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Brood Cards 2013

The document contains game statistics and abilities for various creatures. It lists stats like armor, attacks, and special abilities for monsters such as Bloat, Gazelle, Howler, and Mean Jellybean. Special abilities include things like regeneration, poison, fire, panic effects, and healing bonuses. The document also includes weapon and ammunition stats.

Uploaded by

Jake McIvry
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© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
156 views6 pages

Brood Cards 2013

The document contains game statistics and abilities for various creatures. It lists stats like armor, attacks, and special abilities for monsters such as Bloat, Gazelle, Howler, and Mean Jellybean. Special abilities include things like regeneration, poison, fire, panic effects, and healing bonuses. The document also includes weapon and ammunition stats.

Uploaded by

Jake McIvry
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

ALPHA BROODLING

3 4 12 4 12 2
[1] Maw

BLOAT
3 7 15 3 12 3
Special Abilities
Float Goes Out With a Bang Regeneration Slimy [1] Hydrogen Vent
Cauterize Fire

AG#1

AS RF\ PW RN MAL 5 4x2 0 -

AG#1

AS RF\ PW RN MAL 6 1 4x2 Arc -

[2] Tentacle

AG#2

Paralyzing Poison

AS RF\ PW RN MAL 4 1 2x2 RE -

[3] Tentacle

AG#2

AS RF\ PW RN MAL 6 6 RE -

Special Abilities
Bio-Gen (1) Bite Reflex (AG#2) Regeneration Broodling (6)

GAZELLE
4 4 14 4 15 2
[1] Kick

RED HOT
4 2 14
As deadly as she is breathtaking. -Saint John Special Abilities
Elusive Hit and Run Regeneration Infiltrate Furious Charge [1] Kick

AG#1
KP(12)

AS RF\ PW RN MAL 5 4 0 -

AG#1
KP(12)

AS RF\ PW RN MAL 5 4 0 -

[1] Double Kick


KB(14)

AG#2

AS RF\ PW RN MAL 6 1 4x2 0

Special Abilities
Regeneration Vault

4 15 2

HELEXA
4 4
Theyll never see us coming...
[2] Claws

HOWLER
[2] Claws

AG#1

Paralyzing Poison

AS RF\ PW RN MAL 7 2x2 0 -

AG#1

4 8 18

Brutal Sunder Armor

AS RF\ PW RN MAL 8 8 0 AS RF\ PW RN MAL 10 1 6x2 SP AS RF\ PW RN MAL 8 1 8x2 Arc -

[1] Sonic Shriek

AG#2

Horrible Death

14 3 18 3
Special Abilities
Acid Blood Bio-Gen (3) Command (3) Regeneration

[1] Tail Sweep


Brutal KP(12)

AG#3

2 12 6

Special Abilities
Cause Panic Defiance Massive Never Panic

Regeneration

MANDIBLE
4 1 12 3 14 2 Page 1A
Its existance is suffering. -Unknown Special Abilities
Acid Blood Pud Control (3) Regeneration [2] Scythe Claws

MEAN JELLYBEAN
4 3 16 3 15 3
Devour them all!
[1] Chigg Staff
Pierce

AG#1

AS RF\ PW RN MAL 9 6x2 0 -

AG#1

AS RF\ PW RN MAL 10 6x2 RE -

Special Abilities
Acid Blood Bio-Gen (2) Cause Panic Command (1) Regeneration Ratchet (6)

Sawblade (4)

40mm

[1]500

65

40mm

[1]1000

115

BIO-GEN(x): Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Document for more on Bio-Gens. BITE REFLEX(x): The first time this model becomes engaged each round it may immediately make a free attack with (x) before charge attacks are resolved. PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing Poison Counters than its AP stat. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

CAUTERIZE: HP lost by this attack may never be healed. FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time. FLOAT: This model may move through, but may not end its movement on, terrain with the Impassable keyword and may ignore the automatic hit from terrain with the Dangerous keyword. This model does not have to pay the additional AP to Jump, never suffers falling damage, and may never be prone. GOES OUT WITH A BANG: When this model is killed place a BL(2) template with the center hole anywhere completely over this models base before it is removed. All models under the template suffer an automatic PW: 5x2 hit. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. SLIMY: This model may never have Fire Counters.

40mm

[1] 500

90

40mm

110

KNOCK BACK (KB)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is moved directly back d20/2 inches from the attacker and is prone. Melee attacks suffer -2 to TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target. KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW to the charge attack.

! Availability: Character. Counts as a Gazelle for availability. ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade. FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. HIT AND RUN: When this model kills a model with an attack, it may immediately gain 1 AP to move. This move action ignores the rules for Breaking Free and may result in a charge. KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone.

40mm

125

80mm

[1]1000

185

ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from a melee attack all models in base contact suffer an automatic hit at PW: 2 BIO-GEN(x): Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Document for more on Bio-Gens. COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round. PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing Poison Counters than its AP stat. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

BRUTAL: The Parry special ability may not be used against this attack. CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter. DEFIANCE: This model may not be the target of psychogenics. HORRIBLE DEATH: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter. KNOCK PRONE (KP)(x):When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target. MASSIVE: This model cannot be Knocked Prone, Knocked Back, or Pulled by models with a smaller size. NEVER PANIC: This model may never gain Panic Counters. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. SUNDER ARMOR: If a model is hit by this attack give it a Sundered Armor Counter. Models with a Sundered Armor Counter suffer -2 AR. A model may only have 1 Sundered Armor Counter at any time.

40mm

[1]1000

115

40mm

125

ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from a melee attack all models in base contact suffer an automatic hit at PW: 2 PUD CONTROL (x): When this model is deployed also deploy (x) Puds. If a Pud begins its activation within 8 inches of this model it may activate normally, instead of moving towards the nearest enemy. This model may spend 1 AP to have all non-Dying Puds within 4 inches immediately activate. Each Pud may only gain 1 additional activation from Pud Control each round. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from a melee attack all models in base contact suffer an automatic hit at PW: 2 BIO-GEN(x): Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Document for more on Bio-Gens. CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter. COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round. PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against another model within 1 inch of the targeted model. This attack suffers -2 PW. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

Page 1B

MURTROS
4 5 18 3 15 4
Whered they come from!? -Last Words, Bane Commander Special Abilities
[1] Kitache Staff
Victimize

NUMBSKULL
4 8
SMASH!!!
[2] Fists

AG#1

AS RF\ PW RN MAL 7 8 RE -

AG#1

Cauterize KP(14)

AS RF\ PW RN MAL 7 6x2 0 -

20 2 12 6
Special Abilities
Blok Stopper Cause Panic Regeneration Tough as Nails Tremor

Acid Blood Regeneration Bio-Gen (1) Blok Stopper Cause Panic Command (2)

PUD SWARM
2 3
Om nom nom nom!!!
[5] Nom

PUD
1 3
Nom!!!
[1] Nom

AG#1

AS RF\ PW RN MAL 4 2x2 0 -

AG#1

AS RF\ PW RN MAL 4 2x2 0 -

10 6 8 5
Special Abilities
Pud Powers Regeneration Serpentine Body Swarm

10 6 8 1
Special Abilities
Pud Powers Regeneration Serpentine Body

SCION
4 3 14 3 14 2
[2] Claws

BROODHOUND
AS RF\ PW RN MAL 7 4 0 -

AG#1

3 4 12 4 10 1

[2] Claws

AG#1

AS RF\ PW RN MAL 4 4 0 -

[4] Tentacle

AG#2

Paralyzing Poison

AS RF\ PW RN MAL 6 1 2x2 RE -

[1] Bite

AG#2
Latch On (AG#1)

AS RF\ PW RN MAL - 6 0 -

Special Abilities
Bio-Gen (1) Bite Reflex (AG#2) Elusive Regeneration Unnnatural Climb Lasher (4)

Special Abilities
Infiltrate Regeneration Vault

Broodhound (6)

BROODLING
2 4 10 4 8 1 Page 2A
Broodling (6) [1] Maw

GRIST
3 6
[1] Weapon Stock

AG#1

AS RF\ PW RN MAL 4 2x2 0 -

AG#1

AS RF\ PW RN MAL 4 3 0 -

Annoying little buggers. -Coil Diskmaster Special Abilities


Regeneration

14 3 12 1

[1] Bio Repulsor


BL(1) Indirect KP(12)

AG#2

AS RF\ PW RN MAL 6 1 3x3 10 19

Special Abilities
Regeneration

Grist (4)

40mm

125

80mm

[1]1000

160

ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from a melee attack all models in base contact suffer an automatic hit at PW: 2 BIO-GEN(x): Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Document for more on Bio-Gens. BLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is between the target of an attack and the attacker. CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter. COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. VICTIMIZE: When this attack hits a model you may give that model a Panic Counter or remove a Resolve Counter from that model.

BLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is between the target of an attack and the attacker. CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter. CAUTERIZE: HP lost by this attack may never be healed. KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save. TREMOR: This model may spend 1 AP to place a BL(2) Blast Marker in base contact. All models under the template suffer KP(14).

80mm

100

30mm

! Availability: [1] 1000. 1 additional Pud Swarm may be taken per POD. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. PUD POWERS: This model may only be fielded if the force contains at least 1 model with the Pud Control Special Ability. At the end of each Preparation Phase, this model activates. During this models activation it must spend AP to make melee attacks on enemy models. If unable, it must spend all AP to move toward the nearest enemy model. This model may never gain bonuses from Ganging Up, may never count towards other models Ganging Up bonus. Enemy models do not have to spend AP when Breaking Free from this model, and may engage enemy models during that move. SERPENTINE BODY: This model may never be Entangled, Grabbed, Knocked Prone, or Crushed. This model ignores the automatic hit from the Dangerous keyword. This model may not Climb or Jump. SWARM: This model loses an additional HP from failed AR Saves caused by all template attacks. Swarms do not count for any Gang-Up Bonuses. The number of attacks per assault group this model has is reduced by the number of lost HP on the model.

! Availability: May only be deployed via the Pud Control special ability. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. PUD POWERS: This model may only be fielded if the force contains at least 1 model with the Pud Control Special Ability. At the end of each Preparation Phase, this model activates. During this models activation it must spend AP to make melee attacks on enemy models. If unable, it must spend all AP to move toward the nearest enemy model. This model may never gain bonuses from Ganging Up, may never count towards other models Ganging Up bonus. Enemy models do not have to spend AP when Breaking Free from this model, and may engage enemy models during that move. SERPENTINE BODY: This model may never be Entangled, Grabbed, Knocked Prone, or Crushed. This model ignores the automatic hit from the Dangerous keyword. This model may not Climb or Jump.

40mm

120

40mm

[6]500

50

BIO-GEN(x): Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Document for more on Bio-Gens. BITE REFLEX(x): The first time this model becomes engaged each round it may immediately make a free attack with (x) before charge attacks are resolved. ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade. PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing Poison Counters than its AP stat. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. UNNATURAL CLIMB: This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword, and only forfeits 2 inches of movement to move between levels.

INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone. LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacks under AG#(x) during 1 attack action. The first time this is done, this model may make 1 free attack with this assault group against the model hit. All attacks made with this assault group against that model automatically hit this activation, and may not be Parried. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW to the charge attack.

30mm

[6] 500

20

40mm

[6] 500

50

REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

INDIRECT: This attack may fire at targets out of its line of sight if another friendly model has line of sight to the target. If using this ability, this attack suffers -4 AS. KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

Page 2B

PLIGHT
3 5 16 3 14 2
[2] Claws

LASHER
AS RF\ PW RN MAL 5 2x2 0 -

AG#1

Acid Cauterize

3 3 12 4 14 2

[2] Claws

AG#1

AS RF\ PW RN MAL 6 5 0 -

[1] Acid Sprayer [*] Stream [*] Spray


Acid Cauterize

AG#2

AS RF\ PW RN MAL * 1 2x3 * 18 5 7 ST SP

[2] Tentacles

AG#2

Paralyzing Poison

AS RF\ PW RN MAL 7 1 7 RE -

Special Abilities
Bite Reflex (AG#2) Elusive Regeneration Unnatural Climb Lasher (3)

Special Abilities
Regeneration

Plight (4)

POD
3 4 14 4 14 2
[2] Claws

PUD THROWER
AS RF\ PW RN MAL 5 5 0 -

AG#1

3 6 14 4 12 2

[1] Club

AG#1
KP(10)

AS RF\ PW RN MAL 5 5 0 -

[1] Face Hug

AG#2

Latch On (AG#1) Grab Ingest

AS RF\ PW RN MAL 1 0

[1] Pud Launcher


Throw Pud

AG#2

AS RF\ PW RN MAL 6 1 4x2 16 -

Special Abilities
Pud Control (3) Regeneration Vault

Special Abilities
Pud Control (3) Regeneration

POD (3)

Pud Thrower (3)

RATCHET
3 5 14 3 12 1
Ratchet (6) [1] Chitin Club
KP(10)

SAWBLADE
3 4 18 3 14 2
Slice and dice!!! -MJB Special Abilities
Acid Blood Regeneration [1] Sawblade
Acid

AG#1

AS RF\ PW RN MAL 6 4 0 6 4 0 -

AG#1

AS RF\ PW RN MAL 8 4x2 0 -

[1] Chitin Sword

Paralyzing Poison

Like most problems, fire fixes em. -Unknown Firestorm Special Abilities
Regeneration

Sawblade (4)

Page 3A

40mm

[3] 500

70

40mm

[3] 500

75

ACID: When this attack hits a model place an Acid Counter on that model. During each Lingering Effects Phase a model with an Acid Counter suffers an automatic PW: 4 hit, removing the Acid Counter on a successful AR Save. A model may only have 1 Acid Counter at any time. CAUTERIZE: HP lost by this attack may never be healed. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

BITE REFLEX(x): The first time this model becomes engaged each round it may immediately make a free attack with (x) before charge attacks are resolved. ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade. PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing Poison Counters than its AP stat. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. UNNATURAL CLIMB: This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword, and only forfeits 2 inches of movement to move between levels.

50mm

[3] 1000

75

50mm

[3] 1000

75

GRAB: When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from this model automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model may end the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects of Grab. If an effect would force either model to move, the effects of Grab immediately end. INGEST: When this attack hits a Living model, place an Pud Counter on the model hit. During the Lingering Effects Phase a model with an Pud Counter makes an AR Save. If the save is failed the affected model automatically loses an HP. On a critical failure place (x) Puds in base contact with the model, where (x) is the models HP Stat, then that model is removed from play. When a model with an Infection Counter is killed, place a Pud in base contact before it is removed PUD CONTROL (x): When this model is deployed also deploy (x) Puds. If a Pud begins its activation within 8 inches of this model it may activate normally, instead of moving towards the nearest enemy. This model may spend 1 AP to have all non-Dying Puds within 4 inches immediately activate. Each Pud may only gain 1 additional activation from Pud Control each round. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW to the charge attack. LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacks under AG#(x) during 1 attack action. The first time this is done, this model may make 1 free attack with this assault group against the model hit. All attacks made with this assault group against that model automatically hit this activation, and may not be Parried.

GRAB: When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from this model automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model may end the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects of Grab. If an effect would force either model to move, the effects of Grab immediately end. INGEST: When this attack hits a Living model, place an Pud Counter on the model hit. During the Lingering Effects Phase a model with an Pud Counter makes an AR Save. If the save is failed the affected model automatically loses an HP. On a critical failure place (x) Puds in base contact with the model, where (x) is the models HP Stat, then that model is removed from play. When a model with an Infection Counter is killed, place a Pud in base contact before it is removed PUD CONTROL (x): When this model is deployed also deploy (x) Puds. If a Pud begins its activation within 8 inches of this model it may activate normally, instead of moving towards the nearest enemy. This model may spend 1 AP to have all non-Dying Puds within 4 inches immediately activate. Each Pud may only gain 1 additional activation from Pud Control each round. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost. VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW to the charge attack. LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacks under AG#(x) during 1 attack action. The first time this is done, this model may make 1 free attack with this assault group against the model hit. All attacks made with this assault group against that model automatically hit this activation, and may not be Parried.

40mm

[6] 250

50

40mm

[4]1000

100

KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target. PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing Poison Counters than its AP stat. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

ACID: When this attack hits a model place an Acid Counter on that model. During each Lingering Effects Phase a model with an Acid Counter suffers an automatic PW: 4 hit, removing the Acid Counter on a successful AR Save. A model may only have 1 Acid Counter at any time. ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from a melee attack all models in base contact suffer an automatic hit at PW: 2 REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

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