Professional Documents
Culture Documents
AG#1
AS RF PW RN MAL
10 6x2 RE -
3
16
3
15
3
Special Abilities
Acid Blood
Bio-Gen (2)
Cause Panic
Command (1)
Regeneration
AG#1
[2] Claws
Paralyzing Poison
AS RF PW RN MAL
7 2x2 0
-
14
18
125
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.
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
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.
40mm
Ratchet (6)
HELEXA
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
Special Abilities
Acid Blood
Bio-Gen (3)
Command (3)
Regeneration
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.
MURTROS
AG#1
AS RF PW RN MAL
7 8 RE -
3
15
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
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.
5
18
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.
SCION
AG#1
4
3
14
3
14
2
[2] Claws
40mm
120
BIO-GEN(x): Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Document
for more on Bio-Gens.
AS RF PW RN MAL
7 4
0
-
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.
AG#2
[4] Tentacle
Paralyzing Poison
AS RF PW RN MAL
6
1 2x2 RE -
Special Abilities
Bio-Gen (1)
Bite Reflex (AG#2)
Elusive
Regeneration
Unnnatural Climb
Lasher (4)
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.
ALPHA BROODLING
AG#1
3
4
12
4
12
2
[1] Maw
AS RF PW RN MAL
5 4x2 0
-
40mm
[1]500
65
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).
AG#2
[2] Tentacle
Paralyzing Poison
AS RF PW RN MAL
4
1 2x2 RE -
Special Abilities
Bio-Gen (1)
Bite Reflex (AG#2)
Field Order (Broodling)(Distraction)
Regeneration
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.
Broodling (6)
BROODLING
2
BIO-GEN(x): Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Document
for more on Bio-Gens.
AG#1
[1] Maw
AS RF PW RN MAL
4 2x2 0
-
30mm
[6] 500
20
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
10
4
8
1
Broodling (6)
GAZELLE
AG#1
4
4
14
4
[1] Kick
KP(12)
AG#2
AS RF PW RN MAL
5 4
0
-
AS RF PW RN MAL
6
1 4x2 0
Special Abilities
Regeneration
Vault
40mm
[1] 500
90
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.
15
2
RED HOT
AG#1
[1] Kick
KP(12)
AS RF PW RN MAL
5 4
0
-
2
14
4
15
2
40mm
110
HOWLER
AG#1
AS RF PW RN MAL
8 8
0
-
[2] Claws
4
8
18
2
12
6
Brutal
Sunder Armor
AG#2
AS RF PW RN MAL
10 1 6x2 SP -
Horrible Death
AG#3
AS RF PW RN MAL
8
1 8x2 Arc -
Special Abilities
Cause Panic
Deance
Massive
Never Panic
Regeneration
AG#1
AS RF PW RN MAL
9 6x2 0
-
1
12
3
14
2
Sawblade (4)
NUMBSKULL
AG#1
AS RF PW RN MAL
7 6x2 0
-
[2] Fists
Cauterize
KP(14)
SMASH!!!
20
12
185
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.
40mm
[1]1000
115
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.
80mm
[1]1000
160
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.
[1]1000
Special Abilities
Acid Blood
Pud Control (3)
Regeneration
80mm
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.
MANDIBLE
4
BRUTAL: The Parry special ability may not be used against this attack.
Special Abilities
Blok Stopper
Cause Panic
Regeneration
Tough as Nails
Tremor
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).
PUD SWARM
AG#1
[5] Nom
AS RF PW RN MAL
4 2x2 0
-
3
Om nom nom nom!!!
10
6
8
5
Special Abilities
Pud Powers
Regeneration
Serpentine Body
Swarm
80mm
100
! 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.
PUD
AG#1
[1] Nom
AS RF PW RN MAL
4 2x2 0
-
Nom!!!
10
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.
30mm
! Availability: May only be deployed via the Pud Control special ability.
Special Abilities
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.
Pud Powers
Regeneration
Serpentine Body
BROODHOUND
3
4
12
4
10
1
AG#1
[2] Claws
AG#2
[1] Bite
Latch On (AG#1)
AS RF PW RN MAL
4 4
0
-
AS RF PW RN MAL
- 6
0
-
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.
Broodhound (6)
AG#2
40mm
[1]1000
115
AS RF PW RN MAL
6
1 4x2 Arc -
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.
AS RF PW RN MAL
6 6 RE -
15
12
50
Inltrate
Regeneration
Vault
[3] Tentacle
[6]500
Special Abilities
AG#1
40mm
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.
BLOAT
3
INFILTRATE: This model is deployed only after all other non-Inltrating models have been deployed. This model
may be deployed anywhere on the battleeld that is at least 12 inches from an enemy deployment zone.
Special Abilities
Float
Goes Out With a Bang
Regeneration
Slimy
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.
GRIST
3
6
14
3
AG#1
AG#2
Regeneration
Grist (4)
[6] 500
50
AS RF PW RN MAL
4 3
0
-
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.
AS RF PW RN MAL
6
1 3x3 10 19
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.
Special Abilities
12
40mm
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.
PLIGHT
AG#1
3
5
16
3
[2] Claws
Acid
Cauterize
AG#2
AS RF\ PW RN MAL
5 2x2 0
-
AS RF\ PW RN MAL
*
1 2x3 *
18
[*] Stream
ST
[*] Spray
SP
40mm
[3] 500
70
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.
Special Abilities
14
2
Regeneration
Plight (4)
LASHER
AG#1
3
3
12
4
14
2
[2] Claws
AG#2
[2] Tentacles
Paralyzing Poison
AS RF PW RN MAL
6 5
0
-
AS RF PW RN MAL
7
1
7 RE -
Special Abilities
Bite Reflex (AG#2)
Elusive
Regeneration
Unnatural Climb
4
14
2
AS RF PW RN MAL
5 5
0
-
AG#2
AS RF PW RN MAL
1
0
Latch On (AG#1)
Grab
Ingest
Special Abilities
Pud Control (3)
Regeneration
Vault
AG#1
[1] Sawblade
Acid
AS RF PW RN MAL
8 4x2 0
-
4
18
Special Abilities
14
2
75
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
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
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 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.
POD (3)
SAWBLADE
3
[3] 500
ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model
automatically passes the PS Check to Evade.
AG#1
[2] Claws
14
40mm
Lasher (3)
POD
3
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.
Acid Blood
Regeneration
Sawblade (4)
40mm
[4]1000
100
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.
PUD THROWER
3
6
14
4
12
2
AG#1
[1] Club
KP(10)
AG#2
AS RF PW RN MAL
5 5
0
-
AS RF PW RN MAL
6
1 4x2 16
-
[4]1000
85
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.
Special Abilities
Pud Control (3)
Regeneration
RATCHET
3
40mm
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.
AG#1
Paralyzing Poison
AS RF PW RN MAL
6 4
0
6
14
Special Abilities
40mm
[6] 250
50
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.
Regeneration
12
1
Ratchet (6)
ALPHA PUD
AG#1
3
3
AG#2
[1] Spiked Tail
14
4
10
AS RF PW RN MAL
6 5x2 0
-
AS RF PW RN MAL
6
1
6 Arc -
KP(10)
Whiplash
Special Abilities
Pud Control (3)
Regeneration
Serpentine Body
40mm
[1]1000
100
EXTREME 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.
3
4
14
3
10
1
40mm
[6]1000
50
MUCOUS BLOATLING
EXTINGUISH: This mode may spend 1 AP to remove a Fire Counter from a model within 8 inches and Line of Sight.
AG#1
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
AG#2
[1] Viscid Tongue
Paralyzing Poison
Pull(10)
AS RF PW RN MAL
4 4
0
-
AS RF PW RN MAL
6
1
8
-
Special Abilities
Extinguish
Guerilla Tactics
Regeneration
Slimy
Vault
Mucous Bloatling (6)
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.