This action might not be possible to undo. Are you sure you want to continue?
HQ 0-1 Proto-gravemind 135pt Ws Bs S T W I A Ld Sv 0 0 0 6 5 1 0 10 3+ Unit type: Infantery Unit size: 1 Proto-gravemind Weapons & equipment: none A Proto-gravemind must choose one psychic power and may choose an second psychic power for the point costs listed. The relentless 35pt Welcome to your tomb 25pt Join us 20pt Consume! 25pt Retinue: The Proto-gravemind may have a retinue of 5-10 warrior forms or 1-3 pure forms for their respective point costs. Special rules: Immobile We are one! Feel no pain Elite 0-1 Pure form 60pt/model Ws Bs S T W I A Ld Sv X 4 X 5 3 2 4 10 X Unit type: Infantery Unit size: 1-3 Weapons & equipment: Varies Special rules: Transform
Carrier form 20pt/model Ws Bs S T W I A Ld Sv 0 0 1 4 1 1 0 10 Unit type: Infantery Unit size: 3-9 models Weapons & equipment: none Upgrades: Scouts 2pt 1-3 warrior forms (at respective point cost) Special rules: Carrier Slow and purposeful Troops Infection forms 7pts/base Ws Bs S T W I A Ld Sv X 0 X 2 3 3 3 10 Unit type: Swarm Unit size: 4-12 bases Weapons & equipment: none Special rules: Infect! Swarm Fleet Eternal warriors(against non-blast/template attacks) .
They may not have duplicates of any weapon. Rending claws 2pt Close combat weapon 1pt Laspistol 1pt Bolt pistol 2pt Shotgun 2pt Carapace armour(+1sv) 3pt 0-3 infection forms 7pt/base(Infection forms counts as a separate unit in combat) Special rules: Beast Warrior form Transport: A unit of warriors numbering 12 or less models may buy dispersal pods for 4pt/model These are counted as Fast attack choices and gains the “deepstrike” rule .Warrior forms (Human) 10pt/model Ws Bs S T W I A Ld Sv 4 2 3 4 1 3 2 10 5+ Unit type: Infantery Unit size: 8-24 models Weapons & equipment: Flak armour(5+sv) Upgrades: Warrior forms must have the same close combat weapons. They may only have one type of ranged weapons per unit.
Warrior form (Xeno) 13pt/model Ws Bs S T W I A Ld Sv 5 2 3 4 1 3 2 10 6+ Unit type: Infantery Unit size: 8-16 models Weapons & equipment: leather hides. This is fired one handed so close combat weapons can still be purchased. close combat weapon Upgrades: Rending claws 3pt Extra close combat weapon 0pt pistol 2pt Carapace armour(+1sv) 3pt 0-3 Infection forms 7pt/base(Infection forms counts as a separate unit in combat) Special weapons: only two special weapons are allowed per unit. Missile launcher 10pt Melta gun 15pt Flamer 5pt Machine gun 15pt Special rules: Beast Furious charge Warrior form Transport: A unit of warriors numbering 12 or less models may buy dispersal pods for 4pt/model These are counted as Fast attack choices and gains the “deepstrike” rule .
close combat weapon Upgrades: May replace 1 twin-linked bolter with a twin-linked plasma gun 15pt May have a flamer 10pt Extra close combat weapon 0pt Rending claws 5pt Power weapon 15pt (only one per unit) Special rules: Warrior form Scout .Fast attack Flood swarms 12pt/model Ws Bs S T W I A Ld Sv 2 3 2 3 1 4 1 10 Unit type: Jump infantery Unit size: 18-32 models Weapons & equipment: Razor spines Upgrades: Fleet of wing 4pt Special rules: Swarm Jump infantry Infected bikers 35pt/model Ws Bs S T I W A Sv 4 2 3 4(5) 2 1 1 4+ Unit type: Infantery(Bikes) Unit size: 3-8 bikers Weapons & equipment: twin-linked bolters.
Heavy support Assault forms 25pt/model Ws Bs S T W I A Ld Sv 4 2 4 4 2 3 3 10 4+ Unit type: Infantery Unit size: 5-8 assault forms Weapons & equipment: Missile launchers Upgrades: May exchange their Missile launchers for Melta guns 10pt Close combat weapon 0pt Extra close combat weapon 3pt(replaces shooting weapon) Large barbed arms 10pt(replaces shooting weapon) Machine gun 8pt(3 max) Scouts 6pt Special rules: Warrior form Infested wreck 90pt Ws Bs S Front Side Rear I A 4 3 8 12 11 10 2 3 Unit type: Vehicle(Walker) Weapons & equipment: 2xBarbed spikes & Huge spiky arm Upgrades: Additional Huge spiky arm 15pt Exchange one Barbed spikes for a missile launcher 5pt Exchange both Barbed spikes for missile launchers 15pt Flamer 10pt An infested wreck may transport up to 8 infection form bases at their respective cost Special rules: Slow and purposeful .
Consume! – All Flood creatures gain a re-roll to-hit in close combat. Monstrous creatures cannot be infected. . All warrior forms created in the same combat are of the same unit. They have the same equipment as the targets but cannot use grenades or other equipment besides ranged. If the target does not have the “furious charge” rule this is discarded. Special rules: Infect! – Infection forms always hit on a 4+.Psychic powers and special rules Psychic powers: The relentless – All Warrior forms within an 18” radius of the model using the power gains the “feel no pain” rule Welcome to your tomb – Enemy models within 24” of the model using this power must take a morale test when assaulting a Flood unit. Open-topped vehicles are infected on a 6+. For every successful infection the infection forms loses 1wound. Infection forms may resurrect a friendly killed warrior form on a 4+. On a 4+ the target is infected and becomes a Warrior form forming a separate unit engaged in close combat. Join us – Infection forms re-rolls all attempts to infect a target. Demonic units cannot be infected Non-organic units cannot be infected(necrons. Infection forms must assault the closest enemy nondemonic/monstrous and all organic units. this does not affect combat resolution.) Warrior forms that has suffered instant death or has been killed by a power weapon/powerfist or a template weapon or an Ap1-2 weapon cannot be resurrect since their body has been destroyed. Unless the target is Human the warrior forms are considered Xeno. drones etc. Infected units do not count as kill points as long as they are in combat with their original unit. Enemy models within 18” of the model using the power must also take a morale test when assaulted by a Flood unit. wraithguard. they always wound on a 4+ and for every unsaved wound inflicted roll a D6. close combat weapons and the targets armour.
“rending” and a 5+ armour save it also gains a +2I and -1T. Transform – Pure forms may transform once every turn. Carriers must assault the closest enemy non-demonic/monstrous and all organic units. Tank form – A Tank form gains a S5 Ws4 a 2+ armour save and “Feel no pain” they also gain rending claws. any infected targets join the warrior unit that issued the attack. But the warrior form dies. All Pure forms start as Stalkers. We are one! – all wounds that a Proto-gravemind suffers are redirected to it’s retinue. this is a S4 Ap. the normal restrictions for running apply. This is done at the start of the movement. . Imperial forces. Ranged form – A ranged form gains two of the weapon “Barbed spikes” and a 3+ armour save they are also relentless and may fire both their “Barbed spikes” they also gain S3 and Ws 2.hit. Ws4. this is a S4 Ap. They may however make a “Run!” move in the shooting phase and may still assault.hit then place two Infection form bases where the Carrier form was. also any “No retreat” wounds only affects the retinue. They may transform into one of the following each turn: Stalker form – A stalker gains the beast rule. thus they cannot attack. The Proto-gravemind and its retinue are fearless. but if they do they cannot move in the movement phase. a S4. this is worked out as a normal infection form attack. Eldar. On a 1-2 place a Large blast marker over the carrier. Warrior form – Warrior forms may option to disengage their infection form when in close combat.Carrier – When a Carrier form dies roll a dice 3-6 place a blast marker over the model. Immobile – Proto-graveminds are immobile and cannot move. Small targets and Tau forces are counted as Human warrior forms when infected. then place two Infection form bases where the Carrier form was. Pure forms may not Transform in combat.
unreliable Shooting Melta gun Machine gun Range S Ap Type Range S Ap Type 18” 8 3/1 Assualt2/1.Pistol Boltpistol Range S Ap Type 12” 4 5 Pistol Razor spines Range S Ap Type 24" 3 5 Assault 2 Shotgun Range S Ap Type 12” 3 6 Assault 2 Missile launcher Range S Ap Type 36” 4/7 5/3 Assault1. this | template 4 5 assault1. unreliable counts as a Close combat |_________________________________ weapon in all respects (dah) Close combat Power weapon Power weapons counts as Power weapons (dah) Large barbed arms Models with large barbed arms Count as equipped with Chainfists Huge spiky arm Huge spiky arms are Dreadnought close combat weapons ________________________________________________________ Special rules Unreliable Weapons with this special rule Suffer from Gets hot! When using the second profile . 36” 5 5 Heavy3 unreliable _______________________ Rending claws | Flamer Models with rending claws | Range S Ap Type Gain the rending rule. blast.Weapons and equipment Barbed spikes Range S Ap Type 36" 5 4 Heavy 3 Laspistol Range S Ap Type 12” 3 .
Made solely by Robin Landin with help from friends in play testing .
This action might not be possible to undo. Are you sure you want to continue?
We've moved you to where you read on your other device.
Get the full title to continue listening from where you left off, or restart the preview.