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.


I've got rules for the following units:

Cyclos

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)

Nexus Marines

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)

Nexus SWAT

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)

TALOS

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.

Nexus notes

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.


Kryomek Hellions

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

Kryomek Warriors

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


Kryomek Warmasters

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 notes

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.


Feel free to send me
comments or suggestions about these pages.
Andy Cowell <andy@cowell.org>, 21 May 1996
Back to my Stargrunt II page.