Cimexian List for Future War Commander

  • Cimexian Worlds:

The Cimexians evolved on a high gravity planet,with extreme concentrations of toxic heavy metals & radiation. The dominant caste is giant (human size) telepathic, limbless flatworms that use their enhanced mental abilities to manipulate ceramic body armour with built in chemical projection ‘flamethrower’ type weaponry. They also use their telepathic abilities to control the lesser (Warrior & Worker) type species which take the forms of giant slow moving heavily armoured ‘snail’ creatures; multi-limbed scuttling, fast moving crawlers or giant multi-legged walkers types. There are a few ‘flyer’ variants but their numbers are limited. A typical Cimexian world will have strong gravity, high levels of volcanic activity (-1 on all enemy air superiority roles), a lot of vegetation, swamps, open water and high temperature; and an extreme level of toxic metals & chemicals in the atmosphere, flora, forna, soil and water. This makes them attractive for mineral & chemical extraction by other space-faring civilisations, but not usually for colonisation. NB: the ‘shells’ of the giant snail type creatures are almost 100% heavy metals making hunting them very lucrative indeed (but dangerous!). Cimexians live in bio-engineered coral underwater cities and will use bio-formed coral-polyp field defences as well.

  • Aquatic Life form (counts as amphibious)
  • Chemical ‘flame-thrower’ style technology & molten corrosive liquids (Plasma)
  • Bio-engineering – “Psi-attack” capabilities
  • Troops are graded into a hierarchical caste system: Leader (Command), Warrior, Worker (Support) & Technical (Recce)
  • Ceramic Armour (has a +1 on save dice against hits from other Flamethrower or Plasma Weapons, but is vulnerable +1 to hit for HVP weapons). Ceramic Armour applies to all: except crawlers, walkers & airborne variants.

Advanced Technology & Flexible Doctrine

Air Superiority: +1 modifier dice role

All units have:

  • Restricted Vision (except Recce & airborne);
  • Tunnelling ability (except airborne units).Units equipped with tunneller or airborne ability are the only troops that can deploy in Reserves
  • Amphibious (except airborne), move at 5cm when crossing water terrain & must be issues with a separate order to do so.NB: can also‘tunnel’ (submerge) in water features. Also immune to effects of Toxic Ditch defences.

Assets:

  • Preliminary Bombardment: x 1 @ 50pts

Troops

Troop Type / Figure Type / Arm / Move / Attacks / Assault / Hits / Save / Cost / Restrictions / Notes:
CO(CV10) / HOMON / Command / 60F / 3/30 / n/a / 6 / 6 / 150 / 1 / Aquatic/Tunneller
HQ (CV8) / TRETRAN / Command / 30F / 3/30 / n/a / 4 / 6 / 60 / -/3 / Aquatic/Tunneller
FAO(CV 8) / TRETRAN / Command / 30F / n/a / n/a / 4 / 6 / 45 / -/-[2] / Aquatic/Tunneller
FAC(CV8 ) / TRETRAN / Command / 30F / n/a / n/a / 4 / 6 / 45 / -/-[1] / Aquatic/Tunneller
Recce* (Technical caste) / ACARIN / Recce / 35G / 1/20 / 1 / 3L / 4T / 80 / -/2 / S. Target Designator, Adaptive Camouflage,
Scout APC * (Technical caste) / GYRIN / Recce / 25F / 2/20 / 2 / 3L / 4T / 90 / -/3 / S. Target Designator, Tunneller, Stubborn, Adaptive Camouflage,Can transport 2 units ‘Infantry’ Warrior caste (not Manton),
Infantry Unit (Warrior caste Scouts) / ‘Infantry’ / Recce / 15F / 1/20 / 2 / 3L / 3T / 60 / -/2 / Flamethrower, Elite, Stubborn, Tunneller, Adaptive Camouflage,
Infantry Unit (Warrior caste ) / ‘Infantry’ / Infantry / 10F / 2/10 / 2 / 3L / 6T / 25 / 3/- / R, Flamethrower, Stubborn, Tunneller, Adaptive Camouflage,
Infantry Unit (Warrior caste Elite) / Heavy ‘Infantry’ / Infantry / 15F / 3/10 / 3 / 3L / 5T / 60 / -/- / R, Flamethrower, Elite, Stubborn, Tunneller, Adaptive Camouflage,
Infantry Unit (Warrior caste Assault) / MANTON
(Giant ‘infantry’) / Infantry / 15F / 1/10 / 6 / 4 / 4T / 85 / -/3 / R, Flamethrower, Elite, Stubborn, Tunneller, Adaptive Camouflage
Light Tank (Warrior caste) / ISOP / Armour / 20F / 4/60 / 3 / 4 / 4T / 205 / -/9 / R,S: Flamethrower, Stubborn, Tunneller, Adaptive Camouflage, Auto-Linked Plasma Weapon
Medium Tank (Warrior caste) / COCCID / Armour / 15F / 5/60 / 4 / 5 / 4T / 250 / -/6 / R,S: Flamethrower, Stubborn, Tunneller, Adaptive Camouflage, Auto-Linked Plasma Weapon
Heavy Tank (Warrior caste) / TETTIGON / Armour / 10F / 6/60 / 6 / 6 / 4T / 315 / -/3 / R,S: Flamethrower, Stubborn, Tunneller, Adaptive Camouflage, Auto-Linked Plasma Weapon
Heavy Tank (Warrior caste) / IXOD / Armour / 10F / 8/60 / 6 / 6 / 3T / 410 / -/3 / R,S: Flamethrower, Stubborn, Tunneller, Adaptive Camouflage, Auto-Linked Plasma Weapon
APC (Warrior caste) / MARIN / Armour / 15F / 1/10 / 2 / 4 / 5T / 60 / -/6 / R, Stubborn, Tunneller, Adaptive Camouflage, Psi-weapon attack (2 x carrying space )
SPAT (Worker caste) / AGROM / Armour / 15F / 3/100# / 1 / 4 / 6T / 120 / -/3[6] / R, Smart Missiles, Stubborn, Tunneller, Adaptive Camouflage, Auto-linked
SPG – Plasma Artillery (Worker caste) / CERCON / Armour / 15F / 6/120 / 1 / 4 / 6T / 230 / -/3[6] / R./S.Plasma weapon, Stubborn, Tunneller, Adaptive Camouflage, Auto-linked, Slow firing
4-legged scorpion tailed ‘crawler’ (Warrior caste) / MELLIF / Armour / 30F / 4/10 / 4 / 3 / 6T / 105 / -/3 / R./S. Pulse weapon, Tunneller, Adaptive Camouflage,
6-legged ‘crawler’ (Warrior caste) / LECTUL / Armour / 35F / 3/10 / 5 / 4 / 5T / 115 / -/3 / R./S. Pulse weapon, Tunneller, Adaptive Camouflage,
6-legged scorpion tailed ‘crawler’ (Warrior caste) / CASTAN / Armour / 35F / 6/20 / 5 / 4 / 5T / 180 / -/3 / R./S. Pulse weapon, Tunneller, Adaptive Camouflage,
8-legged ‘crawler’ (Warrior caste) / DERMES / Armour / 35F / 2/20 / 8 / 5 / 4T / 120 / -/1 / R./S. Pulse weapon, Tunneller, Adaptive Camouflage,
2 – legged Walker Unit (Warrior caste) / APIS / Armour / 15F / 2/30 / 3 / 4 / 4T / 80 / -/4 / R, S. Flamethrower, Stubborn, Tunneller, Adaptive Camouflage
2-legged Walker Unit (Warrior caste) / TALITRI / Armour / 15F / 3/30 / 4 / 4 / 4T / 110 / -/2 / R, S. Flamethrower, Stubborn, Tunneller, Adaptive Camouflage
4 – legged Walker Unit (Warrior caste) / CHILON / Armour / 15F / 4/20 / 6 / 4M/S / 4T / 260 / -/-[6] / R/S (Primary weapon): Flamethrower. (Secondary weapon): 4/40 Plasma weapon: Auto-Linked weapons. Stubborn
6- legged Walker Unit (Warrior caste) / DIPLON / Armour / 20F / 6/20 / 9 / 6M/S / 3T / 435 / -/-[4] / R/S (Primary weapon): Flamethrower. (Secondary weapon): 6/40 Plasma weapon: Auto-Linked weapons. Stubborn
Air Defence 6-legged ‘scorpion tailed’ (Worker caste) / DANAUS / Artillery / 30F / 6/120# / 3 / 3 / 5T / 174 / -/2 / All Round Vision; Anti-Aircraft,Stubborn, Adaptive Camouflage, Auto-linked, Slow firing
Artillery Unit (Worker caste) / ANTHOM / Artillery / n/a / 2/120 / n/a / 3 / 6 / 45 / -/[6] / Off-table: Plasma weapon, (counts as Towed), Slow firing
Artillery Unit (Worker caste) / LYGAN / Artillery / n/a / 4/120 / n/a / 3 / 6 / 95 / -/[4] / Off-table: Plasma weapon, (counts as Towed), Slow firing
Artillery Unit (Worker caste) / PHYTOS / Artillery / n/a / 6/120 / n/a / 3 / 6 / 145 / -/[4] / Off-table: Plasma weapon, (counts as Towed), Slow firing
Small Aerospace unit (Warrior caste) / NEPTIS / Air / 100A / 4/120 / n/a / 3 / 5 / 140 / -/3 / S.Pulse Weapons, Not Amphibious or Tunnelling
Medium Aerospace unit (Warrior caste) / THYSAN / Air / 100A / 8/120 / n/a / 3 / 5 / 260 / -/3 / S. Pulse Weapons, Not Amphibious or Tunnelling
Large Transport units (Worker caste) / Chilo / Transport / 30F / 1/10 / 4 / 4 / 5T / 110 / -/2 / R,S: Adaptive Camouflage, Stubborn, Amphibious & TunnellingPsi-weapon attack (4 x carrying spaces)
VTOL Transport unit (Worker caste) / ORTHON / Transport / 100G / 2/10 / 4 / 4 / 5T / 195 / 1/[3] / R,S: Adaptive Camouflage, Stubborn, Not Amphibious or Tunnelling,Psi-weapon attack (6 x carrying spaces)

Note:

Walkers have long legs, Crawlers have shorter legs.

Worker caste = Support Troops

Only ‘Infantry’ can be carried in APC or Transport units (but not Manto) – each carrying space is one ‘infantry’ unit

Adaptive Camouflage: counts as being in partial cover when in the open and under direct fire.

Stubborn: do not roll for fall-back and will not retreat in close assault; No flanks or rear.

Tunneller may Tunnel during the Initiative phase, but may not tunnel closer than 5cm to an enemy unit.

Flamethrower - always count target as being in open & all units hit to max range.

Psi-weapon= Telepathic Blast Wave (from Bug Colony 7429 list) - all enemy troops within range & every direction are hitand count as being in the open

F = Amphibious & Foot; G = Grav; A = Airborne

Brigade Models –Directory

  • BUG300-001: Agrom (missile-launching Bug) - Smart Missiles
  • BUG300-002: Anthom (artillery Bug)
  • BUG300-003: Acarin (recon Bug)
  • BUG300-004: Phytos (artillery Bug)
  • BUG300-005: Cercon (plasma artillery Bug)
  • BUG300-006: Marin (APC Bug)
  • BUG300-007: Chilon (4-legged large walker Bug)
  • BUG300-008:Diplon (6-legged large walker Bug)
  • BUG300-009:Homon (Brain Bug)
  • BUG300-010: Tretran (small Brain Bug)
  • BUG300-011:Manton (Bug walker) - large 'infantry' bug
  • BUG300-012:Chilo (large transport Bug)
  • BUG300-014:Isop (light tank Bug)
  • BUG300-015:Tettigon (heavy tank Bug)
  • BUG300-016:Ixod (heavy tank Bug)
  • BUG300-017:Coccid (medium tank Bug)
  • BUG300-018:Lygan (salvo artillery Bug)
  • BUG300-019: Bug ('infantry') [x24]
  • BUG300-020:Bug (heavy 'infantry') [x16]
  • BUG300-022:Gyrin (scout APC Bug)
  • BUG300-023:Prion (large APC Bug) -
  • BUG300-024:Orthon (VTOL Transport Bug) - drop-ship style
  • BUG300-025:Neptis (small Aerospace Bug)
  • BUG300-026:Thysan (medium aerospace Bug)
  • BUG300-028:Dermes (8-legged crawler Bug) - speed
  • BUG300-029:Danaus (6-legged 'long scorpion-tailed' crawler Bug) - speed
  • BUG300-030:Lectul (6-legged crawler Bug) - speed
  • BUG300-031:Castan (6-legged 'scorpion-tailed' crawler Bug) - speed
  • BUG300-032:Mellif (4-legged 'scorpion-tailed' crawler Bug) - speed
  • BUG300-033:Talitri (2-legged walker Bug)
  • BUG300-034:Apis (2-legged small walker Bug)