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JDMG Illegal Aliens - Kleggs

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Kleggs are most famous in Mega City One for their use by Chief Judge Cal in suppressing the rebellious population through sheer terror. However, Kleggs are known throughout the galaxy for being particularly vicious mercenaries. Willing to fight for anyone, they demand nothing more than fresh meat from their employers who will usually supply this from the enemies the Kleggs are crushing. It is an easy arrangement that suits both parties.
These mercenary bands roam the galaxy, looking for anyone disreputable enough to hire them. When business grows thin, they will quite happily invade a town, city or world on their own time, terrorising the local population before eating them. This is when the mercenaries become an invasion force. The Kleggs rarely stay long on any world as they pay keen attention to mounting resistance, usually departing when their prey receives reinforcements and the fighting gets serious. Kleggs enjoy a good fight as much as the next alien, but they much prefer to hunt down helpless prey than trade shots with heavily-armed and well-trained soldiers.
Most Kleggs are not blessed with an over-abundance of intelligence, but among them are the ruling high caste, Kleggs bred for their ability to think their way round problems, and fine-tuned with an education centred around military conquests. The presence of one of these can make a Klegg invasion force much more terrifying.
All of the figures I'm showing here were produced by Warlord Games for the Judge Dredd Miniatures Game and the stats for a Klegg invasion force can be found in the Blood on the Streets supplement (see page 114).
Wherever a Klegg invasion force appears, you can be sure the vicious Klegghounds will not be far behind. Gifted with an incredible sense of taste that allows them to track targets for miles, Klegghounds are adept at bringing down prey. These figures were cast in three parts - body, head and right arm.
In JDMG they are Level:0 Illegal Infantry Minions with three Special Rules. First is Klegg Master. You may only field as many Klegghounds as you have Kleggs in your force. A Klegghound may never move more than 12" away from a Klegg and if one finds itself further away, it may only make Move actions until it is within 12" again. Second is Nasty Bite, a melee attack that does 2 Damage with AP-2. Third is Sense of Taste. Few can hide from a Klegghound. The Klegghound will negate all Sneaky Does It Talents in the opposing force with the exception of The Shadow. A Klegghound costs 100 Credits to hire.
Grampus was the leader of the large Klegg invasion force that Chief Judge Cal employed to keep the streets of Mega City One clean. After the death of Deputy Judge Fish, Grampus was awarded the position in recognition of the work the Kleggs had done in bringing the entire city to heel. This awe-inspiring and imposing figure at the far left is much taller than all of the other Kleggs as befits such a member of the ruling caste. He is a Level:4 Illegal Infantry Hero, equipped with a Heavy Spit Gun and a Shell Jacket. His five Talents are Careless Charge, Dirty Fighting, Skilled and Deadly, This Is My Bite and Thundering Charge. He also has two Special Rules - Nasty Bite (as detailed above) and Ruling Caste, which allows all Kleggs and Klegghounds within 12" of him to re-roll any failed Will to Fight checks. Grampus costs 305 Credits.
Supporting Grampus are two Klegg Mercenaries armed with a Flamethrower in the centre and a Bludgeon Cannon at the far right. Both wear Shell Jackets. Both are Level:0 Illegal Infantry Minions but that will most likely change when I create their Character Record Sheets. They also have the Nasty Bite Special Rule (actually, all Kleggs have this rule). They cost 190 Credits each.
Here we have three rank and file Klegg Mercenaries, all armed with Heavy Spit Guns and all wearing Shell Jackets. Once again, they are Level:0 Illegal Infantry Minions. The Illegal classification means that Judges can attack them on sight without having to make arrest attempts first.
The Klegg in the centre of this group is also armed with a Cleaver, which raises his Credits score to 200. The other two are worth 190 Credits each.
I know how much everyone loves to see a group shot, so here is my small Klegg invasion force in its entirety. I'd love to be able to add to it, but even so, they will prove to be a formidable force to take on my current team of Judges. This is the complete range that Warlord Games produced but seeing as most of them came with separate heads it would be a simple task to swap them around to make different looking figures. I have no immediate plans for featuring them in my JDMG campaign but that does not mean they'll never appear. When the time is right they will arrive to cause trouble and mayhem. 😏

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