This is a set of conversion rules designed to allow the use of SimTac/ Fantasy Forge's Kryomek Figures in the Warzone game.
Initial Notes:
The Nexus Quorumate
Hidden Deployment
Nexus Force Lists / Unit Rules
Cyclos
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Special Rules: When a Cyclo unit is activated for any reason, the Nexus
player may declare "Neurofrenzy." The unit automatically rallies, gains +3
to ST and +1 to MV, and moves towards the nearest enemy unit, intending to
engage it in hand-to-hand. The cyclos may fire as one of their actions at a
-4 MW penalty, otherwise they may only move into hand-to-hand combat.
Equipment: Cyclos carry rifles or shotguns as their standard weapons, plus a marine knife or pistol.
Structure: Cyclos are organized in squads of 3 to 5 cyclos. One cyclo may replace his weapon with a heavy weapon. A cyclo squad may be assigned a Cyclo hero to lead it.
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Equipment: Marines generally carry Combat Rifles plus pistols or Marine Knives.
Structure: Marines operate in squads of three to six Marines plus a Sergeant. One Marine per three- to five-man squad may carry a heavy weapon; six-man squads may have two heavy weapons. Centurions are individual models.
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Special Rules: SWATs do not Rout.
Equipment: SWAT units generally carry Gauss Rifles or Combat Rifles plus pistols.
Structure: Squads of Two to four SWAT Grunts plus a SWAT Leader. One SWAT Grunt per squad may carry a heavy weapon in place of his normal armament.
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Special Rules: Helcats are A.I.s.
Equipment:
Structure: Helcats are individual models.
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Special Rules: Talos Units are A.I.s.
Equipment: Talos Units pack an incredible variety of weaponry - they may be armed with anything availible.
Structure: Leaderless squads of two to four Talos units.
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Helcat Sensor Package: Helcat units only. +8 spot checks, Target Designation, Cost Ten Points. (TD : Target Designation Skill : A unit with this skill may take a Use Special Powers action in an attempt to designate a target for other troops. It may designate a unit at a distance in inches equal to twice its MW skill. To successfully designate the target, it must roll equal to or under its MW skill. Modify the MW skill for the target's cover, and the stealth (-4 to hit) and combat reflexes skills. Nexus Units are +2 to hit and +1 to damage a designated target. A target remains designated unti the end phase of the turn in which it was designated.)
P.O.V. Head: Talos Units only. +6 spot checks. +1 MW skill. Cost 3 points.
Gun Head: Talos Units only. Either a shotgun or a submachinegun. This is a secondary weapon system and gives the Talos one extra attack a turn. Cost is equal to the weapon cost +1.
EBS: +4 A, -1 MV, +3 Points each. (For Cyclos & Marines only)
The Kryomek HiveSwarm
Acid Hits
Acid For Blood
Denied!
Kryomek Mindset
Swarm Class
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Special Rules: Helions have a Damage 14 Bite attack.
Equipment: Helions never use any kind of equipment.
Structure: Helions generally operate in swarms of six. This may be varied by up to two.
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Special Rules: When a Warrior takes a wound, roll 1d20 and add +4 for each "shell down" counter on it. If the roll is ten or less, it is not removed, instead place a "shell down" counter on it. Each "shell down" counter gives the warrior a -2 MW, -2 CC and -2 LD. Warriors do damage 12 in hand-to-hand combat from their claws.
Equipment: Warriors may select any weaponry they wish from the Kryomek arsenal not reserved for Warmasters.
Structure: Warriors generally operate in units of three. This may be varied by one warrior.
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Special Rules: A Warmaster may spend one action to place a "Miasma" counter on it. All Non-Kryomek are then -4 to shoot at it. The "Miasma" may be expanded to an Explosion Template in size for a second action. The "Miasma" lasts until the Warmaster's next activation.
Equipment: Warmasters carry the most terrifying of all Kryomek weaponry, due to their massive somatic reserves.
Structure: Warmasters are individual models.
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