An anti-psionic order of all female warriors, the valkyries stand apart for their lack of heavy combat armor and increased mobility. They carry lighter versions of the minigun and flamer, and some unique weapons of their own such as the melta-gun and a plasma cannon with a targetted area-of-effect mode.
They move with 5 ap per turn, and make full use of CP and interrupts.
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The ancients are a hybrid race of cyborgs. Battle hardened automatons that have the unique ability to reconsitute themselves from their pieces if they have been destroyed incompletely. Its hard to keep them down and its hard to stop their slow, powerful advance.
Most ancients have 4 ap per turn, and ancients cannot use CP or interrupt. This does make them a slower, almost plodding faction, but a few units do get 6 ap per turn. Facing the ancients in battle is a two-waved onslaught, led by faster teleporting units and followed by numerous shoulder-to-shoulder gun-toting robots.
Ancients can be deployed as blips or be purchased with points, depending on the mission scenario. When purchased with points, the majority of the units available are quite cheap and easy to build up plentiful forces with. There are a few notable exceptions to this though, such as their capital units and the wraiths, both of which have some very useful unique abilities.
Wraiths can teleport two spaces for two AP. Its the same cost as walking, but saves them the ap of opening doors, and the shot of overwatch from crossing spaces. They also shift out of phase when struck, giving them an additional roll to save when about to be destroyed.
Ancients also have a unit that increases the likelyhood that units around it will be able to regenerate the turn after they are destroyed.
They do however, know the better part of valor. If over three quarters of their forces are destroyed, they will teleport out and escape combat. The player controlling them loses if this happens.
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Hunters are a quick moving, elusive breed of warrior. They are equipped with cloaking devices that keep them safe from ranged attacks over 8 spaces away, and make them nearly impervious to melee. You can’t hit what you can’t see.
They move with 6 AP each, and can use CP.
They are accomplished with melee combat, but can carry weapons as well. Their unique weapons include a pack of flying discs that can be made to return to the thrower for a few ap, and a netgun which can immobilize an opponent and drag it around. They can also dash across several spaces at once quickly, and be immune to fire while doing so, making them agile and suited for advancing across overwatched hallways and corridors.
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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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