A while ago now, I binged a bunch of old Bungie lets plays
Halo 1-4 (4 was a bad move), Myth 1 & 2, Marathon, Destiny 1 & 2 and Descent into Darkness.
Besides looking at all the hidden references, reused concepts and traces of a connective universe they stopped bothering wiith after a while. I realised that all the scifi games they made used the same pool of enemies.
Now Mothership, the RPG seemed like a perfect place for such an universal set, even if the default setting tended to eschew extraterrestrial intelligence. Ultimately, my work was superseeded by the generic bunch in the back of Unknown Contact Report.
But these guys still can easily sub in for aliens or Human raiders. Comes as 4 enemies + 1 from the higher tier who leads them.
Smalls: Your Grunts, Psions, Hive Thralls, Drones and Jackals
Page: 1(10) C30 I25 Attacks 1 (1d10)
Squire: 1(15) C40 I40 Attacks 2 (2d10)
Knight: 2(20) C50 I55 Attacks 2 (3d10) AP3
Mediums: Your Fallen, Hive Acolytes and Phor
Page: 1(15) C35 I30 Attacks 1 (2d10)
Squire: 2(20) C45 I45 Attacks 2 (3d10) AP1
Knight: 3(25) C55 I60 Attacks 2 (1 Wound) AP5
Bigs: Your Elites, Brutes, Hive Knight and Cabal
Page: 2(20) C45 I40 Attacks 1 (3d10) AP1
Squire: 3(25) C55 I50 Attacks 2 (1 Wound) AP3
Knight: 4(30) C65 I60 Attacks 2 (1d100) AP7
Heavy: Hunters, Ogres, Hulks
Rooks: 5(20) C50 I40 Attacks 1 Melee (2 Wound) and/or Grenade Launcher (1d5-1 Wounds) AP7
Mystic: S'pht, Hive Wizards
Cleric: 2(10) C30 I50 Attacks 1 (1d10), roll twice on Special Table
Bishop: 3(15) C45 I65 Attacks 2 (3d10), roll twice on Special Table
So, what makes these guys special?
The:
1-3 Leader is replaced with Mystic or Heavy, roll 1d10: Evens Mystic, Odds Heavy
4-6 Common Troops have
7-9 Leaders have
10 Each Individual uniquely has (reroll duplicate results)
2 Smart Rifle
3 Invisible until first attack (cannot be spotted unless an INT Check is passed)
4 1 Frag Grenade
5 +2 AP
6 Sniper Rifle (Combat Shotgun that switches Close and Long Range)
7 Suicidally charge with a primed Frag Grenade or melee weapon when in Short range
8 Melee Damage has [+]
9 Big Hats which give +10 to all stats
10 A Grenade Launcher attachment with 3 Frag Grenades (this is 1 per total squad)
11 Flies now
12 Flamethrower
13 Automatically applies a Stim Pack to ally in Close Range when attacking
14 Rigging Gun
15 Teleports to a location in Close Range
16 Laser Sword, a Laser Cutter with Adjacent Range, cannot be recharged
17 Deploys from unreasonable closed space
18 Deducts 2AP from target before damage
19 Dual wield Revolvers and can attack twice with them if not able already
20 Resurrects with 1 Wound once
And for Mothership 0E
Page: 1(15) C35 I30 Attacks 1 (2d10)
Squire: 2(20) C45 I45 Attacks 2 (3d10) AP1
Knight: 3(25) C55 I60 Attacks 2 (1 Wound) AP5
Smalls: Your Grunts, Psions and Jackals
Page: 1(10) C30 I25 Attacks 1 (1d10)
Squire: 1(15) C40 I40 Attacks 2 (2d10)
Knight: 2(20) C50 I55 Attacks 2 (3d10) AP3
Bigs: Your Elites, Brutes and Cabal
Page: 2(20) C45 I40 Attacks 1 (3d10) AP1
Squire: 3(25) C55 I50 Attacks 2 (1 Wound) AP3
Knight: 4(30) C65 I60 Attacks 2 (1d100) AP7