Eye of the Warp

From the Paranoia RPG

Alpha Complex Army List

by Jyrki Saari

 

ALERT!!

The following document is security clearance ULTRAVIOLET!!  Unauthorised citizens who have this document in their possession, please report to their nearest Termination Centre.

Thank you for yor co-operation.

The Computer is your friend.

Forces of the Computer

Brave defenders of the Computer, the Alpha Complex forces pop out of nowhere to terminate commie mutant traitors. The 41st millenia will never be the same.

The Alpha Complex forces are divided into two categories:

  1. Armed forces are the main army of Alpha Complex and responsible for eliminating any outside assault to the Computer. The Armed forces are further divided to the regular army and the citizens' militia. The citizens' militia is usually pressed into service when reinforcements are needed but no regular army troops are available. Then again the local commander might just need some expendable cannon fodder.
  2. Internal Security (IntSec), the secret police of Alpha Complex, wants to supervise everything and usually sends field police companies to combat zones to supervise the loyalty of army troops. This practice is definetely not liked by the Armed Forces and sometimes the casualty rate of the field polices can be surprisingly high...

Special Rules

Alpha Complex troops have the following special rules:

Unreliable Technology

"Citizen, there is nothing wrong with your equipment, you will stop glowing shortly."
The Alpha Complex technology is, well, not exactly reliable. Whenever you roll '1' for the to hit roll, roll again. If the result is 5 or 6 then the weapon has malfunctioned and the model suffers an automatic hit by its' own weapons.

 

Traitor Termination

"Traitors!" ZAPZAPZAPKAPOW
Whenever there is a detachment on Fall Back orders within LOS and range of a detachment that wishes to fire, the firing detachment must first make a morale check. If it is succesful, it may fire at its intended target. If unsuccesful, it fires at the treasonously retreating detachment instead and must continue to fire until it either runs out of attacks or causes at least one casualty. There is +1 modifier to the morale roll if the falling back unit is of higher security clearance than the firing unit or +2 if the firing unit is infrared and the other unit is of higher clearance.

 

Clone Replacements

"Send in the clones"
At the end of every turn roll a die for every infantry stand that has been removed as casualty during that turn. If the result is 6 you can put the stand back at its unit. If this brings the unit above its break point then the unit is not broken and need not make a morale test. If the result is anything else than 6 then no clone replacements were available and the stand is removed as casualty.

 

Command Rule for Troops

"Failure to obey orders is treason"
Citizen militia units must have at least one stand within 15 cm of their company commander to receive orders.
Vultures and IntSec troops must have at least one stand within 25 cm of their company commander.
Death troopers and bots do not need commanders to tell them what to do.


Citizens' Militia

Gathered from every service group in Alpha Complex, the Citizens' militia is the archetypical cannon fodder. Given a crash course in military training by armed forces the poor clones are then shipped to wherever cheap and expendable troops are needed.

 

Militia Forces

Yellow Commander
If any of the companys' detachment goes to fall back orders the commanders must shoot it if in LOS and range.

Infrared Troopers
These are the lowest of the low in the Alpha Complex army. Recruited from the food vat workers and armed with whatever hand-me-down equipment is available they have poor morale and fighting skills. However, they are cheap and numerous.  If any broken infrared detacment is charged it is immediately routed and removed from play. Roll for clone replacements normally. In addition, an infrared detacment on fall back orders has base move of 15 cm rather than 10cm.

Red Troopers
Marginally better equipped than infrareds the reds have somewhat better equipment but still lack any but the basic military training.

Orange Troopers
These are the highest clearance troopers in the citizens' militia and as such receive the best training. However, they still are medicore troops at best.

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
Citizens' Militia
Yellow commander

10 cm

-

+1

Laser Rifles

50 cm

2

5+

0

Command Unit
Infrared troopers

10 cm

-

0

Various leftovers

25 cm

1

6+

+1

Abject Cowards
Red troopers

10 cm

-

0

Laser Pistols

25 cm

1

6+

0

 
Orange troopers

10 cm

-

0

Laser Pistols

25 cm

1

5+

0

 

 


The Regular Army

Regular army troops come from the Armed Forces service group only. They form Alpha Complex's main line of defense and are highly motivated and eager to fight each other if there is a shortage of Commies at the moment.

Regular army troopers are called "Vultures" and come in two security clearances: Yellow and Green. You may not have more green vulture companies than yellow vulture companies in your force.

 

Army Roster

Blue Commanders
If any of the companys' detachment goes to fall back orders the commanders must shoot it if in LOS and range.

Vulture Ground Attack Troopers
The ground attack troopers (GATs) are assault troopers trained to be dropped from low flying vulturecraft using small parawings. The carrier vulturecraft need not land to unload GATs and the usual tactic is to drop them in the middle of an attack run to cause maximum confusion. However, since the attacking vulturecraft fly with extreme speed there is a possibility of casualties. Roll a d6 for each stand in the unloaded detachment. If the result is 1 the stand has become an integral part of the local landscape. Remove the stand as a casualty. If the stand survives, the palyer may place it on the ground. The stand has charge orders on the turn it was dropped.

Red Troopers
Death troopers are the absolute elite of alpha complex troops. They receive the best equipment and training the computer can provide and would die rather than shake hands with a vulture. Death troopers are organized to companies of three platoons with five stands in each. The company is a special card and you may not have more than one in your force. Altermatively you may take up to three platoons as support cards. The company has two command stands. The commanders are transported in a medium crawler and a platoon is transported in three medium crawlers.

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
The Army
Blue commander

10 cm

-

+3

Cone Rifles

75 cm

2

4+

-2

Command Unit
Yellow vultures

10 cm

-

+1

Laser Rifles

50 cm

1

5+

0

 
Heavy yellow vultures

10 cm

-

+1

Semi-Automatic Slugthowers

50 cm

2

5+

-1

 
Green vultures

10 cm

6+

+2

Laser Rifles

50 cm

1

5+

0

 
Heavy green vultures

10 cm

6+

+2

Cone Rifles

75 cm

1

5+

-2

 
Vulture ground attack trooper

10 cm

6+

+3

Laser Pistols

25 cm

1

5+

0

Special Rules
Death trooper commander

10 cm

5+

+4

Plasma Generator

25 cm

2

3+

-4

Command Unit
Death trooper

10 cm

+5

+3

Cone Rifles

75 cm

2

4+

-2

 

 


Internal Security

IntSec is everywhere and so sends field police companies to supervise the loyalty of armed forces. They generally have high morale but are not well liked by the armed forces. There are two kinds of internal security troops: Red and blue.

Special Rules

Internal security troops will always shoot other troops in fall back orders, including other internal security troops. There is no need to make the morale check even if the falling back unit is of higher security clearance. You may only have one field police company for every two army companies. You may not have more blue companies than red companies.

 

Support your local police state

Red Goons
Red companies are commanded by two yellow commanders in an armored patrol autocar.

Blue Troopers
The feared blues are the computer's elite law enforcement unit. They have special armor and good equipment and are universally feared by traitors. Blue troopers are transported in armored patrol autocars.

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
IntSec
Red goons

10 cm

-

+1

Laser Pistols

25 cm

1

5+

0

 
Yellow commander

10 cm

-

+1

Laser Rifles

50 cm

2

5+

0

Command Unit
Blue trooper

10 cm

6+

+2

Laser Rilfes

50 cm

1

4+

0

 
Blue commander

10 cm

6+

+3

Laser Rifles

50 cm

2

4+

0

 

 


Troubleshooters

Troubleshooters are the computer's elite agents. Randomly er...specifically chosen to troubleshooter teams and then sent to deathtrap...I mean fun and safe missions. The troubleshooters are sometimes assigned to field teams in a combat zone to gain fighting experience.

 

Special Rules

Morale: Troubleshooters vary from the fiercest fanatics to the worst cowards. Whenever a troubleshooter unit suffers a casualty roll d6 and divide by 2. If the result is >= the total number of stands lost the unit breaks and must test morale. Roll a d6 for the units' current morale level: 1 means morale level 1, 2 is morale level 2 and so on. This is done every time the unit must test for morale.

Shooting: If you roll a 1 when shooting roll again. If the result is 1 or 2 the troubleshooters have been rooting out traitors amongst themselves. Remove the stand as a casualty. Note that this does not prompt the above casualty test but the stand does count when determining the total casualty level.

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
Troubleshooters

10 cm

-

0

Laser Pistols

25 cm

1

5+

0

Special Rules

 


R&D Special Forces

R&D usually leaves the testing of experimental equipment to the field troops and troubleshooters but sometimes they send their dreaded special forces to the battlefield where they cause untold amount of destruction. Sometimes even to the enemy. Usually they are deployed well clear of other troops.

 

Special Rules

Movement: R&D special forces are equipped with a bewildering variety of rocket boots, hoverbelts etc. and have a special movement rate: 3d6cm on advance and 2*3d6 in charge.

Saving Throw: Roll a d6. 1 means 1+ save, 2means 2+ and so on. This is rolled for each succesful hit.

CAF: Roll a d6 each time an R&D stand attacks in CC. The result is the stand's CAF.

Experimental Weapons: The R&D special forces have the latest R&D developed weapons. When a stand attacks roll artillery die to determine its attack dice. If the result is misfire, center a barrage template over the stand. Anything even partially under the template is hit with a -2 save modifier. The R&D stand is destroyed.

Close Combat: If an R&D stand loses in CC roll a d6. If the result is 1 their weapons detonate as above.

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
R&D special forces

3D6 cm

D6+

+D6

Experimental

2D6 x 10 cm

special

5+

-2

Special Rules

 


Special Characters

Darth-V-DER

Darth-V is known in the armed forces for his absolute ruthlessness and refusal to admit defeat. Any infantry units that are within his LOS and weapon range may re-roll morale checks with a +1 modifier. If this check is failed, however, the unit is routed as part of it scrambles to get out of his sight and the other part is annihilated by him. Darth-V is a unique special card.

 

Sarge-G-ANT

Sarge-G is a rarity in the Alpha Complex military: he is a leader his men can trust. He is an excellent platoon leader and has a reputation of actually getting many of his men back alive. Sarge-G can take command of any one platoon within 6cm of him. In the orders phase you may place two order counters and decide which one to use. Unfortunately, Sarge-G is getting a little old and has memory lapses from time to time. Roll a d6. If the result is 1 then your opponent may select orders for the platoon this turn. Sarge-G is a unique special card.

 

Teela-O-MLY

Teela-O is the legendary vidshow heroine known throughout Alpha Complex. With acting skills rivalling those of an average doorknob she nevertheless is the most popular actress due to her special gift of clouding minds. She is sometimes sent to a combat zone for morale boost tours. Teela-O has minimum combat skills but does have an unique mutant power of cloud minds. People looking at her tend to forget their surroundings and just keep looking at her with a stupid expression in their faces. Thus, Teela-O blocks LOS. Put a barrage template on the ground with she in the center. If the line of fire of any model that is not robotic crosses this template the attack is nullified because the attackers forget to shoot (yes, this does include the troops of her own side). The attack must be declared before the LOS is checked.Models wishing to engage Teela-O in CC must pass a morale check to do so. If it is failed, they just sit and watch.   Teela-O is (yep, you guessed it) a unique special card.

 

Registered Mutants

Being a mutant is a treason. However, the Computer in Its benevolent wisdom has given the mutants chance to register their mutation. The registered mutants must wear an uniform with a broad yellow stripe at all times, but they are not executed when they use their mutant powers. The army has found the mutants to be useful in certain situations and sometimes individual mutant squads are put to combat duty.  The stand has a psychic save of 5+. Registered mutants have the following powers:

Teleport
Nominate a point within LOS and roll a scatter die. If the result is hit place the stand at the nominated point. Otherwise the stand scatters 3d6 cm.

Electroshock
Electroshock. Range 25cm, to hit 4+ save modifier 0. Treat as a physical psychic power.

Polymorph
The stand polymorphs to resemble the enemy. It may not be targeted by enemy units at ranges greater than 10cm.

Mind Blast
This works against psykers only. Range 50cm, to hit 4+ save modifier 0.Treat as a non-physical psychic power.

The mutant stand may try to use one power per turn in addition to shooting and moving. The mutant powers have the same change of 'malfunctioning' as any item of Alpha Complex equipment. In case of Electroshock or Mind Blast the stand suffers the effects of its own attack. In case of Teleport or Polymorph the stand becomes disoriented and may not be given any orders in the NEXT turn.

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
Heroes of the Computer
Darth-V-DER

10 cm

5+ fixed

+4

Plasma Generator

20 cm

2

3+

-3

Command Unit
Sarge-G-ANT

10 cm

6+

+3

Laser Rifle

50 cm

2

3+

0

Command Unit
Teela-O-MLY

10 cm

-

0

Laser Pistol

25 cm

1

6+

0

Special rules
Registered mutant

10 cm

-

+1

Laser Pistol

25 cm

1

5+

0

Mutant powers
Psychic save 5+

 


Bots

In Alpha Complex nearly every piece of machinery is controlled by a bot brain. Bots are used for a variety of tasks including tending the wounded, repairs, driving vehicles etc.

 

Bot Morale

Since bots are robots they do not test morale. However, bot brains are valuable and difficult to produce, and whenever a bot is damaged beyond repair there is a chance that the brain is destroyed. The break point represents the probability of destroying enough bot brains to seriously damage the Alpha Complex force.   Destruction of Computer property is treason.

 

Bot Manifest

Docbot
The Docbot is a robot programmed to diagnose and treat injuries. If a docbot is within 6 cm of a hit infantry stand roll a d6. On 5 or 6 the docbot has managed to patch the troopers back together. No more than 1 Docbot per infantry company.

Jackobot
The Jackobot is a general purpose robot usually programed to repair things. If a jackobot is within 6cm of a hit vehicle or a bot roll a d6. On 5 or 6 the jackobot has managed to make the vehicle/bot functional. No more than 1 Jackobot per vehicle/bot company.

Guardbot
Guardbots are used to guard (gee, fancy that) restricted areas in the alpha complex. Sometimes they are pressed into military service.

Combot
Combots are more heavily armed and armored versions of the guardbot. They are built for military service.

Warbot
Warbots are like small tanks and used widely for infantry support. Warbot Move Save CAF Weapons Range Attack d. To hit Save mod. 15 cm 4+ +4 Laser rifle 50 cm 2 5+ -1 Laser cannon 75cm 2 5+ -1

Tankbot
Tankbots are just that. Tanks. The normal tankbot is the backbone of Alpha Complex armored forces and usually used to spearhead assaults. Heavy tankbots are lumbering monsters usually deployed in defense or when unusually heavy resistance is encountered.

Crawlers
Crawlers are the multi-purpose vehicles of the Alpha Complex army.

Armoured Patrol Autocar
Used by the IntSec field polices to get quickly to the scene of treason. Armored patrol autocar Move Save CAF Weapons Range Attack d. To hit Save mod. 25 cm 4+ 0 Laser cannon 75cm 1 5+ -1 Laser rifle 50 1 5+ - Special rules Carries two troop stands.

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
Bots
Docbot

10 cm

-

+1

Chainsaw

close combat

Healer - infantry
Jackobot

10 cm

-

+1

Welding Torch

close combat

Healer - vehicles
Guardbot

20 cm

6+

+2

Laser Rifle

50 cm

2

5+

-

 
Combot

15 cm

5+

+3

Slugthrower

50 cm

1

5+

-

 
Cone Rifle

75 cm

1

5+

-2

Warbot

15 cm

4+

+4

Laser Rifle

50 cm

2

5+

-1

 
Tankbot

15 cm

3+

+3

Tube Cannon

75 cm

1

4+

-2

Rocket launcher may
not fire indirectly
Rocket Launcher

75 cm

6 BP

4+

-

Heavy Tankbot

15 cm

2+

+4

Tube Cannon

75 cm

2

4+

-2

Kill-O-MAT missile is
a one shot weapon and
may not fire indirectly
Kill-O-MAT Missile

100 cm

8 BP

3+

-3

Laser Cannon

75 cm

2

5+

-1

Laser Pistol

15 cm

4

6+

-

Light Crawler

20 cm

4+

0

Laser Rifle

50 cm

1

5+

-

Carries 1 troop stand
Medium Crawler

15 cm

3+

+1

Laser Cannon

50 cm

1

5+

-1

Carries 2 troop stands
Laser Pistol

15 cm

1

6+

-

Heavy Crawler

10 cm

2+

+2

Tube Cannon

50 cm

2

5+

-2

Carries 3 troop stands
Laser Pistol

15 cm

1

6+

-

Armoured Patrol Autocar

25 cm

4+

0

Laser Cannon

75 cm

1

5+

-

Carries 2 troop stands
Laser Rifle

50 cm

1

5+

-

 


The Alpha Complex Airforce

Flybots

Flybots are helicopter like flyers which have rotating circular wing on top of the fuselage. They are used for troop transport and as gunships. All flybots are VTOL and so can land. Flybots are classified as thrusters.

 

Vulturecraft

Vulturecraft are used for many different purposes. 020 series are VTOL air superiority fighters. 030 series are fighter bombers with no VTOL capability. 040 series are close support and troop transport aircraft which can land to unload troops

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
Alpha Complex Airforce
Flybot 516

special

5+

0

Laser Cannon

50 cm

1

5+

-

Carries 1 troop stand
Flybot 616

4+

0

Laser Cannon

50 cm

1

5+

-1

Carries 1 troop stand
Flybot 716

4+

+1

Laser Cannon

50 cm

1

5+

-1

Carries 1 troop stand
Flybot 816

3+

+2

Laser Cannon

50 cm

2

5+

-1

Carries 2 troop stands
Tube Cannon

50 cm

1

4+

-2

Flybot 916

3+

+2

Laser Cannon

50 cm

2

5+

-1

Carries 2 troop stands
Tube Cannon

50 cm

1

4+

-2

Missiles

50 cm

4 BP

5+

-1

Vulture 520

4+

+2

Laser Cannon

50 cm

2

4+

-1

 
Vulture 620

4+

+2

Laser Cannon

50 cm

2

4+

-1

 
Missiles

50 cm

4 BP

5+

-1

Vulture 720

4+

+3

Laser Cannon

50 cm

2

4+

-1

 
Missiles

50 cm

4 BP

5+

-1

Vulture 820

3+

+4

Laser Cannon

50 cm

2

4+

-1

 
Missiles

50 cm

4 BP

5+

-1

Vulture 920

3+

+5

Laser Cannon

50 cm

3

4+

-1

 
Missiles

50 cm

4 BP

5+

-1

Vulture 530

3+

+1

Laser Cannon

50 cm

2

4+

-1

 
Tube Cannon

50 cm

1

5+

-1

Vulture 630

3+

+1

Laser Cannon

50 cm

2

4+

-1

 
Tube Cannon

50 cm

2

5+

-2

Vulture 730

3+

+1

Laser Cannon

50 cm

2

4+

-1

 
Tube Cannon

50 cm

2

5+

-1

Missiles

50 cm

4 BP

5+

-1

Vulture 830

3+

+2

Laser Cannon

50 cm

2

4+

-1

 
Tube Cannon

50 cm

3

5+

-2

Missiles

50 cm

4 BP

5+

-1

Vulture 930

3+

+2

Laser Cannon

50 cm

2

4+

-1

 
Tube Cannon

50 cm

4

5+

-2

Missiles

50 cm

4 BP

5+

-1

Vulture 630

3+

+1

Laser Cannon

50 cm

2

4+

-1

 
Tube Cannon

50 cm

2

5+

-2

Vulture 540

3+

0

Laser Cannon

50 cm

1

4+

-1

Carries 1 troop stand
Tube Cannon

50 cm

1

5+

-2

Vulture 640

3+

0

Laser Cannon

50 cm

1

4+

-1

Carries 1 troop stand
Tube Cannon

50 cm

2

5+

-2

Vulture 740

3+

+1

Laser Cannon

50 cm

1

4+

-1

Carries 1 troop stand
Tube Cannon

50 cm

3

5+

-2

Vulture 840

3+

+1

Laser Cannon

50 cm

1

4+

-1

Carries 2 troop stand
Tube Cannon

50 cm

4

5+

-2

Vulture 940

3+

+1

Laser Cannon

50 cm

1

4+

-1

Carries 2 troop stand
Tube Cannon

50 cm

5

5+

-2

 


Mechbots

Proposed by high programmer Battle-U-TCH-5 after finding an ancient field manual called "Robotech" the mechbots have ever since been one of the elite fighting divisions of Alpha Complex army.

Mechbots are superheavy/knight class vehicles. Mechbots are bots and do not have to test morale.

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
Mechbots
Mechbot commander

20 cm

3+

+5

Tube Cannon

75 cm

2

4+

-2

Command Unit
Laser Rifle

50 cm

2

5+

0

Mechbot

20 cm

3+

+4

Tube Cannon

75 cm

2

4+

-2

 
Laser Rifle

50 cm

2

5+

0

Assault mechbot

20 cm

2+

+6

Plasma Generator

20 cm

3

3+

-3

 
Support mechbot

20 cm

3+

+2

Tube Cannon

75 cm

4

4+

-2

 

 


Warbot Model 425 Mark IV

For details on this pinnacle of insane weaponry in the name of the Computer, go here.

 


 

Alpha Complex Army Cards and Composition

Company Cards | Support Cards | Special Cards

Company Cards
Company Contents Break
Point
Morale Victory
Points
Cost
Citizens' Militia
Infrared company
  • 3 det (10 infrared stands)
  • 2 yellow command stands

10

5

3

300

Red company
  • 3 det (10 red stands)
  • 2 yellow command stands

12

5

4

375

Orange company
  • 3 det (10 orange stands)
  • 2 yellow command stands

15

4

4

450

Regular Army
Yellow Vulture company
  • 2 det (6 yellow vulture stands)
  • 1 det (6 heavy yellow vulture stands)

8

3

4

450

Green Vulture company
  • 2 det (6 green vulture stands)
  • 1 det (6 green yellow vulture stands)

10

3

5

525

Yellow Vulture company
  • 2 det (6 yellow vulture stands)
  • 1 det (6 heavy yellow vulture stands)

8

3

4

450

Death Trooper company
  • 3 det (5 death trooper stands, 3 medium crawlers)
  • 2 death trooper comanders, medium crawler

10

2

13

1350

Intsec
Red field police company
  • 2 det (6 red field police stands)
  • 2 yellow command stands, armoured patrol autocar

6

3

2

250

Blue field police company
  • 2 det (6 blue field police stands, 3 autocars)
  • 2 blue command stands, armoured patrol autocar

8

2

5

500

Bots
Guardbot phalanx
  • 2 det (3 guardbots)

3

-

2

200

Combot phalanx
  • 2 det (3 combots)

3

-

3

350

Warbot phalanx
  • 2 det (3 warbots)

3

-

4

400

Tankbot phalanx
  • 2 det (3 tankbots)

3

-

4

450

Heavy Tankbot phalanx
  • 2 det (3 heavy tankbots)

3

-

9

900

Mechbots
Mechbot cohort
  • 1 det (3 mechbots)
  • 1 det (3 assault mechbots)
  • 1 det (3 support mechbots)
  • mechbot commander

5

-

9

900

Vulturecraft
Vulture 520 wing
  • 2 det (3 vulture 520s)

3

-

4

400

Vulture 620 wing
  • 2 det (3 vulture 620s)

3

-

5

500

Vulture 720 wing
  • 2 det (3 vulture 720s)

3

-

5

550

Vulture 820 wing
  • 2 det (3 vulture 820s)

3

-

6

600

Vulture 920 wing
  • 2 det (3 vulture 920s)

3

-

6

650

Vulture 530 wing
  • 2 det (3 vulture 530s)

3

-

4

400

Vulture 630 wing
  • 2 det (3 vulture 630s)

3

-

5

500

Vulture 730 wing
  • 2 det (3 vulture 730s)

3

-

6

600

Vulture 830 wing
  • 2 det (3 vulture 830s)

3

-

7

700

Vulture 930 wing
  • 2 det (3 vulture 930s)

3

-

7

750

 
Support Cards
Name Contents Break
Point
Morale Victory
Points
Cost
Citizens' Milita
Infrared platoon 10 infrared stands

3

5

1

100

Red platoon 10 red stands

4

5

1

125

Orange platoon 10 orange stands

5

4

1

150

Regular Army
Yellow Vulture platoon 6 yellow vulture stands

3

3

1

125

Heavy Yellow Vulture platoon 6 heavy yellow vulture stands

3

3

2

200

Green Vulture platoon 6 green vulture stands

3

3

1

150

Heavy Green Vulture platoon 6 heavy green vulture stands

3

3

2

225

Vulture GAT platoon 6 GAT stands

4

3

1

150

Death Trooper platoon 5 death trooper stands, 3 medium crawlers

4

2

4

450

Intsec
Red field police platoon 6 red field police stands

3

3

1

125

Blue field police platoon 6 blue field police stands, 3 armoured patrol autocars

4

2

2

250

Armoured patrol autocar platoon 3 armoured patrol autocars

2

3

1

100

General
Troubleshooter field team 4 Troubleshooter stands

special

1

50

R&D special forces platoon 4 R&D stands

2

4

0

0

Bots
Docbot 1 Docbot

-

-

1

50

Jackobot 1 Jackobot

-

-

1

50

Guardbot platoon 3 guardbots

2

-

1

100

Combot platoon 3 combots

2

-

2

175

Warbot platoon 3 warbots

2

-

2

200

Tankbot platoon 3 tankbots

2

-

2

225

Heavy Tankbot platoon 3 heavy tankbots

2

-

4

450

Light Crawler platoon 6 light crawlers

3

3

1

125

Medium Crawler platoon 3 medium crawlers

2

3

1

100

Heavy Crawler platoon 2 heavy crawlers

1

3

1

100

Mechbots
Mechbot squadron 3 mechbots

2

-

3

275

Assault Mechbot squadron 3 assault mechbots

2

-

2

250

Support Mechbot squadron 3 support mechbots

2

-

4

400

Flybots
Flybot 516 squadron 6 flybot 516s

3

-

2

225

Flybot 616 squadron 6 flybot 616s

3

-

2

250

Flybot 716 squadron 6 flybot 716s

3

-

3

275

Flybot 816 squadron 3 flybot 816s

2

-

3

275

Flybot 916 squadron 3 flybot 916s

2

-

3

325

Vulturecraft
Vulture 520 squadron 3 vulture 520s

2

-

2

200

Vulture 620 squadron 3 vulture 620s

2

-

2

250

Vulture 720 squadron 3 vulture 720s

2

-

3

275

Vulture 820 squadron 3 vulture 820s

2

-

3

300

Vulture 920 squadron 3 vulture 920s

2

-

3

325

Vulture 530 squadron 3 vulture 530s

2

-

2

200

Vulture 630 squadron 3 vulture 630s

2

-

2

250

Vulture 730 squadron 3 vulture 730s

2

-

3

300

Vulture 830 squadron 3 vulture 830s

2

-

3

350

Vulture 930 squadron 3 vulture 930s

2

-

4

375

Vulture 540 squadron 3 vulture 540s

2

-

2

200

Vulture 640 squadron 3 vulture 640s

2

-

2

250

Vulture 740 squadron 3 vulture 740s

2

-

3

300

Vulture 840 squadron 3 vulture 840s

2

-

3

350

Vulture 940 squadron 3 vulture 940s

2

-

4

400

   
Special Cards
Name Contents Break
Point
Morale Victory
Points
Cost
Registered mutants 1 registered mutant stand

1

-

1

75

Warbot model 425 Mark IV 1 Warbot model 425 Mark IV

1

-

28

2800

Darth-V-DER Darth-V-DER

1

-

1

50

Sarge-G-ANT Sarge-G-ANT

1

-

1

50

Teela-O-MLY Teela-O-MLY

1

-

1

50