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THE KHANG<br />
UNIT ORGANIZATION -<br />
Platoon Soldiers<br />
# Squads 2<br />
Squad<br />
# Troopers per Squad 10 (1)<br />
Dice Generation 6 + 1d6<br />
NCO<br />
Rep 5 (1-3) (83 pts)<br />
Rep 4 (4-6) (63 pts)<br />
Laser Pistol<br />
Rep 5 (1) (83 pts)<br />
Rep 4 (2-5) (66 pts)<br />
Troopers<br />
Rep 3 (6) (50 pts)<br />
Laser Rifle<br />
(1) Khang squads may exceed 10 but any figure over the tenth<br />
must be Rep 3 regardless of any Rep rolls made.<br />
ATTRIBUTES<br />
All Khang share the following Attributes:<br />
• Agile: When the figure is “fast moving” he does<br />
not suffer this penalty when firing. In effect a<br />
score of 8 would ignore the fast movement<br />
penalty, unless the target is fast moving.<br />
• Crappy Shot: Minus 1 to rep when firing.<br />
• Lightweight: Rolls 2d6 in melee but can only<br />
count the best individual result.<br />
• Steady: Ignore all terrain penalties when moving.<br />
• Clumsy: If when rolling for “fast moving” and a<br />
“1” is scored, he will move 1d6” instead and fall<br />
forward. He may not get up until active.<br />
WEAPONS<br />
Laser technology is the choice of the Khang.<br />
The Khang rely on a small range of weapons<br />
but all are very deadly. Their basic squad weaponry<br />
is as follows:<br />
• Laser Pistol - Carried by NCOs and officers.<br />
• Laser Rifle - Carried by all Khang infantry.<br />
SUPPORT WEAPONS<br />
In addition to the basic squad weapons the<br />
Khang have access to the following weapons. Heavy<br />
weapons are usually detached from HQ and allocated<br />
two per platoon. Choose either two different weapons<br />
or two of the same kind.<br />
• Heavy Laser Rifle– <strong>Two</strong> man team<br />
operated.<br />
• Bright Light Mortar – <strong>Two</strong> man team<br />
operated.<br />
• AP Mine – Three mines counting as one<br />
option.<br />
© 2007 Ed Teixeira – <strong>Two</strong> <strong>Hour</strong> <strong>Wargames</strong><br />
5150: Illegal Aliens<br />
10<br />
• AT Mine – Three mines counting as one<br />
option.<br />
ROBOTIC TROOPER<br />
The Khang often use rudimentary robotic<br />
troopers to support their squads. These robots are<br />
easily distinguishably from the Khang themselves. In<br />
fact, the technology used can best be described as<br />
“alien” to the Khang.<br />
See the 5150 KHANG ROBOTIC<br />
TROOPER QRS for specifics.<br />
ARMOR<br />
Khang troopers wear Reflective Armor (55<br />
points).<br />
REINFORCEMENTS<br />
KHANG REINFORCEMENTS TABLE<br />
2 = Off Board Fire Support (1)<br />
3 = Vehicle (2)<br />
4 = Robotic trooper<br />
5 = Rest of Platoon with Bright Light Mortar<br />
6 = Rest of Platoon<br />
7 = One infantry squad with Heavy Laser team<br />
8 = Heavy Laser team<br />
9 to 12 = One infantry squad<br />
(1) The side can call in for an Off Board Fire Support Mission as<br />
outlined in the 5150 rules.<br />
(2) Vehicle. When this result comes up the player will consult the<br />
appropriate Vehicle Availability table following<br />
VEHICLE AVAILABILITY<br />
1 KHANG VEHICLE AVAILABILITY<br />
1 = APC<br />
2 = APC<br />
3 = Hvy A Car<br />
4 = Lt Tank<br />
5 = Med Tank<br />
6 = Hvy Tank