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Nethulk Factions - Aliens

November 26th, 2008

The Aliens inhabit the floating hulks and hivelike nests. Packed with close combat units and optionally longer ranged weapons, the aliens are a quick moving army well suited to overtaking opponents and overwhelming them with numbers.

They are almost always deployed as blips.

Close combat aliens have 6 ap each, others are limited to 4 ap. Aliens do not use CP and cannot interrupt.

Aliens can be selected as three different sets of blips; Standard, Expanded, and Maximum.

  • Standard - All blips contain 1 to 3 of the standard close-combat unit. Balance is usually better if more blips per turn are given to the alien player choosing the standard configuration, as the strategies for playing this style are typically mass-and-overwhelm.
  • Expanded - The expanded set includes both standard close combat units and aliens using ranged weapons. Blips that spawn as standard can have 1 to 6 aliens. Ranged weapon blips are single aliens carrying toned-down versions of weapons available to other armies, such as rocket launchers, miniguns, plasma weapons, and can spawn as aliens with psionic abilities as well.
  • Maximum - This set of blips contain new weapons that include the expanded set with multiple aliens per expanded blip, and add weapons such as spike launchers, gas area-effect weapons, and much more. These are very powerful and should usually be taken into account as an advantage, and afford extra points to the opposing army.

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