It’s been a rough weekend for me with illness, electrical outages, and internet outages. So although I have most of the work done on mechanics for the campaign system for Xenos Rampant, all that work is on pen and paper and not something I can put together quickly for this week’s article. What I can do instead, though, is make force lists for Command & Conquer! Xenos Rampant lists C&C as one of their main inspirations, and as far as inspirations go, it’s certainly one of my personal favorites. So this week, I’m converting GDI, Nod, and Forgotten arsenals! Rules text is not duplicated here, so you will need a copy of Xenos Rampant to use these.

Global Defense Initiative

Light Infantry

GDI light infantry after exiting a drop pod.

POINTS

3

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (5+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

6 / 18”

COURAGE

4+

MAX MOVEMENT

8”

ARMOUR

2

STRENGTH

5

Special Rules:

  • Firefight

  • Go To Ground

  • Stabilised Weaponry

Options:

  • Combat Medic, +2 pts

  • Disc Thrower (Heavy Weapon), +2 pts

  • Fire Support, +4 pts

  • Increased Squad Size, +2 pts

  • Drop Pods (Special Insertion), +1 pt

Jump Jet Infantry (Heavy Infantry)

GDI’s Jump Jet Infantry

POINTS

4

ATTACK

6+

ATTACK VALUE

6

MOVE

5+

DEFENCE VALUE

5+

SHOOT

Free (6+)

SHOOT VALUE

6 / 18”

COURAGE

4+

MAX MOVEMENT

6”

ARMOUR

3

STRENGTH

5

Special Rules:

  • Firefight

  • Go To Ground

  • Flying

Options:

  • Fire Support, +4 pts

  • Increased Squad Size, +2 pts

Commando

Single model unit

A GDI commando

Based this one off the Tiberian Dawn Commando instead of the Ghost Stalker so that there wouldn’t just be a “See Above” entry on the Forgotten unit list.

POINTS

12

ATTACK

Free (5+)

ATTACK VALUE

3+

MOVE

5+

DEFENCE VALUE

4+

SHOOT

Free (5+)

SHOOT VALUE

4+ / 18”

COURAGE

3+

MAX MOVEMENT

8”

ARMOUR

4

STRENGTH

5

Special Rules:

  • Back Into The Fray

  • Firefight

  • Ranger

  • Armour-Piercing

  • Assault Doctrine

  • Demolitions

  • Infiltrator

Options:

  • Fire Support, +4 pts

APC (Transport Vehicle)

GDI’s Amphibious APC

POINTS

4

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

6

SHOOT

-

SHOOT VALUE

-

COURAGE

4+

MAX MOVEMENT

10”

ARMOUR

5

STRENGTH

5

Special Rules:

  • All-Terrain

  • High-Powered Blades

  • Transport (5)

  • Unarmed

  • Vehicle

Options:

  • Transport (10), +1 pt

Wolverine

Because Wolverines would fall somewhere between Elite Infantry and Combat Vehicles, there’s no satisfying way to represent them in Xenos Rampant. Either you make them a Combat Vehicle that’s no faster than Infantry, or you make them Elite Infantry with all the benefits of a commando unit. So I’ve left out stats for these.

Titan (Fighting Vehicle)

A GDI Titan walker

POINTS

8

ATTACK

6+

ATTACK VALUE

4+

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

4+ / 18”

COURAGE

3+

MAX MOVEMENT

6”

ARMOUR

6

STRENGTH

5

Special Rules:

  • All-Terrain

  • Anti-Tank

  • Demolitions

  • High-Powered Blades*

  • Line-Breaker

  • Vehicle

  • Walker

*Xenos Rampant’s rules primarily focus on Infantry, and doesn’t rename a mechanic when it’s used for combat vehicles. High-Powered Blades in the context of Combat Vehicles is just how the system mechanically handles running over or stepping on infantry.

Options:

  • Green Crew, -1 pt

  • Veteran Crew, +2 pts

Juggernaut (Fighting Vehicle)

GDI’s Juggernaut mobile artillery.

POINTS

10

ATTACK

6+

ATTACK VALUE

4+

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

4+ / 48”

COURAGE

3+

MAX MOVEMENT

6”

ARMOUR

5

STRENGTH

5

Special Rules:

  • All-Terrain

  • Anti-Personnel Specialism

  • Area Effect

  • Artillery

  • High-Powered Blades

  • Indirect Fire

  • Lightly Armoured Vehicle

  • Vehicle

  • Walker

Options:

  • Green Crew, -1 pt

  • Veteran Crew, +2 pts

Disruptor (Fighting Vehicle)

GDI’s Disruptor Tank

POINTS

7

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

4+ / 12”

COURAGE

3+

MAX MOVEMENT

7”

ARMOUR

6

STRENGTH

5

Special Rules:

  • All-Terrain

  • Anti-Tank

  • Area Effect

  • Close-Quarters Doctrine

  • Combat Engineering Vehicle

  • Demolitions

  • High-Powered Blades

  • Line-Breaker

  • Slow

  • Vehicle

Options:

  • Green Crew, -1 pt

  • Veteran Crew, +2 pts

Hover MLRS (Fighting Vehicle)

GDI’s Hover MLRS

POINTS

7

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

4+ / 18”

COURAGE

3+

MAX MOVEMENT

8”

ARMOUR

6

STRENGTH

5

Special Rules:

  • All-Terrain

  • Anti-Tank

  • Area Effect

  • High-Powered Blades

  • Light Armoured Vehicle

  • Skimmer

  • Vehicle

Options:

  • Green Crew, -1 pt

  • Veteran Crew, +2 pts

Orca Fighter (Fighting Vehicle)

GDI’s Orca Fighter

POINTS

8

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

4+ / 18”

COURAGE

3+

MAX MOVEMENT

8”

ARMOUR

6

STRENGTH

5

Special Rules:

  • All-Terrain

  • Anti-Tank

  • Area Effect

  • Flying

  • High-Powered Blades

  • Light Armoured Vehicle

  • Vehicle

Options:

  • Green Crew, -1 pt

  • Veteran Crew, +2 pts

Brotherhood of Nod

Light Infantry

Shouldn’t this just be a copy/paste of Light Infantry? Yeah, it should. But I snagged Confessors from C&C 3 because it was cool and gave some added flavor.

POINTS

3

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (5+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

6 / 18”

COURAGE

3+

MAX MOVEMENT

8”

ARMOUR

2

STRENGTH

5

Special Rules:

  • Firefight

  • Go To Ground

  • Fanatical Discipline

Options:

  • Rocket Infantry (Armour-Piercing & Heavy Weapon), +3 pts

  • Confessor (Brutal Leader), +1 pt

  • Fire Support, +4 pts

  • Increased Squad Size, +2 pts

Cyborgs (Heavy Infantry)

Nod Cyborgs

POINTS

6

ATTACK

6+

ATTACK VALUE

6

MOVE

5+

DEFENCE VALUE

5+

SHOOT

Free (6+)

SHOOT VALUE

6 / 18”

COURAGE

4+

MAX MOVEMENT

5”

ARMOUR

3

STRENGTH

5

Special Rules:

  • Firefight

  • Go To Ground

  • Heavy Weapon

  • Mechanoid

  • Regeneration

  • Slow

  • Stabilised Weaponry

Options:

  • Increased Squad Size, +2 pts

Cyborg Commando

Single model unit

Nod’s Cyborg Commando

POINTS

14

ATTACK

Free (5+)

ATTACK VALUE

4+

MOVE

5+

DEFENCE VALUE

4+

SHOOT

Free (5+)

SHOOT VALUE

4+ / 18”

COURAGE

3+

MAX MOVEMENT

5”

ARMOUR

5

STRENGTH

5

Special Rules:

  • Back Into The Fray

  • Firefight

  • Ranger

  • Anti-Tank

  • Heavy Weapon

  • Mechanoid

  • Regeneration

  • Slow

  • Stabilised Weaponry

  • Super Heavy Armor

Options:

  • Fire Support, +4 pts

Subterranean APC (Transport Vehicle)

You know what? Close enough.

POINTS

5

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

6

SHOOT

-

SHOOT VALUE

-

COURAGE

4+

MAX MOVEMENT

10”

ARMOUR

5

STRENGTH

5

Special Rules:

  • All-Terrain

  • High-Powered Blades

  • Subterranean Transit (Special Insertion)

  • Transport (5)

  • Unarmed

  • Vehicle

Options:

  • Transport (10), +1 pt

Attack Buggy (Soft-skin Vehicle)

Nod Buggy

POINTS

5

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

6

SHOOT

6+

SHOOT VALUE

5+ / 12”

COURAGE

4+

MAX MOVEMENT

12”

ARMOUR

3

STRENGTH

5

Special Rules:

  • All-Terrain

  • Technical

  • Armour-Piercing

  • Close Quarters Doctrine

  • Vehicle

Attack Cycle (Soft-skin Vehicle)

Nod Attack Cycles

POINTS

6

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

6

SHOOT

6+

SHOOT VALUE

5+ / 18”

COURAGE

4+

MAX MOVEMENT

12”

ARMOUR

3

STRENGTH

5

Special Rules:

  • All-Terrain

  • Technical

  • Anti-Tank

  • Vehicle

Devil’s Tongue Flame Tank (Fighting Vehicle)

Nod’s Devil’s Tongue Flame Tank

POINTS

6

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

4+ / 12”

COURAGE

3+

MAX MOVEMENT

8”

ARMOUR

6

STRENGTH

5

Special Rules:

  • All-Terrain

  • Anti-Personnel Specialism

  • Area Effect

  • Close Quarters Doctrine

  • Combat Engineering Vehicle

  • High-Powered Blades

  • Light Armoured Vehicle

  • Subterranean Transit (Special Insertion)

  • Vehicle

Options:

  • Green Crew, -1 pt

  • Veteran Crew, +2 pts

Stealth Tank (Fighting Vehicle)

It’s like a big cat of some kind.

POINTS

7

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

4+ / 18”

COURAGE

3+

MAX MOVEMENT

8”

ARMOUR

6

STRENGTH

5

Special Rules:

  • All-Terrain

  • Anti-Tank

  • Cloaking Device

  • High-Powered Blades

  • Light Armoured Vehicle

  • Vehicle

Options:

  • Green Crew, -1 pt

  • Veteran Crew, +2 pts

Banshee (Fighting Vehicle)

A Nod Banshee

POINTS

6

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

4+ / 18”

COURAGE

3+

MAX MOVEMENT

8”

ARMOUR

6

STRENGTH

5

Special Rules:

  • All-Terrain

  • Anti-Tank

  • Flying

  • High-Powered Blades

  • Light Armoured Vehicle

  • Vehicle

Options:

  • Green Crew, -1 pt

  • Veteran Crew, +2 pts

The Forgotten

There’s just not a lot of good images for the Forgotten, but I refused to exclude them. So they get a list.

Mutant Soldier (Light Infantry)

A Forgotten Scavenger

POINTS

3

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (5+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

6 / 18”

COURAGE

4+

MAX MOVEMENT

8”

ARMOUR

2

STRENGTH

5

Special Rules:

  • Firefight

  • Go To Ground

  • Guerillas

  • Regeneration

Options:

  • Rocket Infantry (Armour-Piercing & Heavy Weapon), +3 pts

  • Infiltrators, +1 pt

  • Inspirational Leader, +2 pts

  • Increased Squad Size, +2 pts

Mutant Sniper (Recon)

POINTS

5

ATTACK

7+

ATTACK VALUE

6

MOVE

Free (5+)

DEFENCE VALUE

6

SHOOT

7+

SHOOT VALUE

5+ / 24”

COURAGE

5+

MAX MOVEMENT

8”

ARMOUR

1

STRENGTH

5

Special Rules:

  • Firefight

  • Hard to Target

  • Open Order

  • Regeneration

  • Sniper Team

Options:

  • Infiltrators, +1 pt

  • Inspirational Leader, +2 pts

Ghost Stalker

Single model unit

POINTS

11

ATTACK

Free (5+)

ATTACK VALUE

4+

MOVE

5+

DEFENCE VALUE

4+

SHOOT

Free (5+)

SHOOT VALUE

4+ / 18”

COURAGE

3+

MAX MOVEMENT

8”

ARMOUR

4

STRENGTH

5

Special Rules:

  • Back Into The Fray

  • Firefight

  • Ranger

  • Anti-Tank

  • Heavy Weapon

  • Regeneration

Options:

  • Fire Support, +4 pts

Tiberian Fiends (Lesser Xenomorphs)

POINTS

8

ATTACK

5+

ATTACK VALUE

4+

MOVE

Free (6+)

DEFENCE VALUE

5+

SHOOT

6+

SHOOT VALUE

5+ / 12”

COURAGE

4+

MAX MOVEMENT

12”

ARMOUR

3

STRENGTH

5

Special Rules:

  • Open Order

  • Ranger

  • Cunning

  • Xenomorph Ranged Attack

  • Anti-Tank

  • Close Quarters Doctrine

  • Regeneration

Armoured Bus (Soft-skin vehicle)

Some Dropzone Commander minis because they have the right vibe.

POINTS

4

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

6

SHOOT

-

SHOOT VALUE

-

COURAGE

4+

MAX MOVEMENT

10”

ARMOUR

3

STRENGTH

10

Special Rules:

  • Vehicle

  • Large Vehicle

  • Transport (5)

  • Unarmed

Armoured Automobile

Concept art of the Technical from C&C: Generals

POINTS

5

ATTACK

6+

ATTACK VALUE

6

MOVE

Free (6+)

DEFENCE VALUE

6

SHOOT

6+

SHOOT VALUE

5+ / 12“

COURAGE

4+

MAX MOVEMENT

12”

ARMOUR

3

STRENGTH

10

Special Rules:

  • Vehicle

  • All-Terrain

  • Technical

  • Armour-Piercing

  • Close Quarters Doctrine

Concluding Thoughts

This was fun to do as a test of the flexibility of the Xenos Rampant rules system, and it really did help me get a sense of what sort of armies can be built with these rules.

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