Here's my attempt at a little converting. It should be fairly easy to guess which army I'm basing these on
These were something I threw together at work last night. The numbers will probably be a bit iffy, but it's a start. Comments are always appreciated.
The Taw - Asian-Themed Grey AliensSupernal - (1) Elite Specialist
M 3, RC 5+, CC 3, A 4, S 3, DR 6, W 2
Equipment: Two Decorative Blades
Abilities: Frightening, Inspiring
Any unit joined by a Supernal gains -1 RC
The decorative blades may be exchanged for a Fighting Staff
Commander - (1) Veteran Infantry
M 3, RC 4+, CC 1, A 6, S 5, DR 5, W 3
Equipment: Flame Thrower, Pulsar Cannon
Abilities: Command, Jump Jets, Walking Fire
May be upgraded to Elite. Allows 1 Hi-Tech unit to be taken, 2 if Commander is Elite. Each weapon may be exchanged for one of the following: Fusion Rifle, Missile Launcher.
Scout Leader - (2) Veteran Infantry
M 3, RC 4+, CC 2, A 5, S 4, DR 5, W 2
Equipment: Pulsar Cannon
Abilities: Command, Hidden Deployment
May be upgraded to Elite.
Scout Sniper - (1) Regular Specialist
M 3, RC 3+, CC 2, A 5, S 4, DR 4, W 1
Equipment: Pulsar Long-Rifle
Abilities: Hidden Deployment, Crack-Shot
May be upgraded to Regular.
Scout - (2) Regular Infantry
M 3, RC 4+, CC 2, A 5, S 4, DR 4, W 1
Equipment: Pulsar Cannon
Abilities: Hidden Deployment
May be upgraded to Veteran. For every three Infantry choices, one Scout may exchange their Pulsar Cannon for a Fusion Rifle.
Combat Suit - (2) Regular Hi-Tech
M 3, RC 4+, CC 1, A 6, S 5, DR 4, W 2
Equipment: Flame Thrower, Pulsar Cannon
Abilities: Jump Jets, Slow, Walking Fire
May be upgraded to Veteran. Any member may exchange their Flame Thrower for a Fusion Rifle.
Bombard Suits - (1) Regular Hi-Tech
M 3, RC 3+, CC 1, A 6, S 5, DR 4, W 2
Equipment: Twin-Rail Gun, Missile Launcher
Abilities: Slow, Steady Hands
May be upgraded to Veteran.
Trailblazers - (2) Regular Specialist
M 3, RC 4+, CC 3, A 4, S 3, DR 4, W 1
Equipment: Pulsar Carbine, Combat Blade, Marker Light
Abilities: None.
Taw Warrior Leader - (1) Regular Infantry
M 3, RC 4+, CC 3, A 4, S 3, DR 4, W 1
Equipment: Pulsar Rifle
Abilities: Command
May be upgraded to Veteran. May exchange Pulsar Rifle for Pulsar Carbine and Combat Blade.
Taw Warrior - (3) Green Infantry
M 3, RC 5+, CC 3, A 4, S 3, DR 4, W 1
Equipment: Pulsar Rifle
Abilities: None
May be upgraded to Regular. For every three infantry choices, one Taw Warrior may exchange their Pulsar Rifle for a Fusion Rifle.
Hoverbots - (3) Green Hi-Tech
M 3, RC 5+, CC 1, A 4, S 1, DR 4, W 1
Equipment: Pulsar Carbine
Abilities: Flight, Slow, Unintelligent, Walking Fire
Savage Mercenary Emissary - (1) Veteran Specialist
M 3, RC 4+, CC 5, A 2, S 4, DR 5, W 2
Equipment: Mercenary Rifle
Abilities: Lethal, Sure-Footed
May be upgraded to Elite. Allows 1 Savage unit to be taken, 2 if Emissary is Elite.
Savage Mercenaries - (2) Regular Savage
M 3, RC 4+, CC 4, A 2, S 4, DR 4, W 1
Equipment: Mercenary Rifle
Abilities: Sure-Footed
May be upgraded to Veteran.
Savage Heavy Weapon - (1) Regular Savage
M 3, RC 4+, CC 4, A 3, S 5, DR 4, W 2
Equipment: Pulsar Cannon
Abilities: Walking Fire
May be upgraded to Veteran.
Savage Hounds - (3) Green Savage
M 5, RC -, CC 5, A 1, S 4, DR 4, W 1
Equipment: None
Abilities: Lethal, Sure-Footed
Taw and Savage Mercenary WeaponsDecorative Blades
Close Combat
Fighting Staff
Close Combat, +1 S
Pulsar Carbine
12", Dam 3+d6, RoF 2:1, Move and Fire
Pulsar Rifle
18", Dam 4+d6, RoF 1:1
Pulsar Long-Rifle
36", Dam 5+d6, RoF 1:2, Cumbersome
Pulsar Cannon
18, Dam 3+d6, RoF 3:1
Flame Thrower
-, Dam 3+d6, RoF 1:2, Template 1"x8", No Cover, Terrifying
Fusion Rifle
18", Dam 5+d6, RoF 1:2, Armor Piercing
Missile Launcher
24", Dam 3+d6, RoF 1:2, Indirect, 1 1/2" AoE
Twin-Rail Gun
24", Dam 5+2d6, RoF 1:2, Cumbersome
Marker Light
24", Dam -, RoF 1:1, Other friendly units attacking this target gain RC -1
Mercenary Rifle
18", Dam 3+d6, RoF 1:1, may be used in close combat (model gets S +1)