brood3.1

6
4 3 16 3 15 3 MEAN JELLYBEAN Special Abilities •Acid Blood •Bio-Gen (2) •Cause Panic •Command (1) •Regeneration AG#1 AS RF PW RN MAL [1] Chigg Staff •Pierce 10 6x2 RE - “Devour them all!” Ratchet (6) 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 model’s 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. C 125 40mm L 4 4 14 3 18 3 HELEXA Special Abilities •Acid Blood •Bio-Gen (3) •Command (3) •Regeneration AG#1 AS RF PW RN MAL [2] Claws •Paralyzing Poison 7 2x2 0 - “ey’ll never see us coming...” 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 model’s 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. C 125 40mm L MURTROS Special Abilities •Acid Blood •Regeneration •Bio-Gen (1) •Blok Stopper •Cause Panic •Command (2) AG#1 AS RF PW RN MAL [1] Kitache Staff •Victimize 7 8 RE - “Where’d they come from!?” -Last Words, Bane Commander 4 5 18 3 15 4 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 model’s 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. C 125 40mm L 4 3 14 3 14 2 SCION Special Abilities •Bio-Gen (1) •Bite Reflex (AG#2) •Elusive •Regeneration •Unnnatural Climb Lasher (4) AG#1 AS RF PW RN MAL [2] Claws 7 4 0 - AG#2 AS RF PW RN MAL [4] Tentacle •Paralyzing Poison 6 1 2x2 RE - BIO-GEN(x): Before deployment, this model gains (x) Bio-Gens. See the model’s 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. C 120 40mm L

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Dark Age

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  • 43

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    MEAN JELLYBEAN

    Special AbilitiesAcid BloodBio-Gen (2)Cause PanicCommand (1)Regeneration

    AG#1 AS RF PW RN MAL[1] Chigg Staff

    Pierce10 6x2 RE -

    Devour them all!

    Ratchet (6)

    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.

    C 12540mmL

    4

    4

    14

    3

    18

    3

    HELEXA

    Special AbilitiesAcid BloodBio-Gen (3)Command (3)Regeneration

    AG#1 AS RF PW RN MAL[2] Claws

    Paralyzing Poison7 2x2 0 -

    eyll never see us coming...

    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.

    C 12540mmL

    MURTROS

    Special AbilitiesAcid Blood RegenerationBio-Gen (1)Blok StopperCause PanicCommand (2)

    AG#1 AS RF PW RN MAL[1] Kitache Staff

    Victimize7 8 RE -

    Whered they come from!? -Last Words, Bane Commander

    4

    5

    18

    3

    15

    4

    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.

    C 12540mmL

    4

    3

    14

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    14

    2

    SCION

    Special AbilitiesBio-Gen (1)Bite Reflex (AG#2)ElusiveRegenerationUnnnatural Climb

    Lasher (4)

    AG#1 AS RF PW RN MAL[2] Claws 7 4 0 -

    AG#2 AS RF PW RN MAL[4] Tentacle

    Paralyzing Poison6 1 2x2 RE -

    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 rst 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.

    C 12040mmL

  • Broodling (6)

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    12

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    ALPHA BROODLING

    Special AbilitiesBio-Gen (1)Bite Reflex (AG#2)Field Order (Broodling)(Distraction)Regeneration

    AG#1 AS RF PW RN MAL[1] Maw 5 4x2 0 -

    AG#2 AS RF PW RN MAL[2] Tentacle

    Paralyzing Poison4 1 2x2 RE -

    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 rst time this model becomes engaged each round it may immediately make a free attack with (x) before charge attacks are resolved.

    DISTRACTION: While engaged with an enemy model other friendly models gain +1 AS and +1 PW to melee attacks against that model. Distraction is not cumulative.

    FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).

    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.

    [1] 500 6540mmM

    2

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    10

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    8

    1

    BROODLING

    Special AbilitiesRegeneration

    Broodling (6)

    AG#1 AS RF PW RN MAL[1] Maw 4 2x2 0 -

    Annoying little buggers. -Coil Diskmaster

    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.

    [6] 500 2030mmS

    4

    4

    14

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    15

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    GAZELLE

    Special AbilitiesRegenerationVault

    AG#1 AS RF PW RN MAL[1] Kick

    KP(12)5 4 0 -

    AG#2 AS RF PW RN MAL

    KB(14)6 1 4x2 0 [1] Double Kick

    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.

    [1] 500 9040mmL

    4

    2

    14

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    15

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    RED HOT

    Special AbilitiesElusiveHit and RunRegenerationIn ltrateFurious Charge

    AG#1 AS RF PW RN MAL[1] Kick

    KP(12)5 4 0 -

    As deadly as she is breathtaking. -Saint John

    ! 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-In ltrating models have been deployed. This model may be deployed anywhere on the battle eld that is at least 12 inches from an enemy deployment zone.

    ! 11040mmL

  • 48

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    HOWLER

    Special AbilitiesCause Panic RegenerationDe anceMassiveNever Panic

    AG#1 AS RF PW RN MAL[2] Claws

    BrutalSunder Armor

    8 8

    0

    -

    AG#2 AS RF PW RN MAL[1] Sonic Shriek

    Horrible Death10 1 6x2 SP -

    AG#3 AS RF PW RN MAL[1] Tail Sweep

    BrutalKP(12)

    8 1 8x2 Arc -

    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.

    [1] 1000 18580mmG

    4

    1

    12

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    14

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    MANDIBLE

    Special AbilitiesAcid BloodPud Control (3)Regeneration

    Sawblade (4)

    AG#1 AS RF PW RN MAL[2] Scythe Claws 9 6x2 0 -

    Its existance is su ering. -Unknown

    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.

    [1] 1000 11540mmL

    Special AbilitiesBlok StopperCause PanicRegenerationTough as NailsTremor

    4

    8

    20

    2

    12

    6

    NUMBSKULLAG#1 AS RF PW RN MAL[2] Fists

    CauterizeKP(14)

    7 6x2 0 -

    SMASH!!!

    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).

    [1] 1000 16080mmG

    2

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    10

    6

    8

    5

    PUD SWARM

    Special AbilitiesPud PowersRegenerationSerpentine BodySwarm

    AG#1 AS RF PW RN MAL[5] Nom 4

    2x2

    0

    -

    Om nom nom nom!!!

    ! 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 elded 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.

    ! 10080mmS

  • 13

    10

    6

    8

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    PUD

    Special AbilitiesPud PowersRegenerationSerpentine Body

    AG#1 AS RF PW RN MAL[1] Nom 4 2x2 0 -

    Nom!!!

    ! 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 elded 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.

    ! *30mmS

    3

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    12

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    10

    1

    BROODHOUND

    Special AbilitiesIn ltrateRegenerationVault

    Broodhound (6)

    AG#1 AS RF PW RN MAL[2] Claws 4 4 0 -

    AG#2 AS RF PW RN MAL[1] Bite

    Latch On (AG#1)- 6 0 -

    INFILTRATE: This model is deployed only after all other non-In ltrating models have been deployed. This model may be deployed anywhere on the battle eld 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 rst 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.

    [6] 500 5040mmM

    3

    7

    15

    3

    12

    3

    BLOAT

    Special AbilitiesFloatGoes Out With a BangRegenerationSlimy

    AG#1 AS RF PW RN MAL[1] Hydrogen Vent

    CauterizeFire

    6 1 4x2 Arc -

    AG#2 AS RF PW RN MAL[3] Tentacle 6 6 RE -

    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.

    [1] 1000 11540mmL

    3

    6

    14

    3

    12

    1

    GRIST

    Special AbilitiesRegeneration

    Grist (4)

    AG#1 AS RF PW RN MAL[1] Weapon Stock 4

    3

    0

    -

    AG#2 AS RF PW RN MAL[1] Bio Repulsor

    BL(1)IndirectKP(12)

    6 1 3x3 10 19

    INDIRECT: This attack may re 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.

    [6] 500 5040mmL

  • Plight (4)

    3

    5

    16

    3

    14

    2

    PLIGHT

    AG#1 AS RF\ PW RN MAL[2] Claws

    AcidCauterize

    5

    2x2

    0

    -

    AG#2 AS RF\ PW RN MAL

    [*] Stream

    * 1 2x3 * 18 [1] Acid SprayerAcidCauterize

    [*] Spray

    Special AbilitiesRegeneration

    5 ST SP 7

    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.

    [3] 500 7040mmL

    3

    3

    12

    4

    14

    2

    LASHER

    Special AbilitiesBite Reflex (AG#2)ElusiveRegenerationUnnatural Climb

    Lasher (3)

    AG#1 AS RF PW RN MAL[2] Claws 6 5 0 -

    AG#2 AS RF PW RN MAL[2] Tentacles

    Paralyzing Poison7

    1 7 RE -

    BITE REFLEX(x): The rst 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.

    [3] 500 7540mmL

    3

    4

    14

    4

    14

    2

    POD

    Special AbilitiesPud Control (3)RegenerationVault

    POD (3)

    AG#1 AS RF PW RN MAL[2] Claws 5 5 0 -

    - AG#2 AS RF PW RN MAL[1] Face Hug

    Latch On (AG#1)GrabIngest

    - 1 - 0

    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 Pud Counter is killed, place a Pud in base contact before it is removedPUD 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 rst 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.

    [3] 1000 7550mmL

    3

    4

    18

    3

    14

    2

    SAWBLADE

    Special AbilitiesAcid BloodRegeneration

    Sawblade (4)

    AG#1 AS RF PW RN MAL[1] Sawblade

    Acid8 4x2 0 -

    Slice and dice!!! -MJB

    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.

    [4] 1000 10040mmL

  • 36

    14

    4

    12

    2

    PUD THROWER

    Special AbilitiesPud Control (3)Regeneration

    Pud Thrower (3)

    AG#1 AS RF PW RN MAL[1] Club

    KP(10)5

    5

    0

    -

    AG#2 AS RF PW RN MAL[1] Pud Launcher

    Throw Pud6 1 4x2 16 -

    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.

    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.

    THROW PUD: This attack may only be used if there is a Pud within 4 inches of this model. This is a BL(1) Blast Attack with the following rules: When this attack is used, remove a Pud within 4 inches of this model. Once the nal position of the template has been determined place the Pud with its base at least partially under the template. If there is no room for the base place it as close to the template as possible. Once placed, 1 model in base contact with the Pud suffers an automatic 4x2 hit.

    [4] 1000 8540mmL

    3

    5

    14

    3

    12

    1

    RATCHET

    Special AbilitiesRegeneration

    Ratchet (6)

    AG#1 AS RF PW RN MAL[1] Chitin Club

    KP(10)6 4 0

    [1] Chitin SwordParalyzing Poison

    6 4 0

    Like most problems, re xes em. -Unknown Firestorm

    -

    -

    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.

    [6] 250 5040mmL

    3

    3

    14

    4

    10

    3

    ALPHA PUD

    Special AbilitiesPud Control (3)RegenerationSerpentine Body

    AG#1 AS RF PW RN MAL[1] ber Nom!

    ED(2)6 5x2 0 -

    AG#2 AS RF PW RN MAL[1] Spiked Tail

    KP(10)Whiplash

    6 1 6 Arc -

    [1] 1000 10040mmLEXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.

    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.

    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.

    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.

    WHIPLASH: If the target of this attack passes its AR Save, it gains a Whiplash Counter. At the beginning of that models next activation, it immediately loses 1 AP per Whiplash Counter, and then any Whiplash Counters are removed.

    Mucous Bloatling (6)

    3

    4

    14

    3

    10

    1

    MUCOUS BLOATLING

    Special AbilitiesExtinguishGuerilla TacticsRegenerationSlimyVault

    AG#1 AS RF PW RN MAL[2] Claw Strike 4 4 0 -

    AG#2 AS RF PW RN MAL[1] Viscid Tongue

    Paralyzing PoisonPull(10)

    6 1 - 8 -

    [6] 1000 5040mmLEXTINGUISH: This mode may spend 1 AP to remove a Fire Counter from a model within 8 inches and Line of Sight.

    GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away.

    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.

    PULL(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 toward this model until it is in base contact or comes in contact with another model or a terrain piece it cannot cross. Reduce (x) by 2 for every size smaller the attacking model is than the target and increase (x) by 2 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.

    SLIMY: This model may never have Fire Counters.

    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.