The Kryomek rules are based on Jon Tuffley's original Stargrunt rules. It seemed natural to try and adapt them to the recently released Stargrunt II rules. This is my attempt (along with some suggested modifications from Stuart Murray on the Full Thrust/Ground Zero Games mailing list.
Cheap, penal cannon fodder troops of the Nexus TFA; consequently, Veterens and Elites should be rare (in the Kryomek/Hivestone background, Vets and Elites seem to be used for Enviro Battle Suit hive incursions).
Very light troops (move 8" or D8x2") Basic Battledress (D4) [or, if needed, EBS- Full suit light armor, D8] Cyclo Weapon Range Limitations FP/Impact ================================================================= Bubo "Mincer" Sub-Machine Gun Close Only 3/D8 Bubo "Tenderiser" Auto-Shotgun Close Only 3/D8 Kara 18 Grenade Launcher 2/D12 (Doesn't fill the same role in Kryomek as GL's do in SG2, comments?) Hak 201 Xenoprod Close combat only, one die shift up Denning Pulsed Projectile Rifle (Support) D10/D12 Bubo "Hammerhead" RR (Support) D6/D12 (x2 MjH v pt) (No Plasma weapons in K so I used that profile for RR's) Bubo "Eradicator" Chain-gun (Support) D10/D10
There are also Cyclo HW minis in EBS with Heavy Flame Throwers. Hivestone allows Cyclos to take anything; I've stuck with the Hardware section of Kryomek.
Cyclos come in platoons. A Nexus Company Commander may trigger Neural Frenzy in all Cyclos (including any Heptadic Rebel Cyclos) by making a successful communication to the platoon leader. The effects of NF are: (sorta off my head, let my know if you think this is unbalanced)
Squad formation: 1 squad leader 3-5 members (usually only 3) 1 support trooper Example Cyclo squad: Squad Leader: VLTroop (8"), BBDress (D4), "Mincer" SMG (3/D8, C only) 3 Squad members: VLTroop (8"), BBDress (D4), "Mincer" SMG (3/D8, C only) 1 Support member: VLTroop (8"), BBDress (D4), "HHead" RR (D6/D12, x2MjHvPT)
Normal troops (6"), Partial Light Armor (D6) [or EBS, D8] Can take any SGII generic weapon as needed. Squads as Cyclos (1 sqd ldr, 3-5 members (usu 3), 1 support)
Normal troops (6"), Light Power Armor (D10) Must take one of the following for shoulder mounted weapon: - HAK B17-Y5 Light Machine Gun, D8/D10 - HAK 420-Y5 RR, D6/D12, double damage on major hits against point targets Usually, also equipped with HAK 209 Bullpup Auto-Shotgun, 3/D8, Close only Has Enhanced Electronic Sensor (D8) Squads as Cyclos (1 sqd ldr, 3-5 members (usu 3), 1 support)
Normal troops (6"), Light Power Armor (D10)
Troop quality: D10
Ignores suppression, RTests, CTests, "terror" weapons (BORING!)
Choose weapons from the following:
Left Arm Head Carried in RArm
===============================================================================
2 Adv AssR's (2x2/D10) None (usual) 2 Adv AssR's (2x2/D10)
1 Chain gun (D10/D10, Support) MPstl (3/D8, C only) GaussR w/GL (3/D12)
1 Hvy Flamer (CC only) Shtgn (3/D8, C only) RR (D6/D12, x2pt, Support)
Enh. Snsrs (D10) Hvy.AtoPstl (1/D10, C only)
Helcats would be done similarly, but would always get a one die shift
down in CC.
A good rule of thumb would be that every Nexus force be have at least 50% of its forces be Cyclos, unless you are playing a special scenario that would call for the TNFA to risk losing its valuable troops instead of its walking casulties.
Move: 8" or D8x2" Armor: D8 for CC, no ranged combat ability Quality: D10 Unit size: 1-6 Weapons: Somatogenic claw, CC only, one die shift up
Move: 8"... Armor: D12 Quality: D12 for CC, D8 for ranged combat Unit size: 1-3 Weapons: Single Molecule Blade CC only 2 die shifts up Serumic Bioacid Jet 2/D10 Serumic Bioacid Spray C only 2/D8, 1 die shift up in CC Spore Launcher C only 3/D8, 1 die shift up in CC Somatogenic claw CC only 1 die shift up in CC
Move: 8"... Armor: D12x2 Quality: D12x2 for CC, D10 for ranged combat Unit size: 1 Warmasters may not go in position in open terrain When raised up, firing units get one die shift up and armor counts as D12 only Warmasters act as Power Armor, but count as 3 troops Level 1 miasa shifts target die one; level 2, two Weapons: Plasmid Cloud Duster C only 3/D12 Single Molecule Cleaver CC only 3 die shifts up (legal?) Corroder Lance (Support) D6/D12, x2 on major hits vs pt targets Somatogenic claws and tail CC only 2 die shifts up, 2 dice
Kryomek ignore all psychology and cause terror in CC.
At the beginning of each Kryomek unit's activation, a Communication test must be made from the Warmaster to the unit member with the highest Leadership rating (all Kryomek have LR of 1, +1 for every wound). If successful, the unit may be moved as normal; if unsuccessful, the unit counts as uncontrolled. The Warmaster may attempt to control units outside his Control Radius, but at shift two die shifts down. A unit may only go unactivated, but only AFTER passing this control test.