by Jyrki Saari
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. |
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:
Alpha Complex troops have the following special rules:
"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.
"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.
"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.
"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.
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.
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 |
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.
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 |
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.
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.
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 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.
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 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.
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 |
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 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 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.
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+ |
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.
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.
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+ -1Tankbot
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+ |
- |
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 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 |
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 |
For details on this pinnacle of insane weaponry in the name of the Computer, go here.