the opportunity arises.<br />

NOTE: One roll in each Replican players fire phase is allowed to activate each Mimick. It is possible that Mimicks may not be<br />

activated by the end of the battle- this is the chance you take if you field them. Mimicks MAY NOT be placed within enemy<br />

Replican, Grey or Hibevor armies, their detection systems are too advanced.<br />

Mimicks have the same weapon as the troops in the unit they infiltrated, but also have a built in palm- flamer and power glove<br />

which may alternatively be used. Note by their very nature Mimicks act independently.<br />

REPLICAN ‘SHROUD’ (VETERAN, LIGHT ARMOUR, STEALTH CLOAK, LASER PAINTER)<br />

The Replican shroud is a camouflaged, stealth cloaked bipedal or quadrapedal unit, designed to<br />

close in on an enemy quickly and silently. Sometimes used for assassinations and designation<br />

missions. Act independently.<br />

REPLICAN ARTILLEROID (Robo- artillery)<br />

Function exactly as the robo- artillery unit in the robots section of the core rules.<br />

REPLICAN REPAIR UNIT (REGULAR, LIGHT ARMOURED)<br />

A highly efficient multi-limbed droid unit capable of scouring the battlefield repairing and putting back together damaged<br />

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<br />

unit has sufficient movement to reach both in the same next friendly move phase.<br />

Repair units act independently and have no ranged weapons. In hand to hand combat they are classed as unarmed .<br />

REPLICAN MULTI-LAUNCHER DROID (REGULAR, LIGHT ARMOUR TROOPER)<br />

This troop type is given when figures from the 15mm.co.uk Automaton range are used. The Replican<br />

trooper has a unique 9 shot missile pod built into its chest and may fire 1 to 3 missiles per fire phase. It is<br />

otherwise classed exactly as an enforcer. The 9 shot missile pod, once 9 shots have been fired is useless,<br />

but this type of Enforcer has a laser pistol built in as a backup weapon. Points cost given includes the<br />

missile pod and laser pistol.<br />

REPLICAN FAST ATTACK DREADNOUGHT (ELITE, ASSAULT DREADNOUGHT)<br />

This troop type is given when figures from the 15mm.co.uk Automaton range are used. This replican<br />

trooper is an assault dreadnought classed chassis mounted on a tracked base. Two miniguns are mounted,<br />

one in each arm. Movement is as a light tracked vehicle. May act independently, and are often used as<br />

‘patrol’ droids and guards. Mounts laser painter and an Energy shield. Both miniguns have targetters.<br />

Points cost includes all weapons and equipment listed above.<br />

REPLICAN VEHICLES<br />

Grav vehicles and Mecha are favoured by the Replican, although most other types of vehicle may be fielded except wheeled and<br />

hover (Replicans do not use this technology, considering it antiquated). Note that Replican vehicles are processor controlled and<br />

do not have crew.<br />

REPLICAN SPECIAL RULES<br />

• Morale and Suppression rules are not applicable to Replican armies.<br />

• Replican forces do not suffer Night or Bad weather firing penalties.<br />

• Replicans in squads (in other words, NOT independent units ), must stay within 2 inches of at least one other member,<br />

instead of the normal 3 inches.<br />

• Replican foot troops move slower than their biological equivalents. All movement rates have 1 inch deducted from it,<br />

unless the standard move is 1 inch, in which case a ½ inch move is made. E.g: Light armoured Enforcers are moving over<br />

difficult ground. They move at 2 inches per move phase, instead of 3 inches. Penalties do not apply to vehicles.<br />

• Replican vehicles do not have crew, they are computer controlled.<br />

• Replican units are not known for their initiative or quick thinking, due to programming limitations and subservience to<br />

the CPC. All Replican troop rolls are at -1 during the game.<br />

• All Replican troops ignore ‘Glancing hit’ results.<br />

• If all Replican CPU leaders are destroyed in a battle, remaining Replican troops not acting independently must retreat to<br />

the table edge they started at, and once there are removed from play and count as killed for victory purposes.<br />

7


THE THE SPUGS SPUGS SPUGS (15mm Spugs are available from Spriggan miniatures. Thanks to the ‘No<br />

Limits’ and ‘Chain Reaction’ rules for Spug ideas.)<br />

INTRODUCTION<br />

The colonists who first encountered this <strong>Alien</strong> menace called them Space Bugs, or<br />

‘Spugs’ for short, because of their insect like appearance, and to differentiate them from<br />

the Bugs. In time, when human and other intelligent alien forces had marshalled<br />

sufficient resistance and the xenobiologists had examined specimens, they were indexed<br />

as species XENO-00237/hostile.<br />

To the infantry grunt they were always simply Spugs. Whereas the Bugs are nontechnological,<br />

the Spugs have developed high technology and FTL space travel, and have<br />

adapted alien technology to their own purposes.<br />

Though completely different species, they do share many bug characteristics - indeed,<br />

they fall upon world after world like locusts, stripping a planet of its useful resources<br />

before moving on, or claiming it as a hive world. Unlike the Bugs, only their leader and<br />

comm caste can operate well independently.<br />

DESCRIPTION<br />

Humanoid in appearance, standing around 6 foot tall, the Spugs are bipedal and have long arms terminating in 4 long claws.<br />

Tough carapace counts as light armour, making even the basic trooper very resilient. Spug skin is pale green on temperate planets,<br />

but skin colour can vary on hotter or cooler worlds. Some Spug hives have long histories of painting warriors with permanent<br />

Hive markings- this form of ‘tattooing’ may in some cases cover the whole Spug.<br />

Although tough, Spugs are slow moving and the movement rates for all troop types show this trait. Humans often compare Spugs<br />

to Grasshoppers, but the similarities are tenuous. Spug eyes are pink/ red in colour and eyesight is poor compared to Human<br />

standards and Drones, Alpha Drones, and Omega drones have an ADDITIONAL -1 penalty to hit if firing through smoke, or in<br />

darkness or bad weather.<br />

SPUG TACTICS<br />

The Company level organisation of the Spug is called the ‘Hive’, each Hive comprises 4 to 6 ‘Cells’. Each cell is made up of 2 to<br />

3 ‘packs’ (equivalent to squads) of 6 troopers.<br />

Spug packs comprise 6 troops, including one leader (Alpha or Omega). A Spug unit with no leader within cohesion distance (3<br />

inches) becomes confused. They will not move, and suffer a -2 penalty to firing. They will join any other Spug leader that comes<br />

within cohesion distance of any one Spug in the unit.<br />

SPUG WEAPONS<br />

Spugs may use any human infantry weapons, but are nearly always found with their own<br />

designs. The shard guns fire shells filed with several ‘fletchettes’ similar to some 20 th<br />

century shotgun loads. The fletchettes have good armour penetration and inflict a large<br />

wound, range problems of early fletchete rounds have been overcome and shard guns<br />

have reasonable range, if only moderate damage capability.<br />

The Toxcannon infantry support weapon is a double barrelled affair having a grenade<br />

launcher and a plasma gun- equivalent in the same casing. Other commonly used<br />

weapons are Spug versions of the Human grenade launcher, missile launcher and a huge<br />

version of the power glove called a power claw. Spug heavy weapons include the scatter<br />

laser, the tripod mounted field-Gatling laser cannon and the Splinter launcher.<br />

SPUG VEHICLES<br />

Spug combat vehicles are wide ranging and will vary dependant on the terrain the battle is fought on. Legged vehicles are<br />

favoured by the Spugs, due to their versatile ‘go anywhere’ nature. Multishields are commonly fitted to all vehicles for extra<br />

protection. Spug Exosuits and Firebugs are commonly fielded where heavy firepower is required, Trions are used on<br />

reconnaissance missions as needed, and scout bikes. Spug vehicles are often mid to light green in colour and many hives use red<br />

anti-glare colour- absorbing vehicle canopies and windows, to compensate for the poor Spug eyesight.<br />

SPUG SPUG TROOP TROOP TYPES<br />

TYPES<br />

DRONE (REGULAR, LIGHT ARMOURED)<br />

The Spug drone trooper is equipped with either a Shard rifle or carbine (recommended), or may alternatively be given<br />

weapons from the standard infantry weapons list. Usually 4 drones are found in a pack of 6 also including a leader and a<br />

heavy weapon drone.<br />

HEAVY WEAPON DRONE (REGULAR, LIGHT ARMOUR)<br />

Support Spug, usually one per squad and armed with either missile launcher, squad support laser, or the Spug<br />

‘Toxcannon’(recommended)- a twin barrelled weapon combining a plasma gun and grenade launcher. Either weapon barrel<br />

may be fired in a fire phase, but not both.<br />

8


ALPHA DRONE LEADER (VETERAN, LIGHT ARMOUR)<br />

The Alpha drone is the pack leader, usually armed with shard carbine with targetter. Figure has ‘leadership’ skill. May act<br />

independently, but usually found leading 5 other drones.<br />

OMEGA DRONE LEADER (ELITE, LIGHT ARMOUR)<br />

A pack leader drone excelling in close combat, often armed with a power claw (larger and superior to the power glove), and a<br />

shard carbine. Figure has leadership skill. May act independently, but usually found leading 5 other drones in a ‘pack’<br />

THETA DRONE LEADER (HERO. LIGHT ARMOUR)<br />

The highest class pack leader drone, hero with skills of leadership, martial arts, initiative and medical. Carries a power glaive<br />

which also functions as a shard rifle.<br />

COMMS DRONE (VETERAN, LIGHT ARMOUR)<br />

A Spug Trooper equipped with sophisticated comms equipment, armed with a Shard Carbine and<br />

grenade launcher. Counts as having a support targetter, a laser painter and ‘scout’ troop<br />

characteristic. Attached to a ‘pack’ instead of a normal drone trooper.<br />

HEAVY INFANTRY (VETERAN, ASSAULT DREADNOUGHT ARMOUR)<br />

Spug drones showing better than average combat prowess are trained to use the Spug Power armour<br />

suit. As the Spug chitinous carapace is already classed as light armour, the heavy infantry move as<br />

power armour (and function as power armour in every other way), but take damage as if in assault<br />

dreadnought armour. Organised in ‘packs’, comprising 6 heavy infantry, one of who has leadership<br />

skill.<br />

SPUGNAUGHT ( LIGHT BATTLESUIT)<br />

A light Mecha/ battlesuit class powered exosuit encapsulating the remains of a mortally wounded Alpha drone. Often fitted<br />

with Power claws in addition to shard cannons and missile launchers, the Spugnaughts are slow but fearsome enemy. Act<br />

independently. Several common versions are fielded including the TAC (Tactical), Close assault, Support and Command<br />

Suits.<br />

TAC SUIT: General purpose suit, combining jet- pack jump ability, a close combat claw and a couple of support weapons.<br />

ASSAULT: Close combar suit, 2 power claws, sun guns for maximum short ranged punch.<br />

SUPPORT: Long range , stand-off suit for ranged support.<br />

COMMAND: Acts as a command vehicle on the field, comprehensive communications and command functions.<br />

JUMPSPUG (VETERAN, LIGHT ARMOUR, SPUG JUMP PACK)<br />

Jump Spugs are Well trained spug troopers used as shocktroops and are able to quickly move into battle and manoeuvre<br />

around the battlefield. Jump Spugs are usually fielded in ‘flights’ of 3 Spugs, one having leadership skill. Points cost includes<br />

the Spug Jump-Pack, a unique form of Jetpack which allows limited flight as well as standard Jumps.<br />

These function as follows:<br />

• May make any standard jetpack ‘jump’ as normal, treat as a LA infantry jetpack.<br />

• May jump then glide. In this movement mode the Spugs use the Aircraft movement rules, with the exception of only<br />

being able to move a maximum of 20 inches per phase instead of anywhere on the table. For example, in move phase<br />

one the jump Spug ‘squadron’ takes off and is airborne, but above the place where they took off from. The next<br />

move phase they may move anywhere within 20 inches of the start location, change height bands, hover, land etc, as<br />

aircraft do (see core rulebook). Airborne Spugs are at a -3 to hit (as aircraft are), and have a -1 firing penalty applied<br />

to the trooper if he is airborne when he fires. See also the aircraft rules for range bands when calculating ranges etc.<br />

Use counters to remind you that jump Spugs are airborne.<br />

SCOUT RIDER DRONE (REGULAR, LIGHT ARMOURED)<br />

The Spug drone trooper is equipped with either a Shard rifle or carbine (recommended), or may<br />

alternatively be given weapons from the standard infantry weapons list.<br />

SPUG TRION<br />

The spug Trion is a 45 foot tall (14 metres) tripod walker vehicle, used by the spugs as light<br />

recon/ scout units over varied and difficult terrain. Although spindly and frail looking, they<br />

nevertheless pack a fierce punch with powerful shields, ECM packages and large energy guns.<br />

They are visibly menacing on the battlefield, and allow Spugs a commanding view of the area.<br />

Fire directed toward Spug trions gets NO vehicle hit bonus as the spindly legs and small canopy<br />

are little larger than a assault dreadnought armoured trooper. Spug Trions, like the Exosuits are<br />

true cybernetic organisms, a fusion of living tissue (a Spug brain) and metal.<br />

SPUG FIREBUG<br />

Several variants are found, some are squat walkers with bulbous canopies, while others look like<br />

metallic slugs, floating on grav plates. The firebugs act as light combat vehicles or APCs<br />

9


REMOTE CANNON<br />

Spugs often use small armoured AI turrets as point defence, these are easily moved into position on the battlefield (placed at<br />

the start of a game), but have the additional ability to ‘roam’ on low power grav- plates. Each Remote cannon may move 2<br />

inches per move phase if the player desires, or remain stationary. Remote cannons are not subject to morale, cohesion or<br />

suppression rules. Cost is as for light standing turret weapon (See core rules), but an additional 5 points is paid for the grav<br />

plate movement.<br />

SPUG SPUG SPECIAL SPECIAL RULES:<br />

RULES:<br />

• May use advanced weapons and sniper rifles along with Spug specific types listed below.<br />

• Spugs are not subject to morale rules but follow normal cohesion and suppression rules.<br />

• Spugs may use jetpacks (Assault Jump Spugs are commonly seen troop types)<br />

• Spugs may not fight alongside any other race. Even during the great 10,000 year war, Spugs were universally despised.<br />

• -1 additional hit penalty for Spug troops if through smoke, bad weather or at night time- this penalty is due to their bad<br />

eyesight. (Does not apply to Spugnaught, Trion or Heavy Infantry)<br />

• A Spug unit with no leader within cohesion distance (3 inches) becomes confused. They will not move, and suffer a -2<br />

penalty to firing. They will join any other Spug leader that comes within cohesion distance of any one Spug in the unit.<br />

SPUG<br />

Vehicle<br />

Points Hull Type Move<br />

Type<br />

10<br />

Main<br />

Gun<br />

Aux guns Troops Model Shield<br />

Left arm: Shard cannon,<br />

spug power claw<br />

Right arm: Missile<br />

launcher. Mecha jetpack<br />

TAC<br />

Spugnaught<br />

117 2<br />

Lt<br />

Mech<br />

Limbed None<br />

Assault<br />

Spugnaught<br />

129 2<br />

Lt<br />

Mech<br />

Limbed None<br />

Each arm: Power claw @ ,<br />

Sun gun.<br />

Support<br />

Spugnaught<br />

133 2<br />

Lt<br />

Mech<br />

Limbed None<br />

Left arm: Spug heavy<br />

support weapon, Right<br />

arm: missile launcherx2,<br />

targetter, sensor array.<br />

Command<br />

Spugnaught<br />

130 2<br />

Lt<br />

Mech<br />

Limbed None<br />

Command array, additional<br />

MS shield. P-Beam rifle.<br />

Attack firebug 95 2<br />

Lt<br />

Mecha<br />

Limbed none 2x FF Toxcannon 3 - -<br />

Troop Firebug 60 3 APC Grav none<br />

Sensor array, AI turret,<br />

with shard cannon.<br />

16 - -<br />

Scout Bike 35 1 Bike Jet* none FF: Shard cannon 1 SP1504 -<br />

Trion 215 3<br />

M<br />

Mech<br />

Hvy<br />

Limbed<br />

Beam<br />

cannon<br />

Extra MS shield,<br />

Command array, laser<br />

cannon.<br />

0 SP12 MS<br />

0 SP12 MS<br />

0 SP12 MS<br />

0 SP12 MSx2<br />

0 - MSx2<br />

• *the Spug scout bike uses a large rear jet and stabilising grav plates for manoeuvrability. Treat movement class as antigrav.<br />

• @ The Assault Spugnaught has 2 powerclaws and uses these together for a melee bonus: 2 d10 hand to hand combat<br />

throws are made and the highest chosen.<br />

• Where no current 15mm model exists for the Spug troop/ vehicle type, please consult the Beamstrike Yahoo group for<br />

scatch building ideas and conversions.<br />

• Note that Spugnaughts are vehicles and as such may fire all weapons each fire phase. Weapons in the same arm pack<br />

however, must be fired at the same target.


THE THE GREYS<br />

GREYS<br />

INTRODUCTION<br />

The greys are one of the most ancient <strong>races</strong> in the galaxy, and are rumoured to have even ‘seeded’ Earth in ancient times with the<br />

proto-forms of humanity. The Greys then re- visited Earth every few Decades to see how their ‘experiment’ was progressing,<br />

often abducting, operating on and generally examining the genetic and phenotypic development of individual race- lines. It was in<br />

the early years of the 21 st Century that the Greys realised the Human race it had spawned had the potential to spread throughout<br />

the universe as if it were a virus on a field of crops, and possibly threatens the existence of the other galactic sentient <strong>races</strong>. The<br />

Greys masterminded the coalition of alien forces, and fought bitterly during the Great Ten Thousand Year War.<br />

DESCRIPTION<br />

Greys are beings approximately 4 feet tall, with grey (sometimes blue-grey/green-grey) skin. Their body is typically elongated,<br />

and lacking in muscular definition. Their legs are shorter and jointed differently to humans, giving them an apparently awkward<br />

stance. Their arms reach down to their knees, and have three digits and a thumb on each hand. They have a bulbous, hairless head<br />

supported by a thin neck, which is dominated by large black lidless eyes.<br />

GREY TACTICS<br />

Greys are highly intelligent, and generally abhor conflict and outright hostility (they do not<br />

consider the abduction, alteration and experimentation they have done on Humans over the last<br />

2500 years to be anything other than an interesting science project). However the Greys can<br />

protect themselves, and will conduct military action where necessary to protect their interests. As<br />

the average Grey is physically weak, the use of battlesuits and armoured androids (constructs) is<br />

the norm. Greys do not use ground based wheeled, hover or tracked vehicles or large artillery,<br />

their technology level is heavily grav- based. Even grav vehicles will be few and far between.<br />

Where used, saucer shaped grav-scout tanks are common, weapons will be Beam cannons.<br />

Advanced shields in common use. Heavy use of Q- travel pods allow quick movement of greys<br />

around the battlefield.<br />

GREY GREY TROOP TROOP TYPES<br />

TYPES<br />

CLOSE SCOUT (Regular light armoured infantryman)<br />

Grey alien clad in form fitting suit equivalent to light armour. Invisibility cloak, Regular troop class. Carries paralysis rod, a close<br />

combat device treated as a power sword in melee combat. If the grey wins the combat round, the enemy is ‘paralysed’ for the rest<br />

of the action. The purpose is that enemy troops are later beamed back to Grey motherships for examination and genetic alteration.<br />

May act independently.<br />

SUPPORT SCOUT (Regular light armoured infantryman)<br />

Grey alien clad in form fitting suit equivalent to light armour. Invisibility cloak. Carries spherical P- beam which functions exactly<br />

as a P- beam rifle with targeter. The ranged combat trooper of the grey army. May act independently. If using HOF figures, troops<br />

with energy rifles count as P- beam rifles, heavy support ‘ death ray’ figures count as carrying an anti-grav ‘sun cannon (see<br />

vehicle weapons), which may be carried as a rifle, but has the burst template and area of effect of a sun cannon. This unique<br />

weapon costs 35 points to field.<br />

CONTROL SCOUT (Regular light armoured infantryman)<br />

Grey alien clad in form fitting suit equivalent to light armour, Invisibility cloak, Carries control unit for the Grey Combat<br />

construct. Carries laser painter. Functions in a squad along with 3 combat constructs.<br />

GREY LEADER (Hero, Assault Dreadnought level)<br />

Grey alien clad in form fitting suit equivalent to assault dreadnought. Null shield fitted, ambidextrous, carries<br />

spherical P- beam and paralysis rod. Has laser painter. Acts independently. Has further hero skills of agile,<br />

constitution and leadership.<br />

The co-ordinator of any hostile action/ skirmish. Will not hesitate to summon Off table fire support as needed<br />

from grey saucers in nearby proximity.<br />

GREY COMBAT CONSTRUCT<br />

Advanced droid. Power armour class, P- beam rifle, support grenade pack.<br />

Veteran troop class. Invisibility cloak.<br />

Operate in a coherent squad of 3 droids. A grey control scout must be within 36<br />

inches of the combat construct squad, or the squad will become ‘suppressed’ and<br />

attempt to move back within range. If the control scout is killed, the construct<br />

squad powers down and is ‘beamed’ back to the nearest Grey mother ship, and<br />

count as lost as far as victory purposes are concerned.<br />

11


GREY VEHICLES<br />

Grey vehicles are predominantly saucer shaped grav aircraft. ANY weapons mounted fire in any direction from the base of the<br />

saucer as if in a turret (although no turret structure is visible, the beams just ‘emanate’ from the saucer)<br />

Sun cannons, beam cannons and P-Beam rifle weapons favoured. Energy shield are invariably fitted along with advanced<br />

Electronic counter measures. Grey combat vehicles are silver/ grey in colour, but can change colour to suit their environment. This<br />

chameleon- like quality means they tend to be quite camouflaged when need to be and have a -1 ‘to hit’ penalty applied to direct<br />

fire against them.<br />

The larger Grey vehicles have some troop- carrying capability. A saucer may ‘Beam’ any or all troops to within 2 inches of its<br />

current location, providing it is either ‘landed’, or at ‘ground attack’ aircraft movement mode. Troops may also beam into a saucer<br />

if they are within 2 inches of the vehicle. Beaming in or out of a saucer is done in the movement phase.<br />

Grey ‘hover packs’ are personal flight packs, like advanced grav-technology jetpacks, but with a shielded skeletal structure which<br />

envelopes the Grey on activation. Provides limited protection, but allows very fast movement around the battlefield. Movement is<br />

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.<br />

GREY<br />

Vehicle<br />

Points Hull Type Move<br />

Type<br />

Light Saucer 130 3 LT<br />

Medium<br />

Saucer<br />

215 4 MT<br />

Heavy Saucer 295 5 HT<br />

Aircraft/<br />

grav<br />

Aircraft/<br />

grav<br />

Aircraft/<br />

grav<br />

12<br />

Main<br />

Gun<br />

Sun<br />

cannon<br />

Beam<br />

cannon<br />

Hvy<br />

beam<br />

cannon<br />

Aux guns Troops Model Shield<br />

2x linked P-Beam rifles None<br />

2x linked P-Beam rifles,<br />

ECM, MAD<br />

2x linked P-Beam rifles,<br />

ECM, MAD<br />

15mm.co<br />

.uk<br />

HOF50,<br />

Grey<br />

alien<br />

flying<br />

saucer<br />

ES<br />

8 LA - ES<br />

20 LA - ESx2<br />

Hover pack 40 0 jetpack Fast grav none None None - ES<br />

GREY SPECIAL RULES<br />

• Greys may only use the weapons/ devices described above.<br />

• Greys will cut their losses and beam out sooner than most other<br />

<strong>races</strong>. Greys are shaken when morale points are at 2/3 instead of ½.<br />

• Greys will not fight their own kind.<br />

• Greys may not fight other aliens if games are set during the Great<br />

Ten Thousand Years War.<br />

• Greys are physically slender and weak and have a +1 damage roll<br />

(on the 1d6) penalty on hits against them.<br />

• Grey vehicles are at a -1 ‘to hit’


THE THE BUGS<br />

BUGS<br />

INTRODUCTION<br />

For those players who like the idea of Human military troops fighting chitinous semi-<br />

intelligent ‘bug’ type aliens, ranging from small ‘face-ripper’ running types to larger, more<br />

ferocious ‘warrior’ humanoid forms, or slug like ‘ brain’ type leaders here are some generic<br />

rules to allow their use within Beamstrike . For those interested in this type of game, more<br />

detailed descriptions and rules may be needed. 8 generic types are described; all types have<br />

NO penalty for night/bad weather movement or firing. Bugs have claws and other natural<br />

weapons and MAY NOT use any manufactured weapon system.<br />

BUG TACTICS<br />

As the ‘bugs’ possess no long range attacks, and very few ranged attacks at all, the use of<br />

cover, concealment, and burrowing movement coupled with surprise attacks are their forte.<br />

Their fast movement rates will need to be utilised to find cover or they will be cut down<br />

before hand to hand range is reached. The Bug cerebral leaders will sacrifice some troops to<br />

enable others to get into better position (especially ‘runners’).<br />

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,<br />

although usually found in groups, may act independently, so do not need to keep squad coherency. The exceptions are runners and<br />

Terrors which must keep unit formations as regular human squads do.<br />

THE BUG COLONY AND STARFARING COLONISATION<br />

Bugs are cunning and ruthless. They have a hive mentality powered by the instinct to hunt and kill, and some varieties are<br />

starfaring.<br />

Starfaring colonization works through the psionic abilities of the Cerebral bug. Towards the end of its life a typical Cerebral will<br />

ingest anything up to 100 of the eggs laid by the queen. Inside the eggs will be bound together by a secretion similar to plasticrete,<br />

and the Cerebrals internal pressure begins to rise. Meanwhile the Cerebrals psionic ability allows it to reach with its mind to<br />

identify, and precisely locate, a suitable planet for colonisation in a nearby star system.<br />

Struggling to the surface, it calculates the exact velocity and direction that is required to launch the egg cluster towards the<br />

discovered planet, taking into account relative celestial movement and gravity. Using the massive internal pressure build-up, the<br />

egg cluster is then, with Herculean effort, fired from the Cerebral’s body toward the planet in question. The Cerebral explodes and<br />

dies in the process.<br />

On the new host world the eggs hatch and the runners are born. They then find warm blooded creatures within which to deposit an<br />

embryonic Terror bug. They paralyse the creature and deposit the embryo through any convenient orifice. The host creature<br />

remembers nothing of the process due to the secretion of a rohypnol like drug by the runner during impregnation. The embryo<br />

continues to develop inside the living creature, until eventually it bursts from the host in an explosion of blood and bone (this<br />

usually kills the host).<br />

The newly born terror bug keeps a low profile and grows to full size within a couple of days. As they grow, some terror bugs<br />

mutate and develop into Queens, Cerebrals, Flyers, Hunters or Colossi. The mutation process is possibly controlled by the<br />

telepathic abilities of the Cerebral, or may be an environmentally governed process. A new Queen will begin to lay eggs almost<br />

immediately, and a planet can be overrun within a few months.<br />

THE HIVE/ COLONY<br />

Bugs usually live in tunnel complexes (both natural and man made if need be), centered around one queen and a couple of<br />

Cerebrals. Packs of runners, Terrors and Flyers support the Queen/ Cerebral family nucleus, protecting, providing food One bug<br />

colony never goes to war with another, recognizing fellow links in a chain of higher consciousness and purpose. There is still<br />

much to be learned about the bugs.<br />

EXPANDING THE BUG RULES<br />

If this genre of miniatures combat is for you, you will want to expand the number of Bug types, include long range direct/ indirect<br />

fire capable bugs, bugs in other environments (space, underwater, city sewers etc), think about more alien fortifications other than<br />

tunneling, write detailed background histories and more!- There are several well known movies and fictional stories written about<br />

this class of <strong>Alien</strong>, so inspiration should not be too hard to come by.<br />

BU BUG BU G TROOP TYPES<br />

RUNNER (Regular, fast infantry level troop equivalent)<br />

This type of bug is a small (dog sized) alien beetle with a hard armoured shell, razor sharp pincers<br />

and fast movement type. No ranged combat, but quite deadly close up and in packs. Its claws count<br />

as a melee weapon (So no combat modifier, a straight 1d10 rolled). Count as fanatic. Fielded in<br />

units of 4-10 bugs.<br />

13


HUNTER (Regular level, Light armoured troop equivalent)<br />

4-6 foot tall, chitinous (like a crab shell) armoured humanoid type hunting alien which uses stealth and cunning to creep up on its<br />

prey and attack. This type of <strong>Alien</strong> counts as having a level of cover one higher than normal, can engage in close combat if within<br />

4 inches of an enemy (rather than 2 inches), and when concealed, has a concealment range of a scout. It has no ranged attack, but<br />

its fearsome claws and jaws count as ‘power sword’. Counts as a fanatic trooper. Glancing hit results are ignored. Act<br />

independently.<br />

TERROR (Regular level, power armoured troop equivalent)<br />

6-8 foot tall, heavily armoured and deadly in close combat, the Terrors claws and tail count as<br />

‘power sword’ equivalent, and it may have 2 d10 rolls, choosing the highest in hand to hand combat.<br />

It may also ‘spit’ venom/ acid for a ranged Standard damage attack using template 2 with a base 7 or<br />

over needed for a hit. (4 inches maximum range). Fanatic troop. Glancing hit results are ignored.<br />

Used in units of 3-8 bugs. Must be formed into squads and stay in coherence range.<br />

FLYER (Regular level, power armoured troop equivalent)<br />

The same as the ‘Terror’ class, but has rudimentary, leathery ‘wings’ allowing limited flight and gliding. Gives improved<br />

movement allowance and makes them harder to hit, but other wise as per ‘Terror’ class.<br />

CEREBRAL (Elite level, Power armoured level equivalent)<br />

20 foot Long, slug like leader alien with telepathic ‘leadership’ skill, poor ground movement<br />

and combat ability. In hand to hand combat it counts as ‘unarmed’, its ranged attack is a<br />

‘barb shooter’, which is equivalent to a SMG using template 2. May tunnel underground to<br />

any area of the table that is not concreted or metal clad at a rate of 6 inches per move phase,<br />

regardless of terrain type above. It takes one move phase for a cerebral to start a burrow.each<br />

move phase after that, a move underground up to 6 inches may be made. Other bugs may<br />

use the tunnel created to move underground without being fired at.<br />

Whilst burrowing underground, the player just notes the total distance burrowed and at any<br />

movement phase start can ‘surface’ his Cerebral anywhere along the ‘burrow’ which is now<br />

declared, along with up to 5 other bugs, which must stay within 1 inch of the exit hole (E- hole). In the next movement phase they<br />

may move off as normal. 5 bugs per move phase may enter/ exit tunnels. Bug move in tunnels at ‘open ground’ rate. Humans may<br />

move in tunnels, but at difficult move rate due to sticky acidic slime layers. Humans may destroy burrows, any individuals<br />

equipped with grenades/ gren launcher/ missile launcher may seal off a burrow at any point by thowing 3+ on a 1d6 during their<br />

firing phase. Tunnel exit/ Entrance holes may be marked with crater markers, or you may wish to create your own special<br />

markers. Tunnels may be represented by lengths of string on the table if needed.<br />

Special attack: ‘swallow your soul!’ : as a cerebral burrows, it can detect those figures above it due to vibrations into the ground<br />

and psionic eminations from the target. At any point along the burrow it may surface and attempt to ‘swallow’ an individual<br />

figure. This attack is made in the move phase. An attack at ‘ power’ level is made against the figure if a 3 or more can be thrown<br />

on a 1d6.<br />

COLLOSUS (Veteran, Assault Dreadnought level, walker vehicle type equivalent)<br />

Large 12-15 foot tall humanoid armoured walking nightmare, many variants exist, depending<br />

on world encountered on. Close combat attacks get a +5 bonus to the 1d10 roll due to massive<br />

claws and tail attacks (The +5 bonus is equivalent to a power axe being used), ranged attacks<br />

are two poison barb shooters equivalent to rapid fire bolters for hit and damage levels. The<br />

weapons may be fired at different targets. The colossus counts as a fanatic trooper and glancing<br />

hit results are ignored. May engage in close combat at a range of 4 inches instead of 2 inches.<br />

May act independently. Collosi may use the Mecha special movement types ‘STOMP’ and<br />

‘OVERTURN’, and are classed as hull class 3 for this purpose only.<br />

QUEEN (ELITE, Power armoured, leadership)<br />

Occassionally, particularly large terror bugs mutate and grow into Queens (possibly under<br />

psionic control from the Cerebral) and further develop a reproductive system to allowing the<br />

laying of eggs. There is only one Queen in a particular bug colony, any newly developing<br />

Queens are killed by the Terror bugs guarding the Queen. The reproductive capacity of the<br />

Queen is enourmous and given enough food and a suitable hive, the queen can lay around 10<br />

eggs per day. Queen bugs have leadership skill, and may act independently. Will not usually be<br />

found in combat, but will fight if guards have been killed. Counts as a terror for combat abilities.<br />

Only 1 fielded per army May lay 1 egg cluster per turn if a 4-6 is rolled on a 1d6. Laid egg<br />

clusters must be placed within 1 inch of the queen model.<br />

14


EGG CLUSTER (stationary, light armoured equivalent)<br />

An egg cluster is a group of pulsating,acid- mucous coated eggs waiting to hatch<br />

out. These may either be purchased and placed at the start of a game, and/ or a<br />

queen Bug may lay them during a battle. For each cluster, roll 1d6 at the end of<br />

each full game turn. A roll of 1-4 does nothing, a roll of 5 allows the placing of a<br />

‘runner’ bug next to the cluster, a roll of ‘6’ allows placing a ‘terror’ bug next to<br />

the cluster. This represents various bug varieties ‘hatching’ out of the eggs.<br />

Hatched Bugs must immediately join the nearest squad of the same type of bug. If<br />

no other squads on the field, the hatched bugs will join the nearest squad of any type of bug.<br />

BUG SPECIAL RULES<br />

• No penalties for movement or ranged combat in night or bad weather scenarios<br />

• Some types are fanatic<br />

• Bug armies will not fight other bug armies (they will merge together, although there will be a battle to the death between<br />

the queens)<br />

• Bugs cannot use manufactured weapons, jet packs or other equipment, only natural weapons like claws or barb shooter<br />

etc are allowed.<br />

•<br />

EXAMPLE EXAMPLE EXAMPLE BUG BUG BUG SCENARIOS<br />

SCENARIOS<br />

Bugs may be introduced as a ‘menace’ to be targeted for offensive action for several reasons, maybe that isolated Imperial Colony<br />

has been losing Colonists lately and a couple of Imperial infantry squads are sent in to find out why, perhaps a Supply and Rest<br />

Depot of the Crimson Rebels on a far desert planet suddenly finds itself under attack by the local animal life after their supplies of<br />

foodstuffs, or alternatively a Bug army is given to a third player in a straight Imperial versus Rebel army to add spice and perhaps<br />

introduce a new player to the game.<br />

A few suggestions of scenarios and start positions to start off your ‘Bug’ wars are presented below:<br />

1d10 Name<br />

Points each<br />

Humans/<br />

Bugs<br />

Bugs setup Human Setup Victory conditions<br />

1-3 Patrol 300/ 400 Within 12 ins of table edge Within 12 ins of table edge Standard<br />

4-5 Ambush 400/500<br />

At either side of the road/<br />

path and in cover<br />

15<br />

Down centre of board, 8 ins<br />

wide, usually on a road or<br />

path, no further than<br />

halfway towards the bug<br />

base edge.<br />

6 Fried eggs! 500/600 Centrally Within 12 ins of table<br />

7 Last Stand 600/ 1000<br />

Within 12 ins of all table<br />

edges<br />

All troops , with<br />

fortifications/ barracades<br />

within a 12 ins circle in the<br />

middle of the board<br />

Humans win if they manage to get<br />

25% of the point value of forces up<br />

the road and off the table.<br />

Bugs must purchase at least 6 bases<br />

of eggs, humans only win iff all<br />

eggs are destroyed.<br />

Humans win if they manage to<br />

survive the onslaught of the bugs<br />

for 4 full turns, whereby Air evac<br />

takes place.<br />

8-9 Bug hunt 1000/1000 Within 24 ins of table edge Within 12 ins of table edge Standard<br />

10<br />

Specimen<br />

Collection<br />

300/600<br />

Has whole ¾ of the rest of<br />

table edge<br />

Within 8 ins table edge<br />

Humans win if 3 or more Bugs are<br />

‘Stunned’ then transported back off<br />

the table edge that the humans<br />

came in on. It takes 2 troops to<br />

carry each stunned Bug. If humans<br />

come into base contact with a<br />

stunned bug it remains stunned for<br />

the rest of the game.


The The K’KREE KREE<br />

(a.k.a. T't'tkahk Xeng Kirr)<br />

(This is a ‘Traveller’ universe <strong>Alien</strong>. <strong>Alien</strong> race data<br />

from Lee Barnes with thanks)<br />

INTRODUCTION<br />

‘The Two thousands Worlds’ is the most common name in the Imperium for the region of space ruled by the K'kree. "Two<br />

thousand worlds" is a literal translation of the K'kree T't'tkahk Xeng Kirr. The same words can also be rendered idiomatically as<br />

"universe." In times past, the words meant "night sky," for roughly two thousand stars can be seen from one hemisphere of Kirur,<br />

the K'kree homeworld. The name should not be taken to mean that there are exactly 2000 worlds in the K'kree empire.<br />

The K'kree government is highly conservative. The current dynasty ruling the Two Thousand Worlds has been in power since<br />

prehistoric times, and the form of the government has remained unchanged except for a few minor modifications made necessary<br />

by the problems inherent in governing an interstellar empire.<br />

K'kree expansion into space progressed very slowly after the discovery of the jump drive in 4142. The conservative nature of<br />

society and the technical limitations placed upon space flight by that society (K'kree spaceships must be very large, for example)<br />

combined to inhibit early exploration and colonization.<br />

The discovery of other intelligent alien <strong>races</strong> caused a xenophobic reaction in K'kree society. The realization that intelligent<br />

carnivores might exist somewhere in space sparked the K'kree obsession to convert the universe to herbivorism. This obsession<br />

stimulated the growth of the Two Thousand Worlds to its present size and still dominates K'kree culture. Local cultures are<br />

tolerated and other aspects of K'kree society are not heavily enforced, but all <strong>races</strong> within the Two Thousand Worlds are<br />

herbivorous. K'Kree are religiously motivated (they are militant vegetarians after all), claustrophobic and neurotically gregarious.<br />

Note that although they are superficially similar, the K’Kree are not genetically related to the Centaling.<br />

K’KREE SPECIAL RULES<br />

• All militaryK'Kree encountered will be at least Veteran troops.<br />

• K'Kree can't use other <strong>races</strong> weaponry due to their odd hand structure, but may use their own equivalents (any weapons<br />

on any of the Human AND <strong>Alien</strong> charts)<br />

• K’Kree squads are usually herds of 10-20 warriors and NEVER leave a man behind<br />

• K'Kree have a bonus of +3 in Melee combat against carnivores. (So not Replican, Droids, Hibevors, Androids or Greys)<br />

• K’Kree will not seek any enclosed cover, like bunkers or enclosed buildings, nor will transport in small enclosed<br />

vehicles.<br />

• K’Kree in a squad have a coherency distance of 2 inch (rather than 3 inches). K’Kree must stay in coherency even if not<br />

advancing.<br />

• A K’Kree in hand-to-hand combat gets two throws of the dice, once with all bonuses due to any hand held melee<br />

weapons, and another at a modifier of +0 to represent fighting with its forelegs.<br />

• No K’Kree troop types are independent, all will be in herds.<br />

K’KREE KREE KREE TROOP TROOP TYPES<br />

HINDMOST LEADER (Elite, power armour, Leadership)<br />

Herd leader with quadrupedal power armour and usually heavy weapons.<br />

HINDMOST STAFF (Elite, fast infantry)<br />

Bodyguards to the Leader, often found with Melee weapons. May NOT move out of coherence range of the Leader.<br />

K’KREE LIGHT ARMOUR Standard Veteran K’Kree in light armour with weapon of choice.<br />

K’KREE FAST INFANTRY Standard Veteran fast attack trooper with weapon of choice.<br />

16


THE THE KRA KRA’VAK KRA VAK<br />

(This is a Ground Zero Games <strong>Alien</strong> race, for their game ‘Stargrunt2’) Some information below from an Internet article by Jon<br />

Tuffley, modified by Neil Cooper for Beamstrike. These rules allow the use of the excellent 15mm Kra’Vak figure range by GZG.<br />

INTRODUCTION<br />

The Kra'Vak, (Literal translation: "People of the Sorrow Killer ") are a clan-based <strong>Alien</strong><br />

race, who place a high value on loyalty, combat prowess and bravery. The Kra’Vak home<br />

worlds is called Zha’Vak, which means "World of the Sorrow Killer "<br />

DESCRIPTION<br />

Kra’Vak are 2 legged Phughropoids with a mix of reptillian and insectoid features. They<br />

communicate with a guttural language that is hard for humans to comprehend thus making<br />

relations with them very difficult. Relations are complicated further by the fact that Kra'vak<br />

pass through several gender and behavorial stages as they age which make them somewhat<br />

unpredictable as members of one stage can be more or less aggressive and territorial than<br />

those in another stage. Kra’Vak have never formed good relations with any other race, and<br />

did not participate in the Ten thousand years war.<br />

PSYCHOLOGY<br />

RO'KAH (Clouded War Mind):<br />

When a normal Kra'Vak becomes angered, fearful or otherwise strongly emotionally stimulated, chemicals released into its brain<br />

cause a reaction known as Ro'Kah (literal translation: "Clouded War Mind"), which causes the Kra'Vak to become steadily more<br />

enraged as the source of the stimulation increases. In its extreme stages, the Kra'Vak will enter a kind of "berserker rage" in which<br />

it will attack almost anything (including, in some cases, its own fellows) but loses its capacity for rational and coherent thought<br />

and planning. This gives Kra'vak warriors a kind of "reverse morale" effect, where the worse the situation gets in terms of enemy<br />

threat, casualties etc., the more frenzied the warriors will become in their attacks. In Kra'Vak prehistory, this was a survival trait -<br />

running away was of little use against the fast predators of Zha'Vak, and the only defence was to launch a furious frontal attack<br />

with all their strength.<br />

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<br />

manufactured), but loses all concept of tactics. In personal combat, an enraged Kra'Vak will simply launch itself at its opponent,<br />

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<br />

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<br />

much more passive state as the causes of the Ro'Kah are removed and the effects of the fury drain away.<br />

As the Kra'Vak civilisation rose from barbarism and they began to develop technology, mechanised warfare and eventually<br />

spaceflight, the racial legacy of Ro'Kah remained with them. Its effects are most strongly seen in Kra'vak ground troops, where<br />

their close proximity to the enemy triggers the neurochemical release that precipitates Ro'Kah very easily. Warriors that are more<br />

remote from the "sharp end" of the fighting, such as vehicle crews and to a greater extent Starship personnel, feel some of the<br />

effects but at a slower rate and with less ferocity; they may also have the benefit of the controlling influence of a Sia'Na<br />

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<br />

stimulation of the others, and the tension rises even faster. This is true both of small groups (say, a squad-size unit of ground<br />

troops) and larger gatherings, and can even extend to entire War Families.<br />

SIA'NA (Walkers of the Path):<br />

The Sia'Na (literal translation: "Walkers of the Path", but the concept best translates as "Moderator") are a small caste of Kra'vak<br />

in which the physiological processes that cause Ro'Kah are absent or dormant. In Kra'vak pre-technic civilisation, where Ro'Kah<br />

was an accepted and necessary part of inter-Kra'Vak relations and conflict, offspring found to be Sia'Na were considered defective<br />

and either exiled from the War Family or simply killed. As the Kra'vak culture matured and their society became more<br />

sophisticated, however, it was realised that the Sia'Na held a unique place in the scheme of things - they could serve as a<br />

moderating influence on warriors consumed by the fury of Ro'Kah, making proper tactical and strategic decisions without minds<br />

clouded by the fury.<br />

The presence, words and thoughts of a Sia'Na have a calming and controlling influence on Ro'Kah-enraged warriors, which seems<br />

to be accomplished through a mixture of cultural conditioning, "religious" belief and some kind of empathic link - the Kra'Vak's<br />

own scientists and psychologists don't fully understand it themselves, any more than human science really understands the<br />

occasional manifestation of apparent psionic abilities and other paranormal phenomena in humans.<br />

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<br />

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.<br />

For this reason, the Sia'Na are masters of subtle diplomacy and persuasion; these skills grow with age and experience, as does the<br />

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<br />

huge crowd, or even by remote communications, while the younger and less adept of the caste must be in close physical proximity<br />

to the warriors they are attempting to "advise".<br />

17


KRA’VAK TACTICS<br />

Kra’Vak do not use energy weapons, but have developed very effective Gyrobolt technology which provide the mainstay of their<br />

small arms and vehicle weapons. Mass driver weapons are used aboard starships. Shielding devices are not used, as the Kra’vak<br />

have not developed this technology yet, but considering their psyche, would be considered cowardly anyway.<br />

KRA KRA VAK VAK TROOP TYPES<br />

KRA’VAK LIGHT INFANTRY WARRIOR (Light armoured, Veteran infantry)<br />

Standard infantryman. Squads are fielded in coherent groups of 8 Kra’Vak. 5 will be armed with<br />

bolt rifles (or assault rifles in some cases), one will have a heavy bolt rifle (or support bolter),<br />

and a heavy support trooper will be armed with either a standard missile launcher, or an<br />

ATGW. The 8th member of the squad is usually an infantry master leader (See below).<br />

KRA’VAK LIGHT INFANTRY MASTER (light armour Elite infantry,<br />

leadership)<br />

MUST be included in each squad of 8 troops, the Infantry master keeps control of the warriors<br />

and directs their battle rage during combat. Armed with a particularly compact Kra’Vak Gauss<br />

rifle.<br />

KRA’VAK AXE-HERO (Power armour, leadership, Hero)<br />

A hero figure, the An’Ax clan have been trained to high levels in hand to hand combat.<br />

Wielding heavy power axes, with leadership, swordsman and martial arts, along with the<br />

aggressive trait, the An’Ax Hero is a fearsome foe up close, but must be protected whilst at<br />

range. Power armoured, but moves as light armour. Kra’Vak power axe included in points cost and this functions as the Imperial<br />

standard power axe.<br />

KRA’VAK SIA’NA -Path Walker (Regular, Fast Infantry, leadership)<br />

See psychological notes above. The Sia’Na calms the enraged warriors and can think clearly during heated combat situations.<br />

Adding a Sia’Na as an ‘Advisor’ in an army gives the following bonuses:<br />

When the Kra’Vak army is ‘shaken’, if the sia’Na makes a successful troop roll, the whole army may ignore the ‘enraged’ state of<br />

mind, if desired. If the combat situation would favour that the ‘enraged’ effect kick in then the player still has this option.<br />

Whilst a Sia’Na is present in a Kra’Vak army, it will never reach ‘broken’ status.<br />

KRA’VAK POWER ARMOUR (Veteran, Power armour, leadership)<br />

Power armoured Kra’Vak troops are either fielded in squads of 3 independent troops, or individual Powered troopers are added to<br />

standard squads to fortify them. The Kra’Vak power armour is of a particularly flexible design, and although provides the same<br />

protection level as standard Human power armour, movement rate is as Light armour. Power armoured troops have leadership<br />

skill, and are of veteran troop class.<br />

3 Weapon load-outs usually deployed:<br />

• Gauss rifle and Specialised grenade pack<br />

• Gauss rifle and head mounted missile launcher ‘pod’<br />

• Plasma gun<br />

KRA’VAK RIDING BEAST AND RIDER<br />

The rider is exactly as the light infantry master, but with scout skill and a laser painter as additions. The Riding beast is a<br />

terrifying, thick skinned reptilian quadraped with large mandibles and a spiked, poisoned tail. Able to emit glass- shattering roars<br />

in combat, or sneak silently into enemy territory, it is a true scout beast. Classed as wheeled vehicle for movement purposes, and<br />

having a skin equivalent to power armour, it ignores glancing hit results and 2 kill results are needed before the beast is removed<br />

from play.<br />

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<br />

in hand to hand combat, and has an additional poison barb attack, which may be used in either close combat or hand to hand<br />

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<br />

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<br />

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<br />

function normally without the other.<br />

Riding beasts with riders are considered independent units and are often used as fast scouts.<br />

18


KRA’ VAK SPECIAL RULES<br />

Kra'vak technology is similar to humans, but in some cases they are not as advanced. They favour powerful non-energy based<br />

weaponry such as rail-guns and missile launchers, and they also lack shield technology.<br />

• Kra’Vak have a sort of reverse morale or ‘war mind’ When the Kra’vak lose ½ their morale points, instead of being<br />

shaken, they are ‘enraged’:<br />

� +1 extra bonus to HtH rolls.<br />

� -1 penalty to ranged combat rolls<br />

If the Kra’Vak army then becomes Broken ( 2d6 throw made at the end of each players own turn, 7 or more for broken<br />

army), it is instead in ‘Battle rage’:<br />

� +2 bonus in HtH rolls (on the 1d10)<br />

� -2 to all ranged combat<br />

� they may engage in close combat at a range of 3 inches instead of 2<br />

inches.<br />

� MUST advance toward nearest enemy on the table.<br />

• Kra’Vak may use Bolt weapons, CPP guns, Gauss rifles, grenade and missile<br />

launchers<br />

• Kra’Vak MAY NOT use: Any shields, jetpacks, ECM suites, laser or beam<br />

weapons,<br />

• Kra-Vak infantry do not carry melee weapons usually, although their martial<br />

combat training and physical strength, mean that they have an overall HtH<br />

bonus of +1, even though unarmed.<br />

• Kra’Vak Power armoured troops move as Light armour.<br />

19


THE THE GHOULANI<br />

GHOULANI<br />

INTRODUCTION<br />

The Ghoulani are a cruel race of <strong>Alien</strong>s who wish to dominate the galaxy by the use of their psychic<br />

abilities and slave making technology. Using their leaders skills in mind control they uproot the<br />

populations of lesser worlds and their infamous capture teams reduce these once independent peoples<br />

to little more than mindless slaves. When a more advanced race encounters the Ghoulani they are met<br />

by laser wielding infPhugry and assault teams with heavier weapons along with rapid troops riding<br />

floating disks. Standing at nearly 6 feet tall, with blood red skin and mean black eyes, the Ghoulani<br />

dress in thick plastic overalls of a dark grey colour. Much fable and mystery surrounds this odd race,<br />

dubbed the ‘Space Ghouls’ by Humans, stories of their exploits are often used to scare human children<br />

into behaving themselves!<br />

The Ghoulani have some similarities to the Greys in both appearance and their psychology. The<br />

experimentation on and enslaving of other life forms seems to be an integral part of their societies.<br />

DESCRIPTION<br />

6 foot tall humanoid beings, the Ghoulani have striking red, leathery skin. Their bodies posses many joints on each limb making<br />

them very agile. Hands and feet are large, each having 4 digits, foot wear is seldom worn as Ghoulani feet have thick leathery<br />

soles. Ghoulani skin secretes a sticky substance continually, making them glisten. Ghoulani have large almond shaped black eyes,<br />

rather like the Grey <strong>Alien</strong>, but their eyesight, although able to see partly into the ultra-violet scale, is about the same as that of<br />

Humans. A high proportion of Ghoulani have very well developed psychic abilities, and the training of this trait is encouraged in<br />

the Ghoulani military.<br />

GHOULANI TACTICS<br />

Ghoulani encountered in skirmish battles will undoubtedly try to enslave their enemies and turn them against each other by the use<br />

of their highly developed mind control devices and techniques. Regular Ghoulani weaponry is not especially advanced, probably<br />

equivalent to early Imperial standards, but with the added threat of having your own army turn against you, the Ghoulani threat is<br />

great. Mind- controlled slaves are frequently found with Ghoulani controllers operating at the rear. Although not especially<br />

effective fighters, enslaved troops do help ‘make up the numbers’ of Ghoulani attackers. Ghoulani make extensive use of energy<br />

and null shields.<br />

ghoulani<br />

ghoulani<br />

ghoulani TROOP TYPES<br />

COMMANDER (Hero, Fast infantry, null shield, unarmed. Leadership, agile, intuitive)<br />

You must have one and only one commander in any Ghoulani army. Unarmed and does not directly take part in any combat<br />

directly, nevertheless, the Commander is an essential part of the Ghoulani assault team. AT least one Psycher will be present with<br />

the Commander.<br />

PSYCHER(Civilian, Fast infantry, null shield, unarmed)<br />

Under direct supervision and protection of the Commander and officers, the psycher uses telepathic powers to connect to the<br />

minds of enemy soldiers to confuse them and prepare them for enslavement. Up to 3 psychers may be under the control of a<br />

commander. Ability throws below can be rolled for EACH psycher on the battlefield. Although of civilian grade and useless in<br />

ranged and unarmed combat, each game turn a psycher may single out either an independent figure or an infantry unit, or a ground<br />

vehicle (wheeled, tracked, hover, legged, limbed or Grav) for a psionic attack. The attack is either initiated at the start of your own<br />

player turn, or your enemies, but not both. The effect lasts for that players turn only.<br />

TO LAUNCH A PSYCHIC ATTACK: The Psycher announces which target is to be attacked at the start of the player phase<br />

(note some attack types rely on either the friendly or enemy player turn to be effective). The target makes a troop saving throw, if<br />

this fails (there may be modifiers to the roll) the psychic attack effect is as described below, if the target saving throw passes, there<br />

is no effect. Note each Psycher may make ONE psychic attack EACH gameturn.<br />

NOTES ON PSYCHIC ATTACKS:<br />

• Hidden units, snipers, enemy commanders, are ALL fair game, range is unlimited (but the unit must be on the table rather<br />

than held as reinforcement), no line of sight needed.<br />

• A psycher MAY not target: Robots/ androids, Heroes, Greys, Phugs, Hibevor or Bugs- these <strong>races</strong>/ targets are immune to<br />

psychic attacks , or have developed personal defences against them.<br />

• PSIONIC ATTACKS ALWAYS GET RESOLVED AT THE START OF THE PLAYER TURN and their effect lasts for<br />

that whole turn.<br />

• Either a single independent figure on its own, or a squad of figures in coherence (use the troop roll of the majority troop<br />

type) is selected as the target. If an independent figure is part of a squad and moving with them, the Psycher may target<br />

either the squad or the independent figure within, which may mean that the squad splits up.<br />

20


The following table outlines the Psionic attacks available, their success criteria and the effect of a successful attack.<br />

Psionic<br />

Success if……. Effect for that player turn Random<br />

attack<br />

Targeted enemy foot troops may not move or fire for that whole<br />

d100<br />

Opsonise<br />

(Prepare for<br />

enslavement)<br />

Enemy fails troop roll (enemy<br />

has +1 to the dice throw)<br />

player turn. This attack cannot be used against enemy troop<br />

inside vehicles. Most effective when used at the start of the<br />

Ghoulani players turn, as this gives the float disk trackers or foot<br />

trackers time to move to the targets and collar them (See below)<br />

1-40<br />

Confuse Enemy fails troop roll<br />

Enemy foot troop has -1 in ranged attacks and -2 to the dice<br />

throw for any hand to hand combat engaged in.<br />

Enemy squad or independent figure or ground vehicle cannot<br />

move in this turn (Note this attack is only effective if performed<br />

41-55<br />

Halt Enemy troop roll fails at the start of your enemies turn, else he won’t be moving<br />

anyway!)- note that this also stops troops who have passed their<br />

troop roll for close combat from moving as well.<br />

56-70<br />

Turn against<br />

Enemy fails troop roll (enemy<br />

has +2 to the dice throw)<br />

Hard to achieve, but if successful the targeted unit becomes under<br />

the complete command of the Ghoulani for that player turn!<br />

71-90<br />

Strike dead<br />

Enemy fails troop roll (enemy<br />

has +2 to the dice throw)<br />

The entire squad (up to 4 troops), or targeted independent unit<br />

takes the equivalent of a ‘total’ damage hit.<br />

91+<br />

OFFICER (Elite, Fast Infantry, Energy shield, Blast pistol, Vibro knife, Targetter, leadership skill)<br />

At least one officer must be attached to each enslaver squad. At least one must also be present in the command group, and must<br />

stay within coherence of the commander figure (usually within 1 inch) and must attack any enemy unit attacking the commander<br />

or Psycher figure, if they are within range.<br />

CAPTURE TROOPERS<br />

There are 3 divisions of capture troopers, the Seekers, the capturers and the trackers.<br />

• SEEKERS: ( Fast infantry, veteran, Stun ray, Targetter, Vibro knife)<br />

Seekers use electronic thought amplification devices to seek out enemy units for enslavement. They can be used with or<br />

instead of Psychers. A seeker may direct their amplification box at an enemy unit or independent unit and ‘fire’ it each<br />

combat phase. The amplification box is classed as a Blast carbine for hit purposes and uses a burst template 1. All enemy<br />

troop within the burst must make a troop roll, or are ‘stunned’. Stunned troops are prime targets for enslavement (See<br />

below)<br />

• CAPTURERS: ( Fast infantry, veteran, tracking collars, Blast pistol, Targetter, Vibro knife)<br />

These are Ghoulani infantry who scout out and capture enemy troops for control. Capture teams may either be on foot, or<br />

on float-disks and when moved to within 2 inches of any enemy ‘stunned’ or ‘Opsonised’ automatically collar them.<br />

ALL such stunned enemy units within 2 inches of the capturers finish move position are collared. Collared individuals<br />

are now considered to be ENSLAVED.<br />

• TRACKERS: ( Fast infantry, veteran, Tracking device, Blast pistol, Targetter, Vibro knife)<br />

Having long ranged scanning and tracking device and antenna in a custom backpack, the Trackers actually control groups<br />

of enslaved individuals. Each tracker may control up to 30 enemy troops or dedicated slaves. There is no range limitation<br />

to the control, nor are any dice rolls needed, the enemy troops are simply controlled by the Ghoulani player and must do<br />

21


their bidding. Keep a track of which enslaved troops are being controlled by each tracker, because if the tracker is killed,<br />

the troops under their control are freed. Freed troops are considered to be stunned for one more game phase, then may be<br />

moved and fired as normal. Note that free troops may once again become enslaved later in the same game.<br />

SLAVE<br />

The ‘slave’ is an individual considered to be under long- term control of the Ghoulani and having no will or real intuition of its<br />

own, but exists merely to serve. Almost zombie-like in appearance and movement. Slaves do not count toward the morale<br />

strength of the Ghoulani army. Although very variable in race, armour and armament, a basic ‘slave’ can be considered as Fast<br />

infantry of civilian grade, armed with Vibro knife and laser pistol. Players may wish to devise more varied slaves for their armies,<br />

which must follow the following rules:<br />

• Slaves cannot classed higher than regular troop class.<br />

• Slaves cannot be fitted with higher than light armour<br />

• Slaves cannot use support or heavy weapons<br />

• Slaves cannot be given skills<br />

• Cannot use jetpacks or drive vehicles<br />

• Cannot call off-table support<br />

• Cannot be of grey, Hibevor, Bug or phug race.<br />

• Slaves have gang coherence.<br />

ENSLAVER INFPHUGRY ( Fast infantry, veteran, Blast rifle, Energy shield, Targetter, Vibro knife)<br />

The basic infantry unit of the Ghoulani. Outfitted in grey energy absorbing tunics giving some degree of protection and the<br />

Ghoulani energy rifle (equivalent to Blast rifle), these troops help keep control of enslaved <strong>races</strong>, and provide extra firepower<br />

when dealing with more advanced <strong>races</strong>. Operate in cohesive units of 5 troops with an attached officer. Extra assault troopers may<br />

be added to squads as required.<br />

ASSAULT TROOPER (Fast infantry, veteran, Targetter, Vibro knife, Energy shield, Blast pistol,<br />

extra weapon as below)<br />

The assault trooper is added to enslaver squads as needed dependant on scenario. A close combat trooper with swordsman skill<br />

and armed with a shock spear ( equivalent to pirate multi blades, see core rules) gives melee support, while the 2 man Rocket<br />

cannon team gives long range support and anti- vehicular offensive capability.<br />

Rocket Cannon: This weapon must be deployed before use, must have 2 men operating it, but when deployed is equivalent to a<br />

Rocket battery (See weapon charts pack, heavy weapons effect chart). If either member of the 2 man team is killed, the rocket<br />

cannon cannot be used, and the remaining trooper reverts to using a laser pistol or Vibro knife. The assault troopers may act<br />

independently or be attached to Enslaver squads.<br />

FLOATDISK TROOPER<br />

As Enslaver Infphugry trooper, but mounted upon a floatdisk . A Ghoulani float disk moves as an Imperial Jetspeeder (See core<br />

rules), has a hull class of 1 and a forward firing blast rifle built in. Floatdisks follow all special rules for bikes/ trikes. Passenger<br />

capacity is normally 1, but 2 troops may mount if needed. Cost is 15 points.<br />

GHOULANI SPECIAL RULES<br />

• Enslaver technology does NOT work against Robots and<br />

androids, Bugs, Phugs, Hibevor or Greys. The other <strong>races</strong><br />

are fair game.<br />

• Counters with ‘stun’, ‘opsonised’, ‘ensaved’ will be<br />

needed to keep track of units under the control of<br />

Ghoulani.<br />

• Ghoulani armies are difficult to play, as the process of<br />

enslavement requires several steps and a good working<br />

knowledge of the rules and good record keeping.<br />

• Ghoulani do not use slug or bolt based weapons.<br />

22


THE THE GOBLINOIDS GOBLINOIDS (SHIA (SHIA KHAN)<br />

KHAN)<br />

And And the the ORK ORKS ORK<br />

INTRODUCTION<br />

The origins of the multitudinous Orcoid sub-species in the universe is a hotly debated<br />

subject. It is likely that the 2 main species of Orc, the Shia-Khan and the Ork do in fact have<br />

different origins. Some Scientists and Galactic Historians claim evidence to show that the<br />

Shia Khan sub-species originated on old earth of the Sol system, and were manipulated and<br />

genetically modified by the Greys, many thousands of years ago as foot soldiers. The Greys<br />

then removed them from the Sol system and used them as troops in other areas. Once the<br />

Greys found other <strong>races</strong> to manipulate, the Shia-Khan were left to their own devices and<br />

developed their own society from then onwards. The Greys and Hibevor, the eldest and most<br />

advanced <strong>races</strong> in the known universe, do not confirm or deny such rumours.<br />

The Ork subspecies have their own unique genetic origin, nothing to do with human kind (See below)<br />

The Orcs are considered the most savage of the ‘sentient’ <strong>races</strong>, even more so than the Bugs, and there is a huge dislike of the<br />

Orcs by the Greys and the Hibevor. The Orcs did not cooperate during the 10,000 year war.<br />

DESCRIPTION:<br />

Orcs are humanoid, stand anywhere from four to eight feet in height, and have green tough skin. There are many demi-species and<br />

hybrid genetic mutants, so appearance can be quite varied. Armour tends to be crudely cut metal plates and chainmail, usually<br />

bronze in colour.<br />

Orc leaders and battlesuits often have a distinguishing colour other than bronze. Purple or red is common. Orcs are physically<br />

stronger than humans, but most are mentally and physically slower.<br />

The orcoid race is broadly divided into 2 divergent species, as described below, but there is considerable overlap in appearance,<br />

disposition and sociological behaviour. The Ork and Shia-Khan subspecies are genetically compatible and able to mate, however,<br />

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<br />

shapes.<br />

The Orks- Tend to be planet bound and thrive on picking the bones from the battlefield. Born scavengers and salvagers, the<br />

Orks have been known to appear in the middle of a war being fought by other <strong>races</strong>, and offer to help one side, only to<br />

treacherously turn on them after the battle and end up scavenging the spoils of war from both sides to turn a profit. Physically the<br />

Orks are generally bigger than the goblinoids but there are some exceptions to this.<br />

The Verscimnan (large Orks) and Vermusarañ (small Orks) originated from a planet where they were originally a strong,<br />

primitive primate. When their sun was dying something drastic happened. The sea on their world had a high iron content allowing<br />

very high levels of unicellular life forms, among them an Amoeboid photosynthetic organism called the Verza-ver, which were<br />

also primitively Psionic. Their protozoan reefs could pick up radio waves and they had awareness of other stars and life. The<br />

Verza-ver then infected the Verscimnan and the Vermusarañ causing their hairless skin to turn green, as the organisms migrated to<br />

the dermal layers of the Ork skin, over a period of thousands of years. This bizarre symbiosis is similar to the way in which<br />

primitive single cell organisms became the mitochondria in the cells of Humans.<br />

The Verza-ver symbiotes stimulated the primitive primates to action via increased hormone levels and strange dreams of other<br />

worlds with plentiful sun light.<br />

Inter-galactically the Verza-ver <strong>races</strong> are quite primitive they use slower than light speed travel and crew are held in a state of<br />

symbiotic hibernation. The Ork main technological advance is a steel alloy which is semi transparent allowing star ship<br />

passengers to photosynthesize even in space. On the battle field the<br />

Verscimnan and the Vermusarañ have quite primitive weapons of the<br />

segregation era or earlier (radio waves take a long time to travel) but<br />

lack any fear of the battle field as they dream constantly of possible<br />

extinction.<br />

The Shia- Khan (Goblinoids)- are mainly space- faring and<br />

are found raiding merchant ships and cargo vessels in deep space.<br />

Main centres of population include Asteroids and huge space stations.<br />

The Shia- Khan and the Orks get on very well with one another and<br />

can often be found as mixed armies. In battles on a planetary surface,<br />

the mix will be mainly Ork, whilst in the depths of space, Shia- Khan<br />

will be the dominant type.<br />

23


ORCOID TACTICS AND WEAPONS<br />

Orcs are less technologically advanced than Humans are in the Imperial Era and their technology has followed the lines of ‘bigger<br />

is better’- many troops will be found with customised bolt rifles, missile launchers, assault weapons, shotguns and various other<br />

projectile-based weaponry, many are multi- barrelled. Although energy weapons may be used, Orcs generally dislike them,<br />

considering them less effective in the ‘cost per kill’ stakes. Energy shields are not used, nor are P-Beams or Gauss weapons. A<br />

wide variety of vehicles are found in Orc use, mainly wheeled and tracked. Grav technology is not used by the Orcs.<br />

Orc military chain of command and hierarchy of ranks is very different from the human model, with ‘leaders’ coming and going<br />

continually, even during the same battle!- there is a perpetual jostling of power amongst the Orcs, the biggest individuals<br />

continually striving to be the best and have the biggest and most powerful weapons and armour. This has severely hampered the<br />

Orc technological and social development, with many centres of population remaining pure anarchy. It has been reported from<br />

several Orc-Human battles, that the Orcs have fallen upon themselves after internal disagreement, with bemused Human soldiers<br />

looking on as the Orcs divided and started tearing into their own divisions.<br />

GOBLINOID GOBLINOID TROOP TYPES<br />

TROOP TYPES (15mm.co.uk HOF Shia Khan Figure range)<br />

Shia Khan Maligs -Goblinoid Infantry ( Regular, light armour, Heavy bolt rifle, Mono sword)<br />

The mainstay of the Goblinoid army are the ‘Maligs’, a random collection of individuals, weapons and motivations come together<br />

into some sort of dubiously effective fighting force. A<br />

‘typical’ malig is listed here, although any combination of<br />

troop type from Civilian to Veteran (No Elites or Heroes),<br />

with any weapon and armour combination may be fielded if<br />

you have miniature models to suit- The few restrictions on<br />

equipment are listed below under special rules.<br />

Shia Khan Heavy weapon Maligs (Regular, light<br />

armour, Double barrel support bolter, Mono<br />

sword)<br />

Basic Malig troops who have bullied or bribed their way to<br />

carrying a bigger weapon. Usual armament is the double barrel support bolter with extra ammo lugged around by the strong<br />

Goblinoid. As for the infantry, other weapons may be carried dependant on scenario, points must be adjusted accordingly.<br />

Shia Khan Drop Troops (Power armour, Regular, Jet pack, Hvy Gyro Gun, Power glove)<br />

Although classed as regular troops, the Shia drop troops are well able to use all of the equipment they have acquired. Able to drop<br />

out of Ork Spacewagons and straight into combat, and wielding heavy guns and tough armour, they can be more than a match for<br />

similar Human equivalents.<br />

ORK ORK TROOP TYPES<br />

Ork BATTLELORD (Verscimnan, Veteran, Power armour, support bolt gun or Ork minigun,<br />

leadership skill, specialised grenades) Although not the largest of the Verscimnan Ork type, the Battlelords are the<br />

wiliest and cleverest and possess the best of the Orc arsenal and armour. Battlelords have leadership skill, although much of the<br />

time this does them little good….<br />

Ork CARVER (Verscimnan, regular, fast infantry, swordsman, Carver weapon x2)<br />

Large squat Ork, specialising in melee combat, with either bladed weapons or short ranged large calibre projectile weapons<br />

(Called Carver guns) needs to be protected until within melee range as do not wear armour- limited protection afforded by tough<br />

scaly skin.<br />

Ork OGROS (Verscimnan, regular, power armour, swordsman, Ogros weapon x2)<br />

The very largest of the Verscimnan Orks are called the Ogros, much like the Ogres of human mythology they are very slow<br />

witted, immensely powerful and easily commanded. Ogros are permitted to use hand to hand melee weapons ONLY, so must be<br />

well protected until in a position to fight at close quarters.<br />

Ork Trooper (Vermusarañ, regular, light armour, bolt rifle, mono knife, basic grenades)<br />

The basic Ork trooper-strong, slow moving, slightly dim, but fierce and ready to die for the spoils of war.<br />

Ork BATTLEWALKER (Medium Mech)<br />

A squat, medium mech piloted by a specially trained, ‘bright’ Ork. Carries heavy weapons and is well armoured. See vehicles<br />

below. Often fearsomely painted and very imposing.<br />

24


TYPICAL ORCOID VEHICLES<br />

In keeping with the generally assumed Sci-Fi ‘Space Ork’ image, any models you use to represent Orcoid vehicles should be<br />

‘clunky, tough and old fashioned’ looking. Tank models from WW1 or WW2 era would look great suitably modified and painted<br />

to represent Ork tanks. The Battle walker is best represented by one of the 28mm Games workshop offerings. The 15mm Ork bike<br />

is supplied from ‘The Scene’ in the UK (See figure availability, below)<br />

Orcoid<br />

Vehicle<br />

Ork<br />

Battlewalker<br />

Points Hull Type Move<br />

Type<br />

203 3/3/2 MM A<br />

25<br />

Main<br />

Gun<br />

2x50mm<br />

CPP<br />

Aux guns Troops Model Shield<br />

2x gyro cannon, 1 each<br />

arm. HtH capable, Mecha<br />

blades,Smoke dispensers,<br />

Sun gun x2.<br />

Ork Battlebike 20 1/1/1 - Trike - 2xFF machineguns 2<br />

Ork Battlecart 52 2/2/2 APC wheeled -<br />

Ork Tank 188 5/4/3 HT Tracked<br />

100mm<br />

CPP<br />

HMG in pintle<br />

mount,Smoke<br />

dispensers,auto grenade<br />

launcher.<br />

Smoke dispensers, ADS,<br />

FF sun gun x2<br />

ORCOID SPECIAL RULES (Apply to both Goblinoid and Ork troops)<br />

1<br />

GW<br />

Nobz in<br />

Mega<br />

Armour<br />

‘The<br />

Scene’<br />

Ork Bike<br />

none<br />

None<br />

16 - None<br />

4 - none<br />

• Coherency has no place in the Orc army, figures may be placed in any formation or arrangement, usually as ‘rabbles’ of<br />

around 10 troops just to make gameplay easier. Each and every unit can thus be considered as independent.<br />

• Leaders are NOT required in the Ork army, although particularly big Orcs, or those in Battlewalkers may be assigned<br />

leadership skill and allowed all the bonuses that come with leaders.<br />

• Shia Khan and Vermusarañ Orks are tough and have a -1 to the damage throw roll .<br />

• Ork Verscimnan are very big and tough and have -1 to the damage roll AND ignore glancing hits.<br />

• Orcs love to brawl and all units have a +2 Melee combat 1d10 roll bonus.<br />

• Orcs are slow and have less movement allowance than similarly equipped Humans.<br />

• Orcs may not use Gauss , P-beam, or Grav technology. Shields may not be used.<br />

• Orc troops may NOT be classed as Elite or heroes<br />

• Orcs MAY not use off table fire support, snipers, sappers, Q-pods or reinforcements- their chain of command is not that<br />

structured to allow this, troops in close vicinity to a battle would most likely charge-in to be the first to get into the<br />

carnage.<br />

• Orcs do not employ Robots or Androids- they just do not understand why a machine would be sent into a battle where<br />

there would be potential spoils of war for them to get their hands on first.<br />

PAINTING ORCOID ARMIES<br />

Orcs should be painted with mid to bright green skin, highlighted with yellow/ green mix. Armour tends to be bronze or dull<br />

metallic grey in colour. Weapons are silver or black. Leaders, carvers and walkers should have a bright colour (suggest purple) on<br />

helmet plumes, headdress or walker armour plates.


THE THE PHUGS<br />

PHUGS<br />

(Pictures courtesy of Dan Elmore, used with permission)<br />

INTRODUCTION<br />

The "Phugs" are aliens that form "Ant" type colonies and crawl<br />

around on all sixes, Phugs are semi- sentient, but were originally<br />

assumed to have an animal level of intelligence, recent research<br />

however, suggests a ‘hive’ awareness and a developed ancestral<br />

tactical capability. Phugs are non space-faring and will be only<br />

found on a limited number of planets having a suitable climate and<br />

ground structure. 245 planets within the Human sphere of influence<br />

are known to be ‘infected’, some planets have been seeded<br />

deliberately by more advanced <strong>races</strong> during interplanetary wars, to<br />

undermine and weaken native population centres.<br />

Although superficially similar to the ‘Bugs’ and ‘Spugs’, the Phugs<br />

are nevertheless a completely different species with their own<br />

unique abilities and weaknesses.<br />

Most Phug variants establish their initial nest in soft ground, but, once established, the Phugs can extend their tunneling into<br />

harder bedrock and even plasticrete. Well established nests can do considerable damage to colonising towns and villages, and<br />

even larger cities have been known to be infested.<br />

Phugs typically have a parent colony. When the colony grows larger and needs room to expand satellite colonies are established.<br />

These satellite colonies often develop nearby, presumably because of the protection from the parent nest.<br />

Only the parent colony contains the queen(s), young larvae and workers, while the satellite contains the mature larvae, pupae,<br />

workers, and/or winged reproductives. Phugs move back and forth from parent nest to satellite nest but just a few ( less than 10 %<br />

) will be visible foraging for food.<br />

Sometimes they can be seen moving mature larvae (white and grub-like) or pupae (papery cocoons).<br />

Phugs are generally active along Phug trails in a seasonal pattern, dependant on the climate of the host planet. These trails may be<br />

either above ground, generally well covered and having plenty of hiding places, or underground and follow natural contours and<br />

lines of least resistance in ground and bedrock, they also frequently cut across areas of Human (or other indigenous race)<br />

habitation.<br />

Traffic on these trails may be noticeable during the day, but peak traffic occurs after sunset and continues throughout the night.<br />

The colony does not produce reproductives (winged males and queens) until it is from 3 to 6 years old and contains about 2,000<br />

workers. The natural food of Phugs consists of any digestible plant or animal debris. They have been reported to be very active<br />

after battles between other <strong>races</strong>, ‘cleaning’ away the corpses from the battlefield. They are also attracted to other sweet material<br />

such as decaying vegetation and waste food.<br />

Reproductive Phugs ( winged males and females ) leave the nest early if the nest is in a warm environment. Those living in cooler<br />

climates will not swarm until much later. The fertilized queens must then find soft ground to establish a new nest, and the cycle<br />

starts over again.<br />

The new queen could live 150 years or more and lay 70,000 fertilized eggs.<br />

PHYSICAL DESCRIPTION:<br />

Phugs are squat, 6 legged insect- like <strong>Alien</strong>s with hard chitinous skin. They have hard, beak- like mouths lined with sharp teeth<br />

allowing rapid burrowing through soft to medium density ground. Phug diggers perform most of the work around the nests, and<br />

the Warriors keep guard and ensure the workers are productive. Warriors have large armoured fore-claws with a surprisingly<br />

powerful grip, even close to power glove strength and able to rip its way through all but the heaviest of armour.<br />

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<br />

other Phugs.<br />

PHUG TACTICS:<br />

A major tactic of the Phug, is its ability to tunnel and move underground and detect the presence of troops above. Warrior Phugs<br />

then tunnel upwards and attack enemies at close range. Possessing limited ranged attacks, the Phugs must use stealth and<br />

tunnelling or risk being cut down in open ground, a strategy shared by the ‘Bug’ alien race. When present (and it is highly<br />

recommended that she is!)- the Queen Phug emits wave after wave of basic level Psionic activity, which can confuse troops and<br />

interfere with electronic apparatus. This ability has baffled Human technicians for many years now, both in its power and the lack<br />

of any effective defences against it.<br />

Due to the large size of colonies, Phug reinforcements are plentiful and do not need to be paid for (See below).<br />

26


Phug Phug Phug troop troop troop types types<br />

types<br />

QUEEN PHUG (POWER ARMOUR, ELITE)<br />

The queen phug can be considered the leader of any group involved in combat, although this Phug<br />

will not usually be present in direct combat herself. She has several unique abilities which give<br />

advantages to all phugs fielded, but also has a few weaknesses. Usually you may only field one<br />

Queen, unless the scenario is based around attacking a parent colony, in which case up to 3 may be<br />

used.<br />

The queen phug should be placed well back and well protected on the field, preferable sited as<br />

‘tunnelled’, which is a -4 to hit.<br />

ABILITIES:<br />

• Psionic wave: This strong Psionic field extends 24 inches all around a Phug Queen, and does the following: Enemy foot<br />

troops And those in vehicles have -1 to hit and -1 inch movement. Command and recon vehicles within this field DO<br />

NOT get any bonuses due to the electronics packages they carry, lastly, ALL shields DO NOT function, any robots or<br />

Android shut down and cannot move or fire. Phugs within this field get +1 inch movement and +1 bonus to their HtH<br />

1d10 roll.<br />

• Egg laying: At the end of each own player phase the Queen may lay one egg cluster (No roll is needed). Egg clusters<br />

must be placed within 1 inch of the Queen figure and then are used exactly as per standard Egg Cluster.<br />

• If the Queen is killed, ALL remaining Phug troop types are considered ‘shaken’ for the rest of the game, but may<br />

continue to fight – even to the last Phug, Considering the free reinforcements and extra Phugs coming from egg clusters,<br />

this can make beating a Phug army quite difficult, as with no morale to worry about, you literally have to kill all Phugs<br />

on the table to have ‘won’ the battle- this applies to the standard battle conditions, if you have specific scenarios then the<br />

victory conditions may be different.<br />

• If attacked in HtH treat the Queen as having a 1d10+7 roll, but it will usually attempt evasion rather than combat if<br />

threatened directly.<br />

PHUG DIGGER (POWER ARMOUR, CIVILIAN)<br />

The Phug digger is a worker Phug having a chitinous , spiny carapace, sharp digging claws and<br />

surprisingly fast movement for its squat, dumpy looks. It has no ranged attack, but will attempt to<br />

get within HtH range by tunnelling its way toward potential enemy, and by using sheer numbers to<br />

over-run its enemy. Considered ‘Civilian’ class, no ranged attack, has an overall HtH modifier of +5,<br />

and engages in HtH combat normally as per core rules page 21.<br />

PHUG WARRIOR (POWER ARMOUR, REGULAR)<br />

The phug warrior performs guard and defence duties for the Phug colony during quiet times, and attacks intruders during<br />

hostilities. The phug warriors main weapon is a massive claw lined with razor sharp hooklets. The Warrior may also spit a<br />

particularly corrosive venom at enemies. Classed as Regular troop type, HtH combat bonus is +8, acid attack uses the hit chart and<br />

cone template of the Plasma gun, but with a damage rating of ‘High’.<br />

PHUG EGG GROUP (LIGHT ARMOUR)<br />

A small nest of eggs, just beginning to hatch out into pupae. Egg groups may either be<br />

purchased and placed at the start of a game, and/ or a queen Phug may lay them during a<br />

battle. For each group, roll 1d6 at the end of each full game turn. A roll of 1-3 does nothing, a<br />

roll of 4-5 allows the placing of a ‘digger’ phug next to the cluster, a roll of ‘6’ allows<br />

placing a ‘Warrior’ phug next to the cluster. This represents various phug varieties ‘hatching’<br />

out of the eggs. Hatched phugs may immediately move and fight as normal.<br />

PHUG SPECIAL RULES:<br />

• Phugs have no coherence and do not need to form squads, they do not use the suppression or morale rules.<br />

• All Phugs may move either over the ground (normal movement and cover rules apply), or a special tunnelling<br />

movement- this is considered to be just below the surface, can be seen by those looking (the tunnelling caused a ‘ripple’<br />

effect’ in the soil above them), and may be done in unconstructed soil (so no tunnelling through concrete!) Tunnelling<br />

movement is at the rate of 3 inches per turn, Phugs may not attack anything whilst tunnelling, and any fire directed<br />

towards a tunnelling Phug is at -4 to hit (unlikely, but possible)- this represents the cover value of a metre or so of soil<br />

and earth above them. Use a counter to represent ‘tunnelling movement’. A Phug may switch between normal and<br />

tunnelled movement in each movement phase.<br />

• FREE reinforcements!- Due to the nature of the Phugs, and the fact that any confrontation with them must be near a<br />

colony, the Phug player may roll at the end of each own player turn for free reinforcements to appear on the table edge (a<br />

table edge is rolled for randomly).<br />

1d6 is thrown:<br />

1 One egg group 3 1d4 Diggers 5 1d4 Warriors<br />

2 One Warrior 4 1d4 Warriors 6 1d6 Warriors<br />

27


15mm 15mm ALIEN ALIEN MINIATURE MINIATURE AVAILABILITY AVAILABILITY (UK)<br />

Below are suggested figures available currently for all of the <strong>Alien</strong> <strong>races</strong> presented in this <strong>supplement</strong>. These<br />

are suggestions only, and if you have suitable figures you may of course use whatever you like.<br />

Hibevor, Growwlan, Ferrapur, Centaling, Thuntra:<br />

Tabletop Games (sold by 15mm.co.uk in the UK) have alien figures that will fit these types.(The Froog, Szithk, Mrurz, Centulon<br />

and Thulg ranges respectively).<br />

REPLICAN<br />

15mm.co.uk HOF ‘Automatons’, and either/ in addition to Ground Zero Games Endoskeletal combat robots SG15-X03<br />

SPUGS<br />

Spriggan Miniatures: http://www.sprigganminiatures.co.uk/2.html<br />

Make sure the figures you are ordering are 15mm (there are 28mm Spugs as well). As yet there are no 15mm spugnaughts, but<br />

you can order the 28mm heavy infantry and use them instead.<br />

GREYS<br />

Ground Zero Games ‘Greys’ product number SG15-X02<br />

15mm.co.uk HOF grey alien range.<br />

HOF44 Robotic Servants make great constructs.<br />

BUGS<br />

Runners: Pendraken SF31 small runners, SF13 small<br />

creatures.<br />

Hunters: The Games Workshop TM ‘Tyranid’ TM Ripper swarms, TTG ‘GA14’ <strong>Alien</strong> (From 15mm.co.uk), Pendraken SF18,19<br />

Terror: The Games Workshop TM ‘Tyranid’ TM Ripper swarms, TTG ‘GA14’ <strong>Alien</strong> (From 15mm.co.uk), Pendraken SF 23.<br />

Cerebrals: Tyranid TM ‘epic’ scale Haruspex, Trygon, and Malefactor from GW TM . Alternatively Make your own from<br />

‘Greenstuff’ or putty!<br />

Collosus: The Games Workshop TM ‘Tyranid’ TM Gaunts, Warriors and Genestealers make great Collosi.<br />

K’KREE<br />

The traveller range of figures by Games design workshop or fantasy era 15mm Centaurs may suffice. You may find it difficult to<br />

source these figures.<br />

KRA’VAK<br />

Available from Ground Zero Games at: http://www.gtns.co.uk/store1/commerce.cgi<br />

Ranges are SG15-K1, SG15-K2, and SG15-K3<br />

PHUGS<br />

Peter Pig produce the Phug range of miniatures. They form part of ‘range 9’- for the company rules.<br />

ORKS/ GOBLINOIDS<br />

GOBINOIDS:<br />

The Shia Khan range of 15mm figures from 15mm.co.uk is excellent (HOF 15mm range).<br />

ORKS:<br />

There are some excellent 15mm orc figures available from ‘The Scene’, at: http://www.thesceneuk.com/ to suit the Ork basic<br />

15mm troopers and bikes.<br />

The Orc ‘Ogros’ is a 28mm figure. Use Games Workshop TM ‘Ork Boyz’ or similar for these.<br />

The ‘Ork Battlelord’ is a 15mm ‘Big Boss’ type Ork figure, The 15mm.co.uk HOF Malig heavy weapon figure with the plummed<br />

helmet is ideal.<br />

The ‘Orc Carvers’ are Games Workshop TM 28mm ‘Gretchin/Grots’<br />

The ‘Orc Battlewalker’ is a Games Workshop TM ‘ORK NOBZ IN MEGA ARMOUR’<br />

GHOULANI<br />

Available from 15mm.co.uk in the HOF 15mm science fiction range, under ‘Ghoulani Enslavers’- you may be disappointed with<br />

the quality of the sculpting of these figures compared to other ranges.<br />

28

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!