Using Kryomek Forces in Warzone
by Peter Bogdasarian

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:

  1. These two armies are going to prefer higher point totals, as each uses some very expensive units as basic ground troops. (They're as bad as the Brotherhood in this regard)
  2. I've left out Vehicles, Storm Striders and Swarmmasters. Perhaps I'll do these when I've got a better grasp of Warzone Vehicle rules.
  3. I've also left out the Kryomek Somatic artillery. When SimTac gets its act together and writes coherent statistics, plus Warzone writes rules for artillery, we'll see.
  4. The Kryomek do not have Drones at present. If they really lose the distance war, then....
  5. I haven't had a chance to playtest these yet, so if you try them, I would really like to know.
  6. I've approximated the human weaponry into general categories. (I didn't have time to go back through the rulebook for all the different classes.) If I forgot any general classes let me know. Feel free to alter the stats for different individual Nexus weapons by a point or two.
  7. Most of the basic Nexus troops wear nothing for armour compared to their Warzone counterparts. If using the Quorumate against other human forces, you'll probably want to stick to the SWATs.


The Nexus Quorumate

Army Rules

Hidden Deployment

Nexus Commanders are trained to confuse and deceive their opponents as to the true deployment of their forces. With several hundred years of practice, they have become expert at this.
Nexus forces are not placed on the board during the initial set-up. Instead, each force should be assigned a numbered counter, which is deployed in its place. The opponent is not allowed to examine these counters. After set-up is finished, the Nexus forces are placed on the board - squads w/i 6" of their counter and individual models on their counters.

Nexus Force Lists / Unit Rules

Cyclos

CC MW PW LD AC W ST MV A Cost
Cyclo 11 11 -- 11 3 1 0 3 20 13
Cyclo Hero 13 13 -- 13 3 1 1 3 20 20

Cyclos are convicts, implanted with Neuro-Regulators and deployed into battle in large numbers to slow the Kryomek advance. They may also be deployed by Twister capsules, which lets them drop onto the board ahead of the other Nexus forces to slow the enemy down and siphon away his strength.

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.

Cyclos may deployed by Twister, in which case they are held off the board instead of being deployed during the initial set-up. On turn one, place markers for Cyclo landings before rolling for initiative. Following this, the Cyclo squads drop when activated - roll a leadership check for the squad. On a perfect success, it drops on target and early - set the troops up within 6" of the marker and give each squad member his full actions. On a success, it drops on target, set up the troops within 6" of the marker and each squad member goes on Wait orders. On a failure, the drop is dispersed, and the squad is simply set up within 9" of the marker by the opponent. On a fumble, each squad member makes an armour save against a damage 6 hit, and the squad is set up within 12" of the marker by the opponent.

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.



Nexus Marines

CC MW PW LD AC W ST MV A Cost
Marine 12 12 -- 13 3 1 0 3 22 10
Marine Sgt. 14 14 -- 14 3 1 0 3 22 16
Marine Centurion 15 15 -- 16 4 2 1 3 22 31

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.



SWATs

CC MW PW LD AC W ST MV A Cost
SWAT Grunt 13 13 -- 13 3 1 1 3 26 22
SWAT Leader 15 15 -- 15 3 1 1 3 26 30
SWAT Centurion 16 16 -- 16 4 2 1 3 26 43

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.



Helcats

CC MW PW LD AC W ST MV A Cost
Helcat 13 15 -- 12 3 2 4 3 30 43

Helcats are the robotic weapon carriers of the Quormate. They come in three models, each of which mounts a different weapon mix.

Special Rules: Helcats are A.I.s.

Equipment:

Fury: Gauss Cannon, Submachinegun.
Cerberus: Twin Chaincannon, Submachinegun.
Loki: Scanner pack, Submachinegun.

Structure: Helcats are individual models.



Talos

CC MW PW LD AC W ST MV A Cost
Talos 14 14 -- 14 3 1 3 4 28 37

Talos Units are front-line robotic soldiers deployed in squads.

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.



Quorumate Weaponry

WEAPON CR MX RM DAM Cost Notes
Pistol 3 6 -1 10 1 Sidearm
SMG/MachinePistol 6 12 -1 10 4 Sidearm
Combat Rifle 12 24 -3 13 8
Gauss Rifle 9 18 -4 14 8 Sidearm
Chaingun 22 45 -4 16(x3) 391 Heavy Weapon, Busrt Fire
Incinerator F -- -- 18 40
Shotgun S -- -- 12 8
Marine Knife CC -- -- 11 1
(Recoilless rifles are capable of firing either type of ammunition.)
Recoilless Rifle 30 60 -4 68 Heavy Weapon
Explosive Ammo
12(x3) Explosion Template
H.E.A.P. Ammo
16
(The Following weapons may only be mounted on Helcats.)
Twin Chaingun 22 45 -3 17(x4) 65 Burst Fire
Gauss Cannon 36 72 -3 16(x2) 40 Gauss Cannon get perfect hits on a roll of 1 or 2.
(The Following weapons may only be mounted on Talos Units.)
Claw CC -- -- 14 3



Special Equipment (Nexus only)

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

Special Rules

Acid Hits

Hits from acid weapons work just like hits from incinerators : the target makes armour rolls until (a) it is successful at one or (b) it dies. (NOTE : According to the wording of the rule, repairs will prevent a wound, but more armour rolls are still required!)

Acid For Blood

Anyone who slays a Kryomek figure in close combat takes an immediate DAM 12 Acid Hit. Kryomek get a +5 to their Armor for saves against Acid-based weaponry.

Denied!

Kryomek do not use special equipment.

Kryomek Mindset

Kryomek figures that are not within their Warmaster's control radius (twice its LD in inches) at the start of their activation should be marked with an "out-of-command" marker. This gives them a -2 MW & a -2 LD. If the Warmaster is slain, all Kryomek automatically suffer these penalties. Kryomek do not make morale checks.

Swarm Class

Most Kryomek are Alpha strain, and use the listed stats. Beta strain Kryomek get +1 CC and -1 MW. Gamma strain Kryomek get -1 CC and +1 MW. There is not extra point cost for this. (Yes, Helions basically get +1 CC. However, they don't get guns, so I think that makes it fair. Plus, in campaigns, restrict the promotion of Helions to warriors by Strain type.)



Helions

CC MW PW LD AC W ST MV A Cost
Helion 12 10 -- 10 3 1 2 4 22 18

Helions are early stage Kryomek.

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.



Warriors

CC MW PW LD AC W ST MV A Cost
Warriors 14 14 -- 14 3 1 3 4 26 40

Warriors carry bioweaponry and are fearsome combatants.

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.



Warmaster

CC MW PW LD AC W ST MV A Cost
Warmaster 15 15 -- 15 4 5 6 3 30 75

Warmasters are the most fearsome of all the Kryomek, and lead the forces of the Hiveswarm into combat.

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.



Kryomek Arsenal

WEAPON CR MX RM DAM Cost Notes
XAX Molecule Blade CC -- -- 16 4
LIX Fist Laser 15 30 -2 10 7
Spore Launcher 30 60 -3 11(x3) 48 Heavy Weapon, Explosion Template
Bio Acid Spray 5 10 -4 14 10 Acid Weapon
Bio Acid Jet 10 20 -4 15 15 Acid Weapon



Warmaster Arsenal

WEAPON CR MX RM DAM Cost Notes
XAX Proton Cleaver CC -- -- 14x2 6 Sweep Weapon
Plasmid Cloud Duster F -- -- 18 40
Coroder Lance 22 45 -3 15(x2) 28 Heavy Weapon, Burst Fire
CC -- -- 14

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