-
43
16
3
15
3
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
3
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)
3
4
12
4
12
2
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
4
10
4
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
4
15
2
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
4
15
2
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
18
2
12
6
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
3
14
2
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
3
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
1
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
4
12
4
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.