Wednesday, 25 November 2015

Far Eastern Corporate Mercenaries army list PDF for Alien Squad Leader (ASQL)

Following up on the excellent essay 'So, Why play Alien Squad Leader?' by Alex Self author of the game system we have another treat for players of ASQL today with a free army template.  This template is given in plain type PDF for easy reference or printing at home or on the screen.  You can download it from our dropbox for free by clicking HERE and you can find Alien Squad Leader on its page at HERE.  Enjoy!

Far Eastern Corporate Mercenaries 
Human mercenary armies belonging to the wealthy clan corporations of the Earth’s far east, where profit is king, and the maintenance of a precarious balance of power within their sphere of influence is the primary motivation of the clan masters. This political world encompasses galaxies, and clans both great and small, who will often consider selling their services to other human, or even alien powers for even a small, calculated advantage. Their dominance has been based on the adherence to a strict hierarchy and cultural code of honour that even their most humble warriors are expected to obey.

This army template is a new one not in the book and its a V2 play test one meaning it can be subject to change but we have found it pretty rugged and ready to be used on your wargaming table.  It was designed around two central ideas those being a new way to fight and motivate an army (which is the basis for all new templates in ASQL) and secondly the Corporate Ashigaru miniatures in the HOF 15mm Science Fiction range.  You can find those HERE on a refined search on our website.

HOF22 Corporate Ashigaru Personalities
This pack contains ten white metal 15mm miniatures human males dressed in cyberpunk neo-japanese armour taken from the following poses.  A Cyber Diamyo with separate back banners, a Standard Bearer, a Communications trooper, a Medic, a signaller or assistant Ashigaru and two poses of dead Corporate Ashigaru.  Every pose is in the pack with additional random extras.  Perfect for commanding your Corporate Ashigaru force in the field.

HOF23 Corporate Ashigaru Troopers II
This pack contains ten white metal 15mm miniatures human males dressed in cyberpunk neo-japanese armour taken from the following poses.  Trooper running with SMG, Trooper with SMG throwing a grenade and Trooper kneeling with SMG.  Every pose is in the pack in fairly equal amounts.  Alongside HOF76 this pack is your core infantry for Corporate Ashigaru.

HOF24 Corporate Ashigaru Support
This pack contains ten white metal 15mm miniatures human males dressed in cyberpunk neo-japanese armour taken from the following poses.  Trooper with shoulder held missile launcher, Trooper with heavy energy weapon, Trooper with mini-gun.  Every pose is in the pack in fairly equal amounts.  Alongside HOF76 and HOF23 this pack is your 'up gunning support' for your Corporate Ashigaru squads. 

HOF25 Corporate Ashigaru Leaders
This pack contains ten white metal 15mm miniatures human males dressed in cyberpunk neo-japanese armour taken from the following poses.  Lesser Officer with Sword and Pistol, Lesser Officer running with sword (separate back banner), Lesser Officer advancing with sword (separate back banner).  Every pose is in the pack in fairly equal amounts.  This pack is your squad leaders for Corporate Ashigaru. 

HOF76 Corporate Ashigaru Troopers
This original pack contains ten white metal 15mm miniatures human males dressed in cyberpunk neo-japanese armour taken from the following poses.  Trooper standing with SMG, Trooper with SMG running and Trooper advancing with SMG.  Every pose is in the pack in fairly equal amounts. Alongside HOF23 this pack is your core infantry for Corporate Ashigaru.

HOFP01 Corporate Ashigaru Platoon
A special pack containing one of every pose we have of the Corporate Ashigaru.  A sampler if you will or the ultimate skirmishing character pack.  A total of nineteen miniatures taken from codes HOF22,HOF23,HOF24,HOF25 and HOF76.  Leaders, Personalities, Troopers, Support Weapons, Casualties.  Save 10% off single miniature purchase.  

Each miniature stands approx 16mm tall from sole of foot to top of head and aside from those with back banners supplied they are all one piece white metal castings.  All designed by Elton Waters.  Every pack can be purchased as a pack or as single miniatures or as 'buy three packs save 10%' on the page.  With the exception of the platoon pack.

Thanks for Reading.


Tuesday, 24 November 2015

So Why Play Alien Squad Leader? by Alex Self

It is my great pleasure to introduce an essay written by the author of Alien Squad Leader (ASQL) which gives the author's ideas behind the game system and his hopes for it and for wargamers who love 15mm scale science fiction.  Read on below and you can find ASQL on our website HERE. You can also download this essay as a free PDF from our dropbox account by clicking HERE.  Enjoy! GBS

So, Why Play Alien Squad Leader?
By Alex Self

Why aren’t you playing Alien Squad Leader (ASQL)? I do get concerned that the game is easily dismissed by veteran gamers, but why do I think this? After a casual perusal of the rules, I guess it is easy to notice the core 2D6 game mechanics, the limited classification of weapons and armour, and the generic army templates, and make the assumption that this is a simplified game for beginners, with little to recommend it to the veteran gamer. Or, perhaps you are a wargamer that needs his science fiction battles to be grounded in a strong narrative background with game mechanics that represent plausible outcomes bearing some resemblance to contemporary combat experience, so that your imagined miniature warfare is as realistic as possible? 

Well, I confess, ASQL does indeed have simplified and stylised core rules, with no coherent background or setting that attempts to explain how all the various factions might co-exist within the same universe. Silly and inexplicable combat outcomes are possible! But this is not an oversight. It is a deliberate development of a game that attempts to satisfy some key requirements. Allow me to explain to you what I had in mind when designing the game.

Big Games with Lots of Miniatures
I like playing big battle games. I originally conceived ASQL as the science-fiction equivalent of the large 15mm Ancient and Medieval battles that I played using the DBM rules by Phil Barker and Richard Bodley Scott. They typically involved hundreds of miniatures.  In order to make this work with long-ranged weapons, I had to scale down the numbers to a large-scale skirmish, but I was still thinking in the region of around 100 figures and 3 – 8 vehicles per side, on a standard 6 foot by 4 foot wargames table. It is perfectly possible to play a game of this size with ASQL (a 200 point game) to a satisfactory conclusion within 3 hours. However, to accomplish that, you need streamlined and efficient game mechanics, with minimal reference to the rule book, so that the players can concentrate on manoeuvring their miniature armies and making tactical decisions, not poring over charts and tables.

Incidentally, it is not essential to collect a large army to enjoy ASQL. You can have a perfectly satisfactory game on a 4 foot by 4 foot table using 100 point armies – around 50 figures and 3 vehicles per side. And all within an hour and half.

Tactics over Number Crunching
I have read that a good game allows the players to make many meaningful decisions that give them a chance to influence the outcome of the game by the choices they make. A random factor is required to represent the element of chance, and to provide the excitement of risk, but, on the whole, the choices made available to a player in the game must provide them with the opportunity to win the game by exercising their skill in decision-making, which are, in turn, based on sizing up priorities and probabilities. ASQL provides many such opportunities; which units do you attempt to activate first when your command phase could end (via a failed command test) at any moment? Should you move your units as a group (easier to move, but making a good target) or individually? Should a unit stand and fire at the enemy or seek to out-manoeuvre them (at double speed)? Should your command stands take part in the fighting or keep out of harm’s way? Should you seek to degrade the effectiveness of enemy units or attempt to destroy each enemy unit outright?

ASQL is quick. The basic 2D6 mechanics can be easily understood over the course of a single game, but the cumulative consequences of making many, many, rapid decisions over the course of the game is not.  And here is where the challenge lies. Especially when you consider that each army template includes a combination of special rules and unit composition which defines their unique strengths and weaknesses in the game, and which may limit or diversify their tactical options.

Competition Friendly
ASQL acknowledges the pleasure of a game that is a battle of wits between opponents, rather than emphasising co-operative/group play, or driving a narrative. The timing of decisions is important, as an outcome can have a knock-on effect that can then be exploited by the next action determined by the active player. Within this context, clever exploitation of the game mechanics is accepted, and even encouraged. Therefore it is important that the rules are relatively “clean” and unambiguous. This is another reason for the simplicity of the core rules, for, as you can imagine, once special rules are introduced, the variety of exceptions to the norm multiplies and it becomes increasingly difficult to anticipate every combination of circumstances that could arise in the game.

Also important in competitive gaming is the perceived fairness of the game, opportunities for optimising army builds, and clear win conditions. ASQL’s play testers try hard to ensure that all the available armies possess not only a unique character, but that they all have a fair chance of winning the game, if played well. We acknowledge that some armies are more straightforward to use effectively than others, but we strive to ensure that all of them are capable of winning, especially if the army composition is determined before randomly generating the game scenario. There are no “super-units” in ASQL, but most army templates will force players to make hard choices between a variety of effective unit types. Generally speaking, most armies will trade-off between durability/firepower and manoeuvrability/quantity, although some of the armies (non-humanoid aliens especially) are intentionally limited in choice. The scenarios have different objectives that have the effect of levelling out the relative capabilities of the armies, and there are terrain placement rules that favour the defender, while allowing the attacker to deploy after seeing where the defender’s army is positioned.

Playability over Realism
The game mechanics of ASQL represent a level of abstraction that does not intend to provide a plausible reason for every combat outcome (you could put this down to the “fog of war”). Consequently, strange and inexplicable things can happen, which may not be to the taste of every wargamer, depending upon the level of credibility that you require in your games. Incidentally, ASQL aspires to a similar level of credibility to that of your average science fiction movie – ie. not alot! But that should not deter your enjoyment of the game. My fellow ASQL play testers actually find it quite amusing to imagine how say, a group of alien reptilian warriors armed only with spears have managed to defeat a heavily armoured main battle tank in close assault, or why an unscathed unit of elite space commandos on the periphery of a desperate firefight have refused to obey orders to engage the enemy for the third turn running (“it’s the Ort radios sir – the cheap trash isn’t working!”) , but that is the kind of luck that can play out.

Straightforward and easily understood game mechanics allow players to quickly ascertain how the game works. With ASQL, this can sometimes have a negative effect, because some players consequently assume that the game has no depth. However, I believe that this enables players to more deeply immerse themselves in the game, and concentrate on the decisions they are making in the full knowledge of the pros and cons attached to any particular course of action. Yes, when a gamer faces a unique alien faction for the first time, there will be new things to learn, but the number of special rules attached to each army template are few enough that they can be explained reasonably quickly to an opponent at the start of the game, and some are iterations of the same rules that apply to other armies, albeit in a different combination. However, as in a game of chess, understanding a number of simple rules is not the same as mastering them.

Not adhering strictly to plausible/realistic outcomes also means that ASQL can include colourful troop-types such as “Primitives”, allowing gamers to field alien natives armed with bows and arrows; bug-eyed, slavering monsters; units of alien zombies; and cavalry charges – all great fun, but clearly unlikely to exist on a battlefield dominated by rapid-firing long-range weaponry.

Creativity over Official Miniatures Ranges
There is no official miniatures range for ASQL, and that’s how I like it. The range of commercially available 15mm science fiction models has increased at a phenomenal rate since ASQL was published by Alternative Armies through its brand in 2009. One of the reasons for having generic army templates is that, within a given theme, the gamer has a wide range of choice in interpreting how that army looks. Also, the scope to vary the number of models per base, and the relatively large infantry base size for squads/fire-teams means that mini-dioramas can be modelled if that is to your taste. And this is important, because I have noticed that there is nothing that a tabletop miniatures gamer likes more than expressing their individuality and creativity in their model armies! I have already seen how the themes for ASQL army templates provide a jumping off point for gamer’s imaginations, to the point where collecting a model force to represent each featured army can start to become addictive!

And, Let’s Hear it for the Aliens!
The clue is in the title. Yes, ASQL was conceived as an antidote to all those other human-centric science-fiction wargames. Although even the humans get some weird and wonderful army lists such as the Outlaw Gangs, and the Human Eastern Corporate Army (not in the current rules, but a free expansion on the website). Perhaps it is only natural that most gamers identify with the armed forces of humanity, but I saw ASQL as a wonderful opportunity to develop some unique and imaginative alien fighting forces, almost all of which are inspired either by science fiction movies, tv series, or existing ranges of wargames models.

Each new alien faction comes with a themed set of special rules that determine it’s character and likely battle tactics in the game, which are usually alluded to in the introductory synopsis that accompanies each army template. In play-testing, we try to limit the number of special rules to the minimum required to make the army markedly different to those already established, whilst at the same time delivering a sufficient level of characterisation that evokes the desired theme.

In my opinion, the (much requested) provision of a system to allow custom-built armies within ASQL would essentially undermine the carefully constructed ethos of the game. The depth and challenge of ASQL lies in facing opposing armies that behave differently to yours, and adapting your tactics in order to maximise your strengths and exploit their weaknesses.  There are enough unique army templates, which in combination with the game scenarios, should provide endless re-playability. Allowing players to custom-build their armies removes that commitment to uniqueness, and risks the introduction of countless bland wargames armies without discernible weaknesses.

A Unique Game System
Many new science fiction rule sets have appeared since 2009, and yet I believe that ASQL remains unique. It’s blend of HOTT/Warmaster style mechanics adapted to long-ranged combat, and combined with faction-specific special rules caters for quick, fun, competitive games, and continues to attract sales of the rulebook at a steady rate. Fancy something different from a human-centric gritty sci-fi small skirmish? You never know, you might find an imaginative, big, fast-moving Alien Squad Leader battle a refreshing change.

November 2015.

Monday, 23 November 2015

Free Shipping Worldwide and Offers this Black Friday Weekend!

This message is being put out across all of our brands, blogs, websites and email listings. Alternative Armies, and The Ion Age will be making a brilliant Black Friday Weekend set of offers at the end of this week. From Friday 27th through to the end of St Andrews Day Monday 30th November 2015 we will be offering free worldwide shipping on all orders on all websites (and by email if you want to combine up your order across our brands) on every order over 10.00GBP product value. The cart will automatically give you free domestic, international, courier shipping depending on your location and order size and all you need to do is put items in the cart of proceed to checkout. 

On top of this we have special offers on the websites for the weekend which differ for each website. For example Hab Domes are half price and a free miniature and reward points for The Ion Age. has brand new Loud Ninja Games releases and offers on them plus bundle deals on vehicles and fantasy. Alternative Armies is giving discounts on all Albion Orc cavalry units and characters and also the whole OH High Fantasy range will be released with multitude bundles and more! 

On Friday 27th visit or or or email us on with your proposed combined order and we will send you a paypal invoice by reply. Offers will end when we switch to December on the 1st of next month at some point GMT in the morning of the 1st December. 

So what is happening before the big deal weekend? 

Here at we are delighted to be working with our sister brands and we will have several things happening before Friday. These will appear on our website and blog as the week progresses. Here we go! 

Why Play Alien Squad Leader – An Article by Alex Self (PDF) 
Far Eastern Mercenaries – Playtester ASQL Army Template (PDF) 
RAP028 Terraclopes (1 Wasteland Monster) – Loud Ninja Games 
RAP029 Wasteland Buddies (1 Wasteland Character) – Loud Ninja Games 

Thanks for Reading, 


Tuesday, 17 November 2015

Vasseth Strike Tank and Reaction Force released by Loud Ninja Games!

"Vasseth “Cunning Killer”. Named for a genetic descendant of terrestrial predatory dinosaur (something akin to a 30ft raptor), the Vasseth strike tank uses grav drive to allow it to speed across the battlefield, manoeuvring for pinpoint strikes and support of the fast-moving infantry. The Vasseth comes in a number of variants.  Degara – Two accelerator cannons. This variant is utilized for fighting medium armoured vehicles and hard points. Paragara – Plasma cannon and drone missile launcher. This variant is mostly used for infantry support. Heggar – Heavy accelerator cannon. Used for long range engagement of heavy targets."

Produced and sold across the world by the Loud Ninja Games range continues to go from strength to strength and now adds three more codes to the Chuhuac 15mm Space Raptor part of the range. Following up on infantry packs, drones, grav bikes, an armoured personnel carrier and platoon and herd packs there is the Vasseth Strike Tank a light grav vehicle which gives your Space Raptors even more bite on the battle board!  Read on or click here to go to our website and to see the range HERE.

RAP027 Vasseth Strike Tank (1) 6.00GBP
This pack contains all the parts needed to make one 15mm scale Space Raptor Vasseth Strike Tank. This anti-gravity propulsion vehicle requires some assembly and has seven different weapons and sensor units included (70mm long). Cast in high quality resin and white metal and gives you extra pieces for conversions and your bits box.  Great for all your near or far future skirmish and battle games in 15mm scale.  Go HERE.

RAP027P Vasseth Strike Tank Platoon (3) 17.10GBP
VALUE PACK. SAVE 5% OFF - Compared to RAP027. This pack contains all the parts needed to make THREE 15mm scale Space Raptor Vasseth Strike Tanks. This anti-gravity propulsion vehicle requires some assembly and has seven different weapons and sensor units included (70mm long). Cast in high quality resin and white metal and gives you extra pieces for conversions and your bits box. Great for all your near or far future skirmish and battle games in 15mm scale. Go HERE.

RAP003P Chuhuac Reaction Force  (30) 43.38GBP
VALUE PACK.  SAVE 10% OFF – Compared to single pack codes.  This bundle deal gives you all the packs you need to create a Chuhuac Reaction Force which is an entire force of infantry, bikes and vehicles on your wargaming table.  Saving ten percent from list prices the bundle includes the following packs:  RAP027 Vasseth Strike Tank, RAP027 Vasseth Strike Tank, RAP008 Sirrus APC, RAP008 Sirrus APC, RAP008 Sirrus APC, RAP001 Chuhuac Troopers (6), RAP001 Chuhuac Troopers (6), RAP002 Chuhuac Leaders and Support Weapons (6), RAP003 Chuhuac Command Section (4) and RAP009 Chuhuac Grav Bikes (3).  A total of five vehicles, three bikes and twenty two infantry. Great for all your near or far future skirmish and battle games in 15mm scale.  Go HERE.

If you are not familiar with the Space Raptors and Eli Arndt's ideas for a unique alien army and its uses we have several articles online you can read.  Here is a list of links.

Thanks for Reading.


Monday, 16 November 2015

Seasonal Festive Range returns in December 2015 with a new pack!

Those of you who are long term customers of will know what while our sister brands have their own ideas of Christmas and the season of goodwill (Cryptmass on Valon anyone?) we have a treat for wargamers that is only online for a month or so each year.  The Seasonal Festive Range (SN codes) will return at the start of December 2015 and remain until early January of the new year on our Deals and Offers page.  We are adding another new pack and a value composite pack to what we already have.  So joining SN01 Evil Snowmen and SN02 Killer Xmas Trees will be...SN03 Abominable Snow Monsters!

This short article shows you pictures of Sam Croes sculpts for the two poses that will be in this new pack.  From the front, from the back and from the sides.  Why from the side?  Because of something extra cool!  Every pack comes with a sprue of two little Christmas Hats which you can place on the angry noggin of the Snow Monster or leave off.  Full details upon release but there are two one piece poses in white metal with each standing about 40mm tall.

Here are the codes you can expect online during December and early January only before the season ends and they vanish until the end of 2016.

SN2015 Seasonal Fun Sampler Pack -  5 Snowmen, 3 Xmas Trees, 2 Snow Monsters (Save 10%)

SN03 Abominable Snow Monsters – 2 Magic Creatures
SN03VB Snow Monster Gathering – 6 Magic Creatures (Save 10%)

SN01 Evil Snowmen - 5 Magic Creatures
SN01VB Evil Snowmen Horde - 20 Magic Creatures (Save 10%)

SN02 Killer Xmas Trees - 5 Magic Creatures
SN02VB Killer Xmas Tree Forest - 10 Magic Creatures (Save 10%)

We like to keep the fun in wargaming and the joy during the darkest months of the year.  If you have suggestions for next year's new pack to add to SN please do let me know.

Thanks for Reading,


Sunday, 15 November 2015

Eli Arndt -The Making of the Ikwen

I want to share a little gem with you.  Loud Ninja Games is about to expand its footprint at with the release of a new vehicle and then more miniature packs and it seems the right time to put up this video created by the fellow behind LNG Mr Eli Arndt.  Its five minutes of information all about the ideas behind some of the most successful sets of miniatures of the year...The Ikwen.

If you wish to see all of the miniatures you can do so on the Loud Ninja Games page HERE.

I am sure there will be more Ikwen in the future.  Its such an excellent idea.

Thanks for Reading.


Wednesday, 11 November 2015

ASQL2.0 Alien Squad Leader rules and resource links

The fantastic and unique 15mm scale generic science fiction element base rules system Alien Squad Leader (ASQL) 2.0 is now back in stock at  Written by Alex Self and published in 2009 it is a high quality A4 format perfect bound book with several perforated pull out or copy reference sheets at the rear. Made in Scotland it is priced at 12.00GBP. Unlike other 15mm scale science fiction systems it is totally and I mean totally generic with army templates for anything from Human Colonial to Mechanoids, Hive Mind, Alien Greys, Outlaw Gangs and more!   To that end you can visit the ASQL page on the website HERE.  Or read on for an account of what is in the book followed by web links to resources and reviews for free.

ASQL Rule Book - 2nd Edition.  15mm Science Fiction
Squad Level Wargame Sci-Fi Rules with an emphasis on the ordinary troops not Heroic Characters. Simple Game Mechanics that are easy to understand but which reward careful play. Includes six pick up and play scenarios with clear and challenging victory conditions. The ASQL 2.0 rulebook is perfect bound and has eighty pages and several perforated pull out token and reference sheets. Get into one of the finest 15mm sci-fi rule sets on the market!


In Alien Squad Leader, you can advance into battle with the pitiless bugs of the Hive Mind, the multi-legged Tripods, the cyborg infantry of the Enslavers, the mythical fighters summoned to serve the Children of the Gods, and many, many, other alien races. Or on the other hand, maybe you prefer the forces of humanity? There’s never been a better time to experience this exciting and fast paced squad-level wargame for any 15mm science fiction miniatures.  All miniatures are assembled into units on element bases and into an army built on points.  The rules use two sizes of element base 50mm square and 100mm by 50mm rectangle.  Go HERE.

Includes rules for:  Inferior Infantry, Regular Infantry, Power-Armoured Infantry, Heavy Weapon Squads, Monstrous Infantry, Robotic Infantry, Heavy Droids, Battle Mecha, Recon Droids and Drones, Fighters, Shooters, Riders, Beasts, Monstrous Creatures, Thralls, Close Flyers, Dropships, Distant Flyers, Crewed Weapons, Floaters, Defence Turrets, Light Vehicles, Light Transports, Mobile Artillery, Armoured Fighting Vehicles, Armoured Transports, Assault Tanks, Main Battle Tanks, Refugees, Police Units and Psionic Powers...

Fourteen Army Lists (Templates) provided in the book:  Human Imperial, Human Colonial, Outlaw Gangs, Imperial Strike Force, Alien Imperial, Alien Warrior Caste, Tripods, Alien Enslaver, Cyborg Enslaver, Mechanoid, Hive Mind, Victorian Imperial, Children of the Gods and Alien Greys.  Each template has its own special rules as well as unique unit types and traits.  Build your 100 Point or larger army using one of the army lists. Full Contents of the ASQL 2.0 Rulebook by section are as follows; 


1.0 What you need to Play
1.1 Model Terrain, 1.2 Miniatures, 1.3 Wargames Equipment

2.0 Troop Classification 
2.1 Infantry, 2.2 Droids, 2.3 Primitives 
2.4 Flyers, 2.5 Defensive Weapons, 2.6 Vehicles
2.7 Equipment, 2.8 Unit Type Quick Ref Table

3.0 Preparing for Battle
3.1 The Pre-Game Sequence, 3.2 Scenarios 
3.3 Setting out Terrain, 3.4 Winning the Game

4.0 Visibility and Line of Sight
4.1 Terrain Affects on Visibility

5.0 Command, Control and Movement
5.1 Sequence of Play, 5.2 Command and Control
5.3 Overwatch, 5.4 Movement

6.0 Shooting
6.1 Direct Fire, 6.2 Indirect Fire, 6.3 Hits and Saving Throws

7.0 Reaction Moves

8.0 Close Assault
8.1 Close Assault Order of Play, 8.2 Combat Results 
8.3 Attacking Installations, 8.4 Vehicles in Close Assault 

9.1 How to Use the Army Lists
9.2 HUMAN IMPERIAL and Special Rules
9.3 HUMAN COLONIAL and Special Rules 
9.4 OUTLAW GANGS and Special Rules 
9.5 IMPERIAL STRIKE FORCE and Special Rules 
9.6 ALIEN IMPERIAL and Special Rules 
9.7 ALIEN WARRIOR CASTE and Special Rules 
9.8 TRIPODS and Special Rules 
9.9 ALIEN ENSLAVER and Special Rules 
9.10 CYBORG ENSLAVER and Special Rules 
9.11 MECHANOID and Special Rules 
9.12 HIVE MIND and Special Rules 
9.13 VICTORIAN IMPERIAL and Special Rules 
9.14 CHILDREN OF THE GODS and Special Rules 
9.15 ALIEN GREYS and Special Rules 

10.0 Optional Rules
10.1 Fast Play 10.2 Mixed Infantry Squads
10.3 Burning Vehicles 10.4 Tall Buildings
10.5 Using Characters in ASQL

11.0 Resources

12.0 Pull out Reference Sheets

Review, Group and Free Files Online!

You can download the ASQL2.0 Errata File from our dropbox account by clicking HERE.

There are many online references to this rules system across various platforms and you are are free to search for them dating back to 2009 however one of our favourites is the Dropship Horizon review of ASQL2.0 written by Mark which is greatly respected.  You can see that HERE.

There is an online ASQL community located on Yahoo Groups.  You can go to it HERE and join up to talk about the game.

Thanks for Reading.