Some ideas for aliens in Tomorrow's War, showing what you can do within the rules framework.
FERAL ALIENS, PRIMITIVE NATIVES, AND OTHER ABORIGINAL XENOS
While it's a truism that intelligently applied firepower rules the battlefields of the far future, sometimes one doesn't have a choice about attending a gunfight with a knife - or a club, or a fistful of claws. Not all aliens are technologically sophisticated starfarers, and sometimes the natives get restless even on Calamity 9 or Tralfamadore. In general, pre-gunpowder types are likely to be Irregular troops by modern standards, although a relatively primitive tech base might manage to produce Regulars in some circumstances, eg Roman Legions or similar professional soldiery. Troop quality and Morale can be virtually anything, and leaders might be natives or foreigners depending on background and what minis you have available. You could also go for something farther out, like a hive mind or psychic control rather individual unit leaders.
Sample races, with a bit of background fluff:
Greenwood Maulers (Blue Moon Twanax Horde figures, led by a Rebel Miniatures mini) - Native to the Greenwoods region of Calamity 9, the "maulers" are an intelligent but quite primitive species of semi-arboreal humanoids. Their tool use is limited by their huge fighting/climbing claws, which make fine manipulation difficult. However, they have fairly sophisticated language skills including a talent for mimicry, as well as a simple system of writing and mathematics. Biologically they're difficult to categorize. Their "fur" is actually capable of limited photosynthesis that supplements their omnivorous diet, and their claws, teeth, and skeleton are closer to hardwood than bone, but they generally behave like large predatory pack-hunting mammals.
Prior to developing their tribal culture most maulers spent the winter season hibernating in crude burrows, but now most remain active year-round thanks to better food storage and division of labor. The arrival of starfaring settlers and scientists on Calamity 9 has led to some tentative trade agreements with the maulers, with the natives selling primitive crafts, Greenwood biosamples, and personal holo-performances in exchange for simple tools and databases on various subjects. The maulers have also been drawn into some low-level conflicts between various police agencies, drug smugglers, mercenary adventurers, and corporate exploitation teams, all of whom have interests in certain rare Greenwood pseudoflora and their potential for contributing to modern pharmacology. Rumors that the maulers themselves have been experimentally rendered down into potent hallucinogens remain just that - merely rumors - but it may explain their eagerness to cooperate with Patrol agents of late.
In game terms, an average band of Greenwood maulers would be something like this:
Irregular - Leaders Regular (if starfarers) or Irregular (if native - rare)
Confidence Level: Confident
Supply Quality Level: Normal
Overall Tech Level: 1 (and that's being generous)
On Grid? No (don't be silly)
Body Armor: None - starfaring leaders may vary
Troop Quality/Morale: D8-D10/D10
As a species, maulers have the following attributes (all at Tech Level 1 where applicable):
Advanced Sensors - a whole array of predatory senses plus excellent night vision and motion sensitivity
Hard To Kill D6 - bulk and inhuman toughness lets them shrug off some light weapon hits
Intimidating - to humans, at least, not so much for other maulers or weird alien types
Natural Weapons - huge claws
Stealthy - within the confines of the Greenwood or similar forest/jungle terrain
On the down side, their technological naivete and massive claws not only prevent them from using most weapons, it also makes them leery of facing advanced firearms as well. They treat all modern shooting weapons as Intimidating when used against them.
The group in the photo above is led by a senior Patrol investigator in TL2 stealthsuit, armed with a suppressed needler pistol and TL2 advanced sensor and commo gear, with Troop Quality/Morale D10/D10. You don't mess with the Patrol if you've got any sense, especially when he's got a bunch of big green friends with him.

Tikteen "Kobolds" (Rebel Miniatures chupacabra figs, led by Blue Moon scifi figs) - The tikteen (a phonetic translation of their own name for themselves) are a fairly primitive race native to the rocky deserts of Continent Four on Tralfamadore in the Vonnegut system. The species displays extreme genetic polymorphism and is divided into a dozen phenotypically diverse castes, ranging from the small "kobolds" that make up the bulk of their worker/warrior population to larger "orc" heavy labor forms and the huge (and barely humanoid) "ogre" breeder/director types. Intelligence and free will varies considerably from one caste to the next, with the "kobolds" barely rating as high as a bright Terran dog in most respects. Native technological level is barely out of the Stone Age, but most communities have been provided with simple tools and weapons made of much more sophisticated materials - like the hullmetal "cut-claw" blades the "kobold" troops above are wielding. The "kobold" caste does the bulk of the light labor, herding, and fighting for any tikteen community. While they are individually unimpressive combatants, they most often appear in large numbers and react to casualties with an increasing frenzy of aggression.
Different tikteen communities have a long history of internecine strife, which has been exacerbated by starfaring mining interests intent on exploiting the mineral wealth of Continent Four. Tikteen "militias" are regularly employed by the mining firms to supplement their own security forces, and are sometimes bribed to launch destructive "native raids" (with covert mercenary support) on competitors' facilities as well. The group pictured above is representative of the core of a small raiding group consisting of a few mercenary directors, leading a small inner circle of "smart kobolds" and accompanied by a much larger, more loosely organized mob of less exceptional natives.
The game stats would look something like this:
Irregular - Leaders Regular (frenzied units count as leaderless)
Confidence Level: High (the mercs are VERY well paid)
Supply Quality Level: Normal
Overall Tech Level: 1 (2 for mercenary leaders)
On Grid? No
Body Armor: None (Hard 2D for mercs)
Troop Quality/Morale: D6/D10 (D8/D8 for mercs)
Tikteen "kobolds" have the following traits:
Caveman CASEVAC - best way to represent wounded being abandoned without a second thought, if they aren't simply eaten
Hungry - yeah, they eat the enemy too, given the opportunity
They are armed with Close Combat Weapons. No one has been foolish enough to sell them firearms yet, and it's questionable whether the "kobolds" are bright enough to learn to use them anyway.
Most importantly, they have one very important biochemical advantage that makes them a real threat:
Kobold Frenzy - as soon as a unit of "kobolds" suffers its first real casualty (after the 1st aid check - remember that Caveman CASEVAC makes a 1-5 count as a casualty for this) the unit responds with a nearly uncontrollable frenzy. In game terms, this has exactly the same effect as Frenzy Drugs, and lasts until the end of the game. Models joining a unit that has fallen into frenzy become frenzied as well as the rage pheremones take effect. Frenzied units count as leaderless. Any non-tikteen models in the unit are unaffected by the frenzy, but will be dragged along in any unplanned rushes triggered by being pinned. The mercs usually leave the unit once the little guys go bonkers and go find some more troops to herd forward.
The lesson, of course, is not to shoot a pack of "kobolds" unless you're confident you can kill them all in one go. Frenzied tikteen are seriously bad news. Thankfully, the larger and smarter castes don't get this edge, just the little dimwits.
Tikteen militia acting as "security forces" would be similar but generally lack leaders, relying on passing Troop Quality checks to act instead. They'd either be acting alone (making both sides of the fight Irregulars) or alongside squads of security personnel with modern weapons (who would count as Regulars, with Irregular support). Unlike highly-paid mercenary specialists, your average rent-a-guard wants nothing to do with "friendly" berserker tikteen, and therefore don't act as leaders for them.