I've done stuff like this myself but it is incomplete:
Plan.
Wave 1
Phase 1
Earth Alliance Ground Pounders
Sergeant and 4-14 Ground Pounders 50
Name Faction Cost Size Move CC Target Armour Kill
Gropos EA 10 1 4 D6 3+ 5+ 5+
Ground Pounders, or GROPOS as they are nicknamed, are the modern day soldiers of the Earth Alliance, which trace their beginnings all they way from their Regional Battalion to the armies of their ancient nations. Lightly equipped to quickly cover ground and move through dense terrain, they can be redeployed with heavier equipment, as their rigorous training allow them to fulfil a number of battlefield training roles.
Equipment: Light Armour, dagger, heavy PPG pistol, and a combat machete.
Unit Type: Squad.
Options:
· The entire unit may upgrade their light armour to combat suits at X points each.
· The entire unit may also be equipped with grenades at X points each.
· The entire unit may trade their dagger and heavy PPG Pistol with a PPG rifle free of charge.
· One in five GROPOS may be equipped with a PPG Cannon at X points.
· One in three GROPOS may be equipped with a grenade launcher at X points.
· The entire unit can be upgraded to having Scouting Equipment at X points each. A model equipped with Scouting Equipment may not wear combat suits or carry PPG cannons.
Earth Alliance GROPOS Equipment:
Standard Issue:
Light Armour: -1 armour (Already included in profile).
Standard Issue armour of the Earth Alliance, it is cost effective, easy to make, and made with a combination of Kevlar and newer materials found on different world to create a light but durable armour, which also allows great mobility. It is not very high tech, but it does the job.
Dagger: Used in combination with the machete.
A basic survival tool and a last resort weapon, the knife can make all the difference between life and death, be it a cut off trooper hunting for food or a disarmed Ground Pounder eyeing down an alien enemy in a fight to the death.
Heavy PPG Pistol:
A larger version of the standard issue PPG found all across the Earth Alliance in places such as Mars Colony and Babylon 5, it is usually found in the hand of anything from a high ranking officer to a lowly murderer. Built with a larger calibre and more powerful charge for combat effectiveness, it greatly augment the already deadly PPG.
Range: 16” Damage: D6+1 Type: Squad.
Combat Machete: In game purposes, a GROPO is assumed to get caught in the huge brawl that is close combat. It is a mix of close range shots, dagger stabs and machete swings. Basically, in game terms the machete adds 1 to the stat of close combat attack roles. It is assumed that a model with these two weapons and a pistol uses whichever suits him best to grant the bonus, as it provides a bonus. It may also be used to cut a path through rough terrain. When moving through a jungle or forest, or any greenery containing trees for that matter, a model with a machete counts as being in open ground.
Used by soldiers all throughout Earth History, and even in most alien militaries, the machete is essential to clear rough ground, but also makes a nice close combat weapon.
Upgrades:
Combat Suits: Provide a further –1 to the stat-line of the trooper (for a 4+ save).
These are heavier versions of the standard issue Light Armour. They lessen mobility but provide extra protection. Usually entirely black, they are also used in emergency situations in bases and colonies by security in tight situations. Versatile, they are stab, heat and electrical resistant, and disperse a certain amount of force hitting it, be it a slug shot or an energy weapon.
Grenades: There are to ways of using a grenade, throwing it and hurling it. Throwing a grenade requires a ready action, and then a shoot action. It uses the following profile.
Range: 8” Damage: D6+2 Type: Grenade, thrown, pack, ready.
When hurling a grenade, a ready action is carried out, followed by a charge. The enemy cannot react to the close combat charge. This reflect throwing the grenade up high and letting it detonate above, behind or beside enemy troops to disorientate or dislodge them before a melee.
In Earth History, grenades have always done the same thing, and have always been terribly destructive. Over time the materials used to build them create more powerful explosions, but they still do the same thing their ancestors from the wars of Earth use.
PPG Rifle:
Range: 24” Damage: 2d6 Type: Squad, Auto.
The PPG rifle is a larger version of the pistol, with a longer barrel for enhanced range, a larger power cell for more powerful and rapid firing shots, a sight, and of course a recoil suppressor.
PPG Cannon:
Range: 36” Damage: 3d10 Type: Ready, AA, Mulithit.
Where the PPG rifle is a step up from the heavy duty PPG pistol, the PPG cannon is at least three or four steps ahead. IT is a weapon of mass destuction, easily able to take out enemy fires or blow chunks out of enemy armour. It is a rapid firing colossus of a weapon, like the hammer of an angry storm God.
Grenade Launcher:
Range: 20” Damage: d10 Type: Pack.
Just as grenades are still used on battlefields of this era, so too are grenade launchers, albeit engineered with better precision to nearly eliminate jams, recoil and faulty aims. A grenade launcher is assumed to already carry grenades, and the units does not need to upgrade all the models to have grenades just because there is one miniature in the unit that carries a grenade launcher.
Scouting Equipment: Allows the model to add a further –1 to cover save, as well as a +1 movement and no adverse effect against night time conditions. A model in Scouting equipment does not get hampered by moving through difficult terrain. If this choice is taken, no other options may be taken by this unit.
This consists of light armour with a cape and a set of highly advanced night vision and heat sensors, allowing communication in the dark of night using silence over great distances. The material used to build the armour is painted in camoflauge and is made of a fabric that deflects most type of scans.
Narn Regime Soldiers.
Sergeant and 4-9 Narn Regime Soldiers
Name Faction Cost Size Move CC Target Armour Kill
Soldiers NR X 1 4 D6+1 3+ 5+ 5+
The Narn are a proud are ferocious people, who originate from a peaceful farming community. This peace did not last, and ended when the Centauri arrived. They promised technological advantage and passage to the stars. They brought tyranny and enslavement. After fighting several wars against the Centauri, the Narn became great and courageous fighters, but at the same time gained a reputation as hot heads. Even a Narn Civilian know how to fights, shoot a gun, and what to do during a military action.
Equipment: Narn Clothing, dagger blades, PPG 2.8.
Unit Type: Squad.
Options:
· The entire unit may upgrade their dagger blades to have poison at X points each.
· The entire unit may also be equipped with swords at X points each.
· The entire unit may also be equipped with grenades at X points per model.
· Any models may exchange their dagger blades and PPG 2.8 to a PPG 2.8 rifle. Models equipped with PPG 2.8 rifles may not be equipped with swords.
Special Rules:
Sworn enemies:
Narn absolutely despise the Centauri for enslaving them and turning their planet into a desolate waste. Narn soldiers must charge Centauri models if they are in range, and may re-roll failed attack roles during a charge action against them. Narn may never fight alongside Centauri or another force using Centauri as allies.
Die-Hard:
Narn units never do that thing that units in battlefield evolution do when they take too many casualties.
Survivors:
Narn have been through a lot, spending most of their lives in bunkers while being attacked by better armed enemies, be it the Dilgar, Centauri, or the Shadows in ages past. Narn units never fall out of command. As soon as a unit leader dies another model in the unit takes command. To distinguish who is now leading, trade the model that takes command with the leader model. The model newly in command of the unit stays the same, and does not gain any of the original leaders stats or equipment, this is merely a method of distinguishing who the new leader is.
Narn Regime Soldiers Equipment List.
Standard Issue Equipment.
Narn Clothing:
Narn clothing is made from strong materials and fibres, for both hostile terrain on the Narn home world, and also as protection against enemies of the Regime. This creates a –1 modifier to the armour save as already included in the profile.
PPG 2.8:
A PPG 2.8 is a Narn model PPG. It is very easily concealed, and looks like a knuckleduster. It has gained an infamous reputation as many earlier versions of this model have been used in the past to assassinate Centauri occupiers.
Range: 16” Damage: d6 Type: Pistol.
Dagger Blades:
Dagger blades are long vicious flat daggers that are more like blades of the tops of glaives. They are favoured by the Narn, but trace their origins back to the Drazi. When making a charge action, the model gains an extra attack from having a pistol and a combat weapon such as a sword or dagger blade.
Upgrades.
Swords:
Swords grant the model the Piercing/1 trait.
PPG 2.8 rifle:
A larger version of the pistol.
Range: 22” Damage: D6+2 Traits: Squad, Auto.
Poison:
When applied to a dagger blade, it gains the killshot trait.
Grenades:
Refer to the Earth Alliance equipment section above.
New weapon type: Pistol.
Pistol weapons may be used to shoot with as a shoot action and fire with in close combat. However, this overuse can drain its batteries. If used in close combat add 1 to its damage value. If you roll a 1 when shooting with a pistol weapon, it is out of ammo and cannot shoot again for the rest of the turn.
Pistols may also be used in conjunction with a weapon such as a sword, machete or dagger. Not that one attack must be made with each weapon (for example, with a sword, one attack is piercing 1, while the other is d6+1 with the PPG 2.8, assuming it never ran out of ammo).
Centauri Republic Guards.
Praetor and 3 – 12 Centauri Republic Guards.
Name Faction Cost Size Move CC Target Armour Kill
Guards CR X 1 4 D6 3+ 5+ 5+
Flavour text paragraph.
Equipment: Guard armour, Vastra pistol, short sword, grenades.
Unit Type: Squad.
Options:
· The unit may be upgraded to wear duelling armour at X points each.
· The unit may exchange their Vastra pistols to Colno rifles at X points each.
· Up to two models in the unit ma be upgraded to Uzor cannons at X points each.
· Centauri Guard may also take an ammo upgrade. They may take enhance plasma batteries on either any weapon in the unit. These vary points wise with regard to the Vastra, Colno, and Uzor at X/X/X respectively.
Special Rules:
Sworn enemies:
Centauri absolutely despise the Narn who they enslaved one hundred years ago. The Centauri turned the Narn home world into a dead waste, and enslaved. The Centauri came to despise the Narn who they saw as animals, and the bitter fighting between the Centauri and Narn resistance led to greater hatred and enmity on the Centauri side.
Centauri soldiers must charge Narn models if they are in range, and may re-roll failed attack roles during a charge action against them. Centauri may never fight alongside Narn or another force using Narn as allies. Centauri units will never ‘splinter’ as a result of any casualties from Narn fire.
Protectors of the Republic:
Proud and trained to the stage of near brain washing, a Centauri guard sacrifices everything for his career: his family, status, and any hope to acquire power. As a result of this, Centauri guards never flinch.
Body Guards:
Centauri Guards act as police, soldiers and bodyguards to nobles. A non-guard model attached to the unit can never be picked off by any shooting or combat attack as a Guard will sacrifice himself to save his superior. When attacked with telepathy or psychic powers, this cannot be done. A Centauri guard cannot jump in the path of a blood vessel bursting in his noble’s head, no matter how hard he can try!
Centauri Republic Guard Equipment List.
Standard Issue Equipment.
Guard Armour:
Guard armour grants a 5+ save. It consists of metal plates and heavy lining clothing. This save is already included in the profile above.
Vastra Pistol:
A Vastra is a heavy duty pistol used by Centauri guard during war time. These are basically tiny versions of the huge gun batteries employed on Centauri warships. There gun has no stun setting or low power mode, they are simply designed to kill people with one hit, plain and simple. The Vastra is a big pistol, so large in fact that it is a joke to some races that they are small rifles. They have large chunky handles and main sections for a larger battery, and a long barrel for enhanced range.
Range: 18” Damage: d6 Type: Pistol, killshot.
Short Sword (get proper name):
The short sword is Centauri duelling blade, very similar to the short swords of Earth history. A duelling blade adds 1 to the score of each close combat dice the miniature makes. In the case of the Centauri guard above, it is already included in the profile.
Grenades:
Refer to the Earth Alliance equipment section above.
Upgrades.
Duelling armour:
This takes the form of ‘insert proper term for torso piece on platemail armour here’ made from strong alloys and enhanced material clothing around the rest of the guards padding. -1 armour save or +1 target.
Colno rifle:
Whereas most races use rifles that are basically larger versions of their pistols, the Colno is different. It consists of a drastically different design, including wiring, engineering styles, battery systems, energy re-absorbers, extra power couplings, strengthend barrels, and construction materials for peak efficiency.
Range: 28” Damage: 2xD6 Traits: Squad, Auto.
Uzor cannon:
The Uzor cannon is two steps up from the Colno rifle. Though made with the same technology, it trades energy efficiency for sheer killing power. Over the years the design of this weapon has slowly improved. This is ude to the fact that only so much can be done to meet its power specifications as its effect is highly desirable, a barrage of powerful energy bursts pounding an enemy position. The weapons were used during the Narn occupations, and have secretly been recorded as being able to kill shadows.
Range: 32” Damage: 4xd6-1 Trait: Killshot, LZ 3”, disruptor*.
New weapon trait, Disruptor.
Any model in a unit fired at by this weapon, regardless of casualties, cannot use psychic or telepathic abilities. They also lose their next action due to the concussive force of the weapon, which knocks soldier to the ground, and also disrupts non-Centauri electronics. The unit hit also loses the ability to react for the rest of the current turn.
Enhanced Plasma batteries:
The enhanced plasma batteries on either any weapon in the unit. These vary points wise with regard to the Vastra, Colno, and Uzor at X/X/X respectively. This ammo upgrade grants the following effect:
Playtest to see which works.
1. They count as being readied whenever they shoot.
2. They allow the weapon to roll double the normal number of damage dice.
3. They add +1 damage.
4. They add +2 damage.
5. Add 6 inches to their range.
6. Ignore enemy armour saves.
Negative effects:
1. Whenever you roll a 1 the weapon cannot shoot for the rest of the turn
2. If you roll a 1 the above rule applies. Then roll a d6. If you reach your kill value, make an armour save. If the save is failed remove the model as a casualty. This reflects a light burn.
3. If you roll a 1 with the weapon, then roll a d6. If you reach your kill value, remove the model from play with no armour save..
4. As number two but change the word kill to ‘target’.
5. As number 3 but change the word kill to target.
Minbari Warrior Caste
1 Leader and 4 warrior caste members. X
Name Faction Cost Size Move CC Target Armour Kill
Warrior WC X 1 5 D6 4+/6+ 4+ 6+
Flavour Text.
Equipment: Warrior Caste Armour, Crystaline Pistol, den’bok, grenades.
Unit Type: Squad.
Options:
· One model in the unit may carry a Banner at X points.
· Each model in the unit may upgrade their Crystalline Pistol to a Crystalline Rifle at X points each.
Special Rules:
Sworn enemies:
These rules are used during the era of the Earth Minbari War. The Minbari went on a rampage across the Earth Alliance due to the killing of their leader, Ducat. Though a mistake, it did not stop the Minbari warmachine. Though a highly spiritual people, the Minbari went berserk over the loss of their leader.
To represent this, in a game set in the Earth Minbari war, Minbari Warrior Caste must charge units with a human in it, and can re-roll their close combat dice against humans. In such a setting, Minbari will never fight alongside humans, no matter the circumstances. They will never ‘splinter’ as a result of human fire.
Warrior Tradition:
Minbari warrior caste have been warriors all their life, and are seen as being more violent and aggressive than other Minbari. As a result, a Minbari force may choose whether or not to play another game turn at the end of the game.
Minbari:
Minbari are very tough, and have much stronger and faster bodies than that of other races, not to mention mental determination from stamina. Therefore, a Minbari has a dodge save of 6+ which may be re-rolled.
Minbari Warrior Caste Equipment:
Standard Issue:
Warrior Caste Armour:
Warrior Caste armour is made from (insert name of material that uniforms from B5 are made with), not to mention (stealth), metal (armour).
In game terms it provides -1 armour (Already included in profile).
Den’bok:
The Den’bok is a fighting pole used by Minbari Warrior Caste. It gives the model the parry trait, and must be used two handed, so may not be used in conjunction with the pistol.
Additional effect:
1. Adds +1 to an attack dice role.
or
2. Double the normal number of attacks.
Crystalline Pistol:
This is a Minbari pistol which utilises crystalline technology to produce an energy beam projectile.
Range: 18” Damage: D6 Type: Pistol, Squad.
Grenades: See Earth Alliance entry.
Upgrades:
Crystalline Rifle:
This is a Minbari pistol which utilises crystalline technology to produce an energy beam projectile.
Range: 30” Damage: 2xD6 or d6+2 Type: Auto, Squad.
Banner:
The Minbari banner is the personal banner of the unit leader, who is a decorated Minbari hero, and ussually has a high position within the warrior (insert name of organisation type of windsword and star somethings).
A banner, throughout most histories of militaries across the universe, is a symbol of glory and a confidence booster.
A unit with a banner gains double victory points for holding an objective or table quarter.
However, it is very disheartening to see it fall to enemy hands, and can usually mean a force would break if pressured enough.
If the unit is destroyed it gives the opponent double the number of victory points.
Wave 1
Phase 2
Earth Alliance Infantry Officer.
1 Earth Alliance Officer X
Name Faction Cost Size Move CC Target Armour Kill
Officer EA 1 4 2xD6 3+ 5+ 5+
Text.
Equipment: Light Armour, dagger, heavy PPG pistol, and a combat machete.
Unit Type: Solo Leader.
Options:
· The Officer may be equipped with a combat suits at X points.
· The Officer may also be equipped with grenades at X points.
· The Officer may trade their dagger and heavy PPG Pistol with a PPG rifle free of charge.
· The Officer can be upgraded to having Scouting Equipment at X points each. A model equipped with Scouting Equipment may not wear a combat suit or carry PPG cannons.
· May take 100 points of feats.
Special Rules:
Line of sight
Any unit with a model within line of sight of an Earth Alliance Military Officer loses only one action when going out of command due to unit leader loss.
Link System
Using a ready action, the Earth Alliance Officer can promote any model in a unit to a leader once the unit leader dies.
Air strike
Due to good communications and a commanding authority, the Earth Alliance Officer may allow a re-roll of a (guess range, artillery roll, or reserve roll, once a game).
Joining the unit
If an Earth Alliance officer joins an Earth Alliance unit in his army, he immediately takes control of it. If the unit is splintered then he automatically takes command when he joins and the unit becomes active as normal. An Earth alliance officer may start the game in a unit, where he commands it, even with the sergeant or a corporal present.
Narn Regime Military Officer.
1 Narn Regime Military Officer X
Name Faction Cost Size Move CC Target Armour Kill
Leader NR 1 4 2xD6 3+ 4+ 5+
Text.
Equipment: Light Armour, dagger, PPG 2.8 pistol, Dagger Blade.
Unit Type: Solo leader.
Options:
· The Narn Regime Military Officer may upgrade its dagger blade to have poison at X points.
· The entire unit may also be equipped with swords at X points each.
· The entire unit may also be equipped with grenades at X points per model.
· Any models may exchange their dagger blades and PPG 2.8 to a PPG 2.8 rifle. Models equipped with PPG 2.8 rifles may not be equipped with swords.
· May take
Special Rules:
Sworn enemies:
Narn absolutely despise the Centauri for enslaving them and turning their planet into a desolate waste. Narn soldiers must charge Centauri models if they are in range, and may re-roll failed attack roles during a charge action against them. Narn may never fight alongside Centauri or another force using Centauri as allies.
War Hero
Chosen of the Ka’ri
Terrain master
A veteran of countless battles against oppressors, this individual has fought many battles on many locations, from prisons, to shattered cities, to bleak deserts. This model ignores the penalty for half movement in difficult terrain, but is effected normally by impassible and very difficult terrain.
Joining the unit
See Earth Alliance Officer. Also, the unit he starts the game with also use the terrain master special rules.
Centauri Republic Military Noble.
1 Centauri Military Noble X
Name Faction Cost Size Move CC Target Armour Kill
Noble CR 1 4 2xD6 3+ 5+ 5+
Text.
Equipment: Light Armour, dagger, heavy PPG pistol, and a combat machete.
Unit Type: Squad.
Options:
· The Officer may be equipped with a combat suits at X points.
· The Officer may also be equipped with grenades at X points.
· The Officer may trade their dagger and heavy PPG Pistol with a PPG rifle free of charge.
· The Officer can be upgraded to having Scouting Equipment at X points each. A model equipped with Scouting Equipment may not wear a combat suit or carry PPG cannons.
Special Rules:
Noble
House
Ordering Royal Guard (out of command)
Despot
Joining the unit
Minbari Federation Alite.
1Minbari Alite X
Name Faction Cost Size Move CC Target Armour Kill
Alite MF 1 4 2xD6 3+ 5+ 5+
Text.
Equipment: Light Armour, dagger, heavy PPG pistol, and a combat machete.
Unit Type: Squad.
Options:
· The Officer may be equipped with a combat suits at X points.
· The Officer may also be equipped with grenades at X points.
· The Officer may trade their dagger and heavy PPG Pistol with a PPG rifle free of charge.
· The Officer can be upgraded to having Scouting Equipment at X points each. A model equipped with Scouting Equipment may not wear a combat suit or carry PPG cannons.
Special Rules:
Die Hard
Thane
Commanding Presence
Hero
Joining the unit
Lesser Hero models:
· Earth Alliance Sergeant in charge.
· Narn Resistance Leader.
· Guard Officer.
· Minbar Alite-na.
Traits.
Edit options and text
Create Special rules
Profiles
Spell Check
Extra hits (3 each, and vary on race for lesser officers).
Traits.
Spell check.
Everything below need to be play tested and edited.
Plans for further Magazine articles:
Wave 1:
Phase 1: Core units
Phase 2: Characters and traits, lesser characters also, and traits for models in unit
Phase 3: Armoured Veciles
Phases 4: Elite Unit
Phase 5: Flyer
Phase 6: Troop unit
Phase 7: New races
Other races to do:
Wave 1: The big 4?
Wave 2: The League (Drazi, Brakiri, Pak’ma’ra, Abbai)
Wave 3: Warmongers (Drahk, Dilgar, Red Helms, Raiders)
Wave 4: The ancients (Shadows, Vorlons, Psi-corp, the Hand)
Narn Minbari Centauri Human
Tank 3Types of tank Shriek, Shyriech, heavy Hexus Thor, Odin
Squad Soldiers Warrior Caste Guard GROPOS
Support Vehicles D’Va’Korac Chrystalis, Shard, Folita Saris Baldur, HEL, modi
Elite Troopers Guerillas Rangers Royal Guard
Command Unit War Room Council Retainer Train Command Section
Transporter D’Va’Sten Hover APC APC
Battlefield specialists Kan’toc bearers Denbok masters Assassins, Telepaths
Gun Emplacements D’Ka’Tal, air defense Air defense, Falsin Mass Driver Platform Frey
Officer Narn General Alite Noble General Commander
Lesser Officer Reistance Leader Lesser Alite Noble Lieutenant Captain
Attached Officer Prophet of G’Quan
Bomber Bomber fighter hybrid Frigga
Fighter Fire sprite Valkyrie, Thunderbolts
Special Unit Recon Recon
Name Faction Size Move C/C Target Armour Kill
Resistance Movement Narn 1 4 D6 3 6 5
Warrior Caste Minbari 1 5 D6 5 4 7
Guard Centauri 1 4 D6-1 3 5 5
GROPOS Earth 1 4 D6-1 3 5 5
Ground Forces Drazi 1 4 D6 4 4 6
Infantry Brakiri 1 4 D6-1 3 5 5
Fighter Gaim 1 3 D6-1 4 5 6
Infantry Dilgar 1 5 D6 3 5 5
Infantry Vorlons 1 3 D10 6 3 8
Infantry Shadows 1 5 2xd6 6 3 8
Military Drahk 1 4 D6 4 5 6
Watcher Pak’ma’ra 1 3 D6-1 4 6 6
Psi-troop Psi-corp 1 4 D6-1 3 5 5
Thugs Raiders 1 4 D6-1 3 6 5
RE-check LAMI stats and cost and use that for humans and human units, or troops with similar stats: Raiders, PSI corp, Earth Alliance, Brakiri and Dilgar.