Welcome to Scribd, the world's digital library. Read, publish, and share books and documents. See more
Download
Standard view
Full view
of .
Save to My Library
Look up keyword
Like this
1Activity
0 of .
Results for:
No results containing your search query
P. 1
Aliens Supplement 1.2 Rules, V1.2

Aliens Supplement 1.2 Rules, V1.2

Ratings: (0)|Views: 19 |Likes:
Published by Sterling Archer
Alien races for Beamstrike
Alien races for Beamstrike

More info:

Published by: Sterling Archer on Feb 21, 2013
Copyright:Attribution Non-commercial

Availability:

Read on Scribd mobile: iPhone, iPad and Android.
download as PDF, TXT or read online from Scribd
See more
See less

12/22/2013

pdf

text

original

 
 1
BEAMSTRIKEBEAMSTRIKEBEAMSTRIKEBEAMSTRIKE
15mm Miniatures Sci-FiWargameNeil Cooper2008
ALIEN RACES
ALIEN RACES GAME SUPPLEMENT
For 1.2 Core rules.
 
 2
ALIENS INTRODUCTIONALIENS INTRODUCTIONALIENS INTRODUCTIONALIENS INTRODUCTION
 
Aliens, the stuff of Science fiction since the dawn of Sci-Fi books and movies. Red, green, multi limbed, Aliens can provide bothcolour and excitement on the Sci-Fi battlefield dominated by Human forces. Although Alien forces may be used in Beamstrike,they should not just be used as different looking Humans.Where Alien races are introduced, assuming a selection of suitable miniatures can be sourced, new rules governing their tacticalstrategies, special weapons, troop formations, new vehicles etc. should be outlined and agreed by both players before the gamestarts. Where Alien forces are much more advanced/ stronger than human equivalents, balance this with either a high points value per trooper, or disadvantages applied in some areas.What follow are a selection of generic Alien races which can be introduced and ‘pick and mixed’ as wished. A brief description of the Alien history, motivations and tactics, troop types are given, along with details of their use in the Beamstrike game along with points values. Enough detail for simple games is provided, but feel free to expand on these ‘outlines’ and feedback extra trooptypes/ rules/ army lists to the Beamstrike yahoo group. All the Alien races presented in this booklet are available as 15mmminiature ranges from a wide variety of manufacturers across the UK and USA. Where different troop types exist in the figurerange, the rules give statistic and game data for the different types available.If there is enough interest, there will be another Alien races supplement in the near future.
USING ALIEN FORCESUSING ALIEN FORCESUSING ALIEN FORCESUSING ALIEN FORCES
 
The Beamstrike Aliens below may be fielded as complete Armies, where the Beamstrike timeline ‘Era’ allows. Otherwise theyare used as a detached group of mercenaries, fielded with more conventional Human forces, or as ‘one off’ type first contact battles.Attached Alien units within an army must obey morale rules for that army, unless stated otherwise. Aliens may be classed asheroes, unless the specific rules for the race forbid this. Note where alien races are fielded, special rules for the race MUST befollowed.
ALIENRACEIs use allowed in game ‘Era’ ? 1d100Random*
Segregation Era Imperial Era 10,000 Year War 
Borrowed Time Era
Hibevor 
R Y Y R 
1-10Growwlan
N R Y R 
11-20Thuntra
N R Y R 
21-23Centaling
N R Y R 
24-25Ferrapur 
N R Y R 
26-27Replican
N R Y N
28-40Spug
N Y Y R 
41-50Grey
R R Y R 
51-60Bug
N Y Y Y
61-70K’Kree
N R Y R 
71-72Kra’vak 
N Y Y Y
73-80Ghoulani
N Y Y Y
81-83Goblinoids/Orks
N Y Y Y
84-90Phugs
N Y Y Y
91+
N=
No, Alien race may not be used in this era, as Contact between Humans and the Alien race had not yet taken place, race notavailable normally unless special circumstance/ scenario.
Y=
Yes, unrestricted use, large forces can be fielded.
R=
Restricted. Small attached mercenary forces, or exploratory scout units only, total points value of attached aliens should be below 30% of the total army points value.* 1d100 dice roll if random Alien race needed.
CREDITS AND THANKSCREDITS AND THANKSCREDITS AND THANKSCREDITS AND THANKS
Written and illustrated by Neil Cooper.Photos by Neil Cooper unless otherwise credited, various manufacturers miniatures shown,miniatures are the copyright of the manufacturer.Rules in this supplement were originally based on work by Francisco LLerandi Grossebohle and Paul Gallagher for the ImperialCommander game by Tabletop Games. Original background information by Don Clarke and Neil Cooper.Where others have been involved or have provided inspiration, they are credited at the start of each Alien race section. Someillustrations the work of others, credited where they appear.
 
 3
THE HIBEVORTHE HIBEVORTHE HIBEVORTHE HIBEVOR
INTRODUCTION
Arguably the most technologically advanced of the major Alien races (although the Greys are not far  behind) Hibevors are physically weak. They stand 5 to 6 foot tall, and are of slim build. They say little,and see much. They have a lack of emotional intelligence to human observers. They know their limitations, and therefore avoid hand-to-hand combat. For this reason their weaponry tends towards along-range nature, and they maximise the protection of cover.Hibevor reluctance to engage at close quarters led to the rumour amongst human troops that theHibevors were cowards. However, the 5th Imperial Guard division discovered the truth to their costwhen a modest Hibevor battlegroup annihilated them in the Battle of Usk-Antares in the Ten ThousandYear War. Hibevor may use any weapons and equipment from any other race, adapted for their ownuse. (except Ferrapur sniper cannon) but pay an additional 1 point for each item. A favourite Hibevor heavy weapon is an advanced ‘sun’ weapon, the power sphere projector, firing a ‘mini sun’ globe of burning superheated plasmaand capable of taking out tanks and infantry units with ease, even at range.The Hibevor have an almost symbiotic relationship with the Growwlan during wartime, each complimenting the abilities of theother, the Hibevor provide the technology and new weapons and the Growwlan reciprocate with brute force, courage and closecombat ability. Whenever an army of either Growwlan or Hibevor is used, you must have at least one squad of the other Alientype present.Hibevor armies are not easy to play, as they have many disadvantages on the battlefield (see special rules below), and will suit players who have a good understanding of the rules and like to fight from a distance!
HIBEVORHIBEVORHIBEVORHIBEVOR TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPES
HIBEVOR LIGHT INFANTRY (LIGHT ARMOURED, REGULAR INFANTRYVOR)
Light armour class, but move as Fast infantry. Fielded in squads of 6-10. Usually one of the squad has leadership skill.
HIBEVOR POWER ARMOURED INFANTRY (ASSAULT DREADNOUGHT,VETERAN ARMOURED TROOP-VOR)
 Hibevor power armour is equivalent to dreadnought armour for damage purposes, but troop movement is as if wearing power armour. May act independently.
 HIBEVOR SPECIAL RULES:
 
Hibevor troops may not choose hand to hand combat weapons unless Veteran troop class or above.
 
Hibevor troops MAY NOT be classed as heroes.
 
Before a Hibevor squad can advance towards an enemy a score of 2 or less is required on 1d6, unless there is a leader inthe squad (in which case they may move as the player wishes). A roll is needed each own move phase.
 
If the opportunity to take cover occurs when advancing then a passed troop roll is required for them not to take advantageof such cover. Roll each time a new set of cover is within the current move distance of the squad- only one roll per move phase is required, regardless of how many pieces of cover present themselves!. This special rule does not apply if troopsare in Power Armour or a vehicle or a leader is present in the squad.
 
Hibevors use jet-packs and personal shields, in fact shields are common-place.
 
Hibevors may use weapons from any other race, but pay an additional 1 point for each item which represents costs of adaptation to their own specifications.
 
Due to enhanced communications between troops, Hibevor squads have a coherency range of 4 inches instead of 3.
 
Hibevor troops have a penalty of -1 on suppression rolls.
 
If using Hibevor troops , AT LEAST one squad of Growwlan must also be fielded.
THE GROWWLANTHE GROWWLANTHE GROWWLANTHE GROWWLAN
Standing around seven and a half feet tall, the Growwlan (singular and plural) are a proud andfierce race, but not mindlessly aggressive. A sense of humour is a rare thing in a Growwlan.Growwlan society is based on the warrior clan, and great importance is attached to personal actsof bravery. Single combat is the preference of the Growwlan, close combat on the battlefieldcoming a close second, and sniping is considered a disgrace. Growwlan usually settle clangrudges, feuds, and disputes with duelling lasers; these are effectively laser pistols with a single-shot setting irreversible within 1 hour of activation to avoid ‘mistakes’ in the ritual of the duel.There are many legends and superstitions that govern Growwlan behaviour. These are related tolittle known traumatic times in Growwlan history. A favoured mount for a Growwlan is thefearsome armoured ‘Wrok’; looking like a huge, relative of the Dodo, this animal follows itsrider’s orders without question.
TROOP TYPESTROOP TYPESTROOP TYPESTROOP TYPES
 
Growwlan Armoured Infantry
Power armoured equivalent veteran trooper armed with shock rifle, power sword and shock grenade pack.

You're Reading a Free Preview

Download
/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->