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Shirley T

Rules Expansion

Vs Predator

Programme
Guide

VerSion 0.71
No one in Particular Tune In...
Presents

Alien Vs Predator
Programme Guide

Created By Shirley T

The Alien and Predator francises are


copyright of twentieth century fox.
No infringment is intended. This is
solely a not­for­profit fan publication.
Welcome to 7tv New Cast Lists & Genres Gadget Cards
7TV is designed for cinematic style If you choose to play an AVP cast you I have also reworked gadget cards
skirmish games. If you love an old can only choose your models from the to fit each race ­ Predators utilize a
TV show or film and wish you could options presented in these rules. You Relic special rule, drawing relic
realise it on the table top ­ well now can play this cast against any other cast cards; Xenomorphs utilize a
you can! I have taken it upon myself created using the open casting rules in Biomorph special rule, drawing
For more information on 7tv: to produce my very own Programme the rulebook, or with any other biomorph cards, and Colonial
Guide for the Alien and Predator programme guide cast. AVP cast Marines/ Weyland Yutani have a
Crooked dice Games Design Studio franchises, and best of all, I'm members have one of five new genre new gadget card deck to replace the
sharing it with you! symbol on their cards: Colonial Marines, default 7TV gadet deck.
www.crooked-dice.co.uk
Weyland Yutani, Predator, Berserker,
mail@crooked-dice.co.uk
Designed to work with the 7TV 2nd and Xenomorph.
edition rules, it provides profiles for
characters, vehicles and equipment
across the the franchise.
Filmed in TECHNICOLOR
New Rules
The next few sections detail the new rules and models for
factions introduced for AVP to 7TV. Each profile offers
different special effect and attack options to choose from
when building your cast. Full details are provided on the
profle cards.

Statuses Attacks Free Actions


This section details New statuses available to AVP models. This section details New attack types available to AVP This section details new free actions available to
models. AVP models.
Embryo
Models implanted with an embryo are host to
a xenomorph chestburster model and
automatically gain the Questionable Ally special effect Weapon Effects Biomorphs
unless already controlled by a xenomorph player. If the host Xenomorphs show a surprising resiliance and
is ever reduced to 0 Health, immediately replace it with a Implantation adaptability to changing environments. As if able to
chestburster model. Only the On Fire Status is transfered to When a non­robot model defends against an attack with this manipulate their genetic code as a tool to gain the
the chestburster when a model is removed from play. weapon effect the model uses it's body statistic in place of it's upper hand, they show diverse morphology across
Embryo tokens count as xenomorph player models when defence statistic. If the attack is successful, the model gains bioforms.
determining if a cast is axed. an embryo token.
Using a Biomorph
Treat biomorphs in the same way other casts treat
StRIKES Jaw Strike gadets. Stars, Co­Stars and models with the
This section details A strike type unique to AVP models. When making a strike roll with this attack, for each 6+ Biomorph special effect can use a free action to
you roll, you can add one additional die to the attack for free. use any biomorph in the player’s biomorph pool.
Deathstrike There may be a cost for using some biomorphs.
In addition to fight and shoot strikes, some models have a
death strike which is triggered when the model passes a
Spirit statistic test as they are removed from play. This free Relics
action may represent a shower of acid blood or a self Each clan armory holds an array of powerful
destruction device. When a model with a deathstrike is weapons too rare to field in large numbers. These
removed take a Spirit statistic test, and if passed, replace Weapon Effects clan relics represent the pinacle of Predator
the model with a token and make a deathstrike free action. technolgy and are vital tools of the hunt.

Smart Weapon Using a Relic


When making a strike roll with this attack, for each 5+ Treat relics in the same way othe casts treat
you roll you can choose to reroll one other die. gadets. Stars, Co­Stars and models with the Relic
special effect can use a free action to use any relic
in the player’s relic pool. There may be a cost for
using some relics.
The casting couch
The next few sections detail the new rules and models for Creating a Creating an Creating a
factions introduced for AVP to 7TV. Each profile offers
Predator cast Alien cast Marine Cast
different special effect and attack options to choose from To create a villainous Alien cast choose To create a heroic Colonial Marine
To create a unallied Predator cast
when building your cast. Full details are provided on the any model with the ALIEN symbol. cast choose any model with the
choose any model with the
profle cards. COLONIAL MARINE symbol.
PREDATOR symbol.

PArasite
Models with the Parasite special effect
may begin the game inside a host model
the player controls. Eligible hosts are
Creating a non­Robot, non­Xenomorph models. If
Berserker cast deployed in this way, place an embryo Creating a
To create a unallied Berserker token next to the host model. When Corporate Cast
Predator cast choose any model determining if a cast is axed, do not To create a neutral Weyland Yutani
with the BERSERKER symbol. count the host model as part of the total, cast choose any model with the
but count the embryo token as normal. WEYLAND YUTANI, COLONIAL
MARINE, or XENOMORPH symbol.

Any model with the XENOMORPH


symbol automatically gains the
Questionable Ally special effect.

Creating a
Survival Cast
To create a Heroic cast of survivors,
choose any model with the
COLONIAL MARINE or PREDATOR
symbol.
Predator
Predator Tracker UNALLIED STAR Predator Tracker UNALLIED STAR Predator Hunter UNALLIED STAR Predator Hunter UNALLIED STAR

Star quality Star quality


4 3 Alpha Hunter
Immediately play one relic
Invisible
This model becomes
4 3 Seasoned Hunter
This model can make one
Invisible
This model becomes
card from your pool, without invisible for the turn. While immediate fight or shoot invisible for the turn. While
3 5 paying its listed cost. Do
not discard this gadget after
invisible, models can move
through other models and 3 5 attack, regardless of what
else they have done in this
invisible, models can move
through other models and
playing it. are not affected by the Block turn. This attack gains 1 are not affected by the Block
10 4 special effect. Targets struck
by an Invisible model count 10 4 extra die. special effect. Targets struck
by an Invisible model count
SPECIAL EFFECTS as being attacked in the rear. SPECIAL EFFECTS as being attacked in the rear.
Fearsome Alien after any strike roll, an Fearsome Alien after any strike roll, an
Star Quality Alpha Hunter This model cannot recover Invisible model becomes Star Quality Seasoned Hunter This model cannot recover Invisible model becomes
SPECIAL EFFECTS Fearsome Alien, Invisible , health using the Medic visible and loses the benefts SPECIAL EFFECTS Fearsome Alien, Invisible , health using the Medic visible and loses the benefts
special effect, but can of this special effect. Relic, Roar, Trophy Hunter special effect, but can of this special effect.
Master of Hounds, Relic, Trophy Hunter automatically remove one of automatically remove one of
its statuses in the player’s Relic its statuses in the player’s Relic
end phase. Models making This model adds one end phase. Models making This model adds one
a fight attack against this additional relic card to the a fight attack against this additional relic card to the
Razor Whip 2" +10 + Weakened. Unwieldy model must pass a Spirit test player's relic pool. Wrist Blades 0" +9 model must pass a Spirit player's relic pool.
or count their Strike number test or count their Strike
Combi-Stick 1" +9 Thrown as half (rounding up) against Master of Hounds Shuriken 12" +6 2 shots number as half (rounding Roar
Throw 10" +7 + Stunned. One use this model until the end of You can choose to include 0- or up) against this model until Special Action. Centre the 5"
the turn. 3 Predator Hounds for each Smart Disc 10" +7 Blast 3", Smart Weapon the end of the turn. blast template over this
Energy Flechette 12" +6 2 shots, Deadly Tracker in your cast. When or model. Opposing models
Trophy Hunter this model is activated, you Plasma Caster 24" +6 Deadly Trophy Hunter under this template failing a
Self-Destruct 0" +10 Blast 5" + Knockdown, Immediately gain after can also activate up to 3 Immediately gain after Spirit test are pushed away
Device Timer this model removes an friendly Predator Hounds Self-Destruct 0" +10 Blast 5" + Knockdown, this model removes an from this model the minimum
opposing model from play within 6" who have not Device Timer opposing model from play distance required to move
with a fight action. already activated this turn. with a fight action. them clear of the template.
12 11
ratings ratings

Predator Elder UNALLIED STAR Predator Elder UNALLIED STAR bloodED UNALLIED CO-STAR blooded UNALLIED CO-STAR
Star quality Star quality
4 3 Master of the Hunt
One action or strike this
Invisible
This model becomes
3 3 Frenzied Strike
Gain +2 to your strike roll
Invisible
This model becomes
model attempts this turn is invisible for the turn. While for your next fight attack invisible for the turn. While
3 4 considered to succeed; you
do not have to roll the dice.
invisible, models can move
through other models and 3 5 this turn invisible, models can move
through other models and
are not affected by the Block are not affected by the Block
10 5 SPECIAL EFFECTS special effect. Targets struck
by an Invisible model count 9 4 .
SPECIAL EFFECTS special effect. Targets struck
by an Invisible model count
Fearsome Alien as being attacked in the rear. Fearsome Alien as being attacked in the rear.
This model cannot recover after any strike roll, an This model cannot recover after any strike roll, an
Star Quality Master of the Hunt health using the Medic Invisible model becomes Star Quality Frenzied Strike health using the Medic Invisible model becomes
special effect, but can visible and loses the benefts Fearsome Alien, Invisible , special effect, but can visible and loses the benefts
SPECIAL EFFECTS Fearsome Alien, Invisible , automatically remove one of of this special effect. SPECIAL EFFECTS automatically remove one of of this special effect.
Pack Leader, Relic, Trophy Hunter its statuses in the player’s Relic, Trophy Hunter its statuses in the player’s
end phase. Models making Pack Leader end phase. Models making Relic
a fight attack against this Predator models in your cast a fight attack against this This model adds one
model must pass a Spirit test can each reroll one strike die model must pass a Spirit additional relic card to the
Wrist Blades 0" +8 or count their Strike number per turn if this model is within Wrist Blades 0" +8 test or count their Strike player's relic pool.
as half (rounding up) against 6". number as half (rounding
Combi-Stick 1" +8 Thrown this model until the end of Shuriken 12" +6 2 shots up) against this model until
the turn. Relic or the end of the turn.
Throw 10" +7 + Stunned. One use This model adds one Plasma Caster 24" +6 Deadly
Plasma Caster 24" +6 Deadly Trophy Hunter additional relic card to the Trophy Hunter
Immediately gain after player's relic pool. Self-Destruct 0" +10 Blast 5" + Knockdown, Immediately gain after
this model removes an Device Timer this model removes an
Self-Destruct 0" +10 Blast 5" + Knockdown, opposing model from play
Device Timer opposing model from play
with a fight action. with a fight action.

12 6
ratings ratings
Predator Hound UNALLIED EXTRA Predator Hound UNALLIED EXTRA Armed Colonist NEUTRAL EXTRA Armed Colonist NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


4 1 Alien Move 8"
2 3 Block Questionable Ally
This model cannot recover This model travels 8" in a An opposing non-vehicle An opponent can pay
0 3 health using the Medic
special effect. in the
single move action. 2 3 model moving to within 1" of
this model must either stop
during their turn to take one
action with this model, once
player’s end phase, this Pack Mentality in place no closer than 1" per turn. If this model is part
8 4 model can automatically
remove one of its statuses.
After this model spends an
action to activate, one 8 2 away, or continue to move
into base contact with the
of a unit, this action cannot
be used to make a strike
additional Predator Hound blocking model. Models roll against another model
Block may activate for free if they lose the Block special effect from the same unit.
SPECIAL EFFECTS Alien, Block, Move 8", Pack Mentality An opposing non-vehicle are within 6" and have not SPECIAL EFFECTS Block, Hide, Questionable Ally while they are Stunned or
model moving to within 1" of already activated this turn. On Fire.
this model must either stop
in place no closer than 1" Hide
away, or continue to move If this model has a cover
into base contact with the bonus from soft cover, hard
blocking model. Models cover or obstacles, then
Bite 0" +8 lose the Block special effect Stun Prod 0" +6 0 Health + Stunned models making shoot
while they are Stunned or attacks against this model
On Fire. Pistol 12" +5 2 Shots automatically miss if the
or distance to the target is
Shotgun 6" +6 Blast 3" more than half the attack's
or range.
Flamethrower Template,
Flamethrower 5" +6 + On Fire
+1 Ratings

2 2 or 3
ratings ratings

Youngblood UNALLIED EXTRA Youngblood UNALLIED EXTRA Prey Species NEUTRAL EXTRA Prey Species NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


3 3 Fearsome Alien
This model cannot recover
Invisible
This model becomes 4 2 Alien
This model cannot recover
Loner
This model can activate for
health using the Medic invisible for the turn. While health using the Medic free if it is more than 6" from
special effect, but can invisible, models can move
3 4 automatically remove one of through other models and 0 3 special effect. in the
player’s end phase, this
any other model. This
model can never have the
its statuses in the player’s are not affected by the Block model can automatically Leader or Unit Leader
end phase. Models making special effect. Targets struck remove one of its statuses. special effects.
9 4 a fight attack against this by an Invisible model count 7 3
model must pass a Spirit as being attacked in the rear. Hide Questionable Ally
test or count their Strike after any strike roll, an If this model has a cover An opponent can pay
SPECIAL EFFECTS Fearsome Alien, Invisible , number as half (rounding Invisible model becomes SPECIAL EFFECTS Alien, Hide, Follow Up, bonus from soft cover, hard during their turn to take one
up) against this model until visible and loses the benefts cover or obstacles, then action with this model, once
Trophy Hunter the end of the turn. of this special effect. Loner, Questionable Ally models making shoot per turn. If this model is part
attacks against this model of a unit, this action cannot
Trophy Hunter automatically miss if the be used to make a strike
Immediately gain after distance to the target is roll against another model
this model removes an more than half the attack's from the same unit.
Combi-Stick 1" +7 Thrown opposing model from play Talons 0" +8 range.
with a fight action.
Throw 10" +7 + Stunned. One use Follow Up
or After this model makes a
fight attack, they can move
up to 2" as a free action if
Razor Whip 2" +8 + Weakened. Unwieldy no opposing models have
Shuriken 12" +6 2 shots this model in ther fight
range. Models can only
make follow up moves in
your turn.
5 2
ratings ratings
Stalker Alien UNALLIED EXTRA Stalker Alien UNALLIED EXTRA Berserker Predator UNALLIED Berserker Predator UNALLIED
CO-STAR CO-STAR
SPECIAL EFFECTS Star quality
3 2 Alien (Xenomorph)
This model cannot recover
Dodge
When defending against a
4 3 Overpower
All opposing models in
Invisible
This model becomes
health using the Medic fight attack, this model gains base contact with this invisible for the turn. While
model are pushed 1" away invisible, models can move
2 3 special effect. This model
never loses health due to
+1 extra die if they are not
behind an obstacle. 4 5 from this model. Models through other models and
being underwater or in a pushed are knocked down. are not affected by the Block
special effect. Targets struck
8 4 vacuum. Move 8"
This model travels 8" with a 9 4 SPECIAL EFFECTS
by an Invisible model count
Climb single move action. . as being attacked in the rear.
This model can climb any Fearsome Alien after any strike roll, an
SPECIAL EFFECTS Alien, Climb, Dodge, Move 8", surface as though it is on a Questionable Ally Star Quality Overpower This model cannot recover Invisible model becomes
ladder. If it falls, count the An opponent can pay SPECIAL EFFECTS Fearsome Alien, Invisible , health using the Medic visible and loses the benefts
Questionable Ally fall as though it was from two during their turn to take one special effect, but can of this special effect.
Large, Beast Master, Trophy Hunter automatically remove one of
levels less. If this model falls action with this model, once
two levels or less it can per turn. If this model is part its statuses in the player’s Large
continue its activation after of a unit, this action cannot end phase. Models making Opponents gain +1 strike die
the fall. be used to make a strike roll a fight attack against this when making an attack
Teeth and Claws 0" +6 Jaw-Strike against another model from Combat Glaive 0" +11 model must pass a Spirit against a Large model.
the same unit. test or count their Strike
Prehensile Tail 1" +6 Stunned. Unwieldy Razor Whip 2" +10 + Weakened. Unwieldy number as half (rounding Beast Master
up) against this model until You can choose to include 0-
Acid Blood 1" +7 Hits all models without Shuriken 12" +7 2 shots the end of the turn. 3 Predator Hounds or Stalker
symbol. Unreliable Aliens in your cast. When this
Self-Destruct 0" +10 Blast 5" + Knockdown, Trophy Hunter model is activated, you can
Device Timer Immediately gain after also activate up to 3 friendly
this model removes an Hounds/ Stalkers within 6"
opposing model from play who have not already
with a fight action. activated this turn.
3 7
ratings ratings

Berserker Elder UNALLIED STAR Berserker Elder UNALLIED STAR Berserker Elite UNALLIED STAR Berserker Elite UNALLIED STAR

Star quality Star quality


5 4 Master of the Hunt
One action or strike this
Invisible
This model becomes 5 3 Bleeding Edge
Immediately play one relic
Invisible
This model becomes
model attempts this turn is invisible for the turn. While card from your pool, without invisible for the turn. While
4 4 considered to succeed; you
do not have to roll the dice.
invisible, models can move
through other models and 4 5 paying its listed cost. Do
not discard this gadget after
invisible, models can move
through other models and
are not affected by the Block playing it. are not affected by the Block
special effect. Targets struck special effect. Targets struck
10 5 SPECIAL EFFECTS
by an Invisible model count 10 5 by an Invisible model count
Fearsome Alien as being attacked in the rear. SPECIAL EFFECTS as being attacked in the rear.
This model cannot recover after any strike roll, an Fearsome Alien after any strike roll, an
Star Quality Master of the Hunt health using the Medic Invisible model becomes Star Quality Bleeding Edge This model cannot recover Invisible model becomes
Fearsome Alien, Invisible , special effect, but can visible and loses the benefts Fearsome Alien, Invisible , health using the Medic visible and loses the benefts
SPECIAL EFFECTS automatically remove one of of this special effect. SPECIAL EFFECTS special effect, but can of this special effect.
Pack Leader, Relic, Trophy Hunter its statuses in the player’s Large, Relic, Trophy Hunter automatically remove one of
end phase. Models making Large its statuses in the player’s Large
a fight attack against this Opponents gain +1 strike die end phase. Models making Opponents gain +1 strike die
model must pass a Spirit test when making an attack a fight attack against this when making an attack
Wrist Blade 0" +9 or count their Strike number against a Large model. Wrist Blade 0" +10 model must pass a Spirit test against a Large model.
as half (rounding up) against or count their Strike number
Combi-Stick 1" +9 Thrown this model until the end of Pack Leader Plasma Gatling 24" +7 2 shots, Deadly as half (rounding up) against Relic
the turn. Predator models in your cast this model until the end of This model adds one
Throw 10" +8 + Stunned. One use can each reroll one strike die Self-Destruct 0" +10 Blast 5" + Knockdown, the turn. additional relic card to the
Trophy Hunter per turn if this model is within Device Timer player's relic pool.
Electric Bolas 8" +9 + Weakened Immediately gain after 6". Trophy Hunter
Self-Destruct 0" +10 Blast 5" + Knockdown, this model removes an Immediately gain after
Device Timer opposing model from play Relic this model removes an
with a fight action. This model adds one opposing model from play
additional relic card to the with a fight action.
player'srelicpool.
13 13
ratings ratings
Colonist NEUTRAL EXTRA Colonist NEUTRAL EXTRA COnvict NEUTRAL EXTRA Convict NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


2 3 Block Questionable Ally 3 3 Break In Questionable Ally
An opposing non-vehicle An opponent can pay Special Action. This model An opponent can pay
1 2 model moving to within 1" of
this model must either stop
during their turn to take one
action with this model, once 1 3 can move through any door
or window in base contact.
during their turn to take one
action with this model, once
in place no closer than 1" per turn. If this model is part Place the model on the per turn. If this model is part
7 2 away, or continue to move
into base contact with the
of a unit, this action cannot
be used to make a strike 8 2 other side of the door or
window.
of a unit, this action cannot
be used to make a strike
blocking model. Models roll against another model roll against another model
lose the Block special effect from the same unit. from the same unit.
SPECIAL EFFECTS Block, Hide, Questionable Ally while they are Stunned or SPECIAL EFFECTS Break In, Hide, Questionable Ally Hide
On Fire. If this model has a cover
bonus from soft cover, hard
Hide cover or obstacles, then
If this model has a cover models making shoot
bonus from soft cover, hard attacks against this model
cover or obstacles, then automatically miss if the
Brawl 0" +4 0 Health + Weakened models making shoot Shank 0" +6 distance to the target is
attacks against this model more than half the attack's
automatically miss if the range.
distance to the target is
more than half the attack's
range.

1 ratings 1
or 2 for 3 Models ratings

Survivor NEUTRAL EXTRA Survivor NEUTRAL EXTRA Android NEUTRAL EXTRA Android NEUTRAL EXTRA

SPECIAL EFFECTS AttackS SPECIAL EFFECTS


3 3 Hide
If this model has a cover
Improvised Explosive/Placed
When this attack is made, do
2 3 Fight Back Questionable Ally
bonus from soft cover, hard not make a strike roll. Once Per turn, after this An opponent can pay
3 3 cover or obstacles, then
models making shoot
Instead, place a marker in
base contact with the 0 5 model has been the target
of a fight attack, it can
during their turn to take one
action with this model, once
attacks against this model attacking model to show make a fight attack against per turn. If this model is part
8 4 automatically miss if the
distance to the target is
where the attacki has been
positioned. Make a strike roll 8 6 that model, if that model is
in range of that attack.
of a unit, this action cannot
be used to make a strike
more than half the attack's as soon as any opposing roll against another model
range. model moves within 1" of the from the same unit.
SPECIAL EFFECTS Hide, Questionable Ally, Unique centre of the marker, then SPECIAL EFFECTS Fight Back, Questionable Ally, Robot
Questionable Ally remove the marker. Robot
An opponent can pay This model is affected by
during their turn to take one Timer (Explosive Attack) Fearsome models. This
action with this model, once The player controlling this model never loses health
per turn. If this model is part model can trigger this attack due to being underwater or
of a unit, this action cannot at the start of any of their in a vacuum.
Brawl 0" +6 0 Health + Weakened be used to make a strike action phases. Brawl 0" +7 0 Health + Weakened
roll against another model
Spear 1" +6 Thrown from the same unit.
Throw 10" +6 One use Unique
You can only have one
Improvised Placed +10 -1D6 Health, Blast 5" model with this profile name
Explosive + Knockdown, Timer in your cast.

3 2
ratings ratings
Predator Falcon Ceremonial Blade

Model's Model's
PLAY Activation PLAY Activation
EFFECT: This model's next EFFECT: One model in base
COST aimed shoot attack this turn COST contact loses -1 Health.
automatically causes a
successful strike against an
eligible target.

Plasma Bolt EMP Pulse

Model's Model's
PLAY Activation PLAY Activation
EFFECT: A model EFFECT: Place the blast 5"
COST successfully struck with this COST template centered on this
attack recieves the On Fire model. All opposing Robot
Status. models under this template
RANGE 6" gain the Stunned status.

STRIKE +6

Grapple Gun Medicomp

Model's oPPONEnT
PLAY Activation PLAY Successfully Strikes
EFFECT: Choose a point EFFECT: The model using this
COST within line of sight on any item COST relic can ignore the effects of
of terrain within 12" and up to 2 one strike on themselves or a
levels higher or lower. Place model in base contact. This
the model using this gadget at gadget has no effect on Robot
that point. Opposing models models.
are eligible to make free
strikes before this movement.

Climbing Claws Multi-spectral Cloak

Model's Model's
PLAY Activation PLAY Activation
EFFECT: The model may EFFECT: This model cannot
COST immediately climb or descend COST be targetted by strikes until
up to 2 levels if adjacent to a they attemp a strike, or until
vertical surface. Opposing the start of your next turn. All
models are eligible to make attacks made by this model
free stikes before this while using the relic count as
movement. rear attacks.
Netgun Combat Glaive

Model's Model's
PLAY Activation PLAY Activation
EFFECT: A successful strike EFFECT: The defending
COST against an opposing Extra COST model counts as
removes that model from play. disadvantaged.
Against a Star or Co-Star,
RANGE 1 2" place that model within 2" of a RANGE 0"
table edge of your choice.
STRIKE +8 STRIKE +6

Holographic WristComp Heavy Armor

Model's oPPONEnT
PLAY Activation PLAY declares Strike

EFFECT: Choose one model EFFECT: The model gains two


COST Free that has not activated this turn. COST extra defence dice against the
This model can activate this next attack.
turn for free.

Stim injector Emergency Breather

Model's Your End


PLAY Activation PLAY Phase
EFFECT: For the rest of the EFFECT: Remove the
COST Free game this model is never COST Free Dominated, Stunned, and
affected by Fearsome models Weakened statuses from this
and can count their strike rolls model or a model in base
as +1 against these models. contact.

Enhanced Bio-mask Vocal Mimicry

Model's Model's
PLAY Activation PLAY Activation
EFFECT: Models defending EFFECT: Choose any Extra
COST Free against this model do not gain COST within range of this model. The
the defence bonus for hard or targeted model gains the
soft cover, or for being behind Weakened status immediately
and obstacle. RANGE 6" if it doesn't already have it.
Queen Alien VILLAINOUS STAR Queen Alien VIILLAINOUS STAR Praetorian Alien VILLAINOUS EXTRA Praetorian Alien VILLAINOUS EXTRA
Star quality Irreplaceable SPECIAL EFFECTS
5 3 Hive Mind
Next turn, whenever an If this model is within 4" of
any other cast members in
4 3 Alien (Xenomorph) Synapse (Hive/Swarm)
opposing model is activated, This model cannot recover You only have to pay to
the countdown phase you health using the Medic activate this model and all
2 5 you can move one of your
own models up to 1”. Each gain immediately. If this
model is removed from play
2 5 special effect. This model
never loses health due to
eligible members of the unit
within 6". Any Drone Alien of
of your models can move up for any reason immediately being underwater or in a this unit using to gain
to 2” in one turn as a result
10 5 of this star quality. lose half your (round up). 9 5 vacuum. extra strike dice gains 1
additional die at no extra
Invulnerable Biomorph cost. If this model is removed
SPECIAL EFFECTS This model can ignore the This model adds one from play you lose both
Star Quality Hive Mind effects of any strike it has Star Quality Alien, Biomorph, Fearsome, additional biomorph card to these benefits.
Alien, Fearsome, Irreplaceable Alien (Xenomorph) just suffered if it can roll 4+ Large, Synapse (Hive/Swarm) the player's biomorph pool.
SPECIAL EFFECTS This model cannot recover on 1D6. This special effect SPECIAL EFFECTS
Invulnerable , Massive health using the Medic can be used during an
special effect. This model Fearsome
never loses health due to opponent's turn. You can Models making a fight
being underwater or in a add extra dice to this roll. attack against this model
vacuum. must pass a Spirit test or
Teeth and Claws 0" +10 Jaw-Strike Massive Teeth and Claws 0" +9 Jaw-Strike must count their Strike
Fearsome Opponents gain +2 strike die number as Half (rounding
Prehensile Tail 2" +10 Stunned. Unwieldy when making an attack Prehensile Tail 2" +9 Stunned. Unwieldy up) against this model until
Models making a fight attack against a Massive model. the end of the turn.
Acid Blood 1" +7 Hits all models without against this model must Acid Blood 1" +7 Hits all models without AttackS
symbol. Unreliable pass a Spirit test or must AttackS symbol. Unreliable Large Jaw-Strike
count their Strike number as Jaw-Strike Opponents gain +1 strike When making a strike roll
Half (rounding up) against When making a strike roll die when making an attack with this attack, for each 6+
this model until the end of with this attack, for each 6+ against a Large model. you roll, you can add one
the turn. you roll, you can add one additional die to the attack
additional die to the attack for free.
10 for free. 6
ratings ratings

PredAlien VILLAINOUS PreDAlien VILLAINOUS Warrior alien VILLAINOUS EXTRA Warrior alien VILLAINOUS EXTRA
CO-STAR CO-STAR
Star quality SPECIAL EFFECTS
4 3 Frenzy Large
Opponents gain +1 strike die
3 2 Alien (Xenomorph)
This model cannot recover
Endless Swarm
After you have activated an
Gain +2 to your strike roll for health using the Medic Alien model you can choose
your next fight attack this when making an attack
2 4 turn. against a Large model. 2 4 special effect. This model
never loses health due to
to pay to bring back
one Warrior Alien previously
Roar being underwater or in a removed from play. Your
vacuum.
9 5 SPECIAL EFFECTS
Alien (Xenomorph)
Special Action. Centre the 5"
blast template over this 8 4 opponent must place this
model within 8" of an Alien
This model cannot recover model. Opposing models Capture Victim model in play.
health using the Medic under this template failing a Special Action. This model
Star Quality Frenzy special effect. This model Spirit test are pushed away SPECIAL EFFECTS Alien, Capture Victim, Climb, can move one opposing Pack Hunter
Alien, Biomorph, Fearsome, Large, Roar never loses health due to from this model the minimum model in base contact to an This model gains one extra
SPECIAL EFFECTS distance required to move Endless Swarm egg chamber if that model strike die if one or more
being underwater or in a currently has one or more friendly models with the Pack
vacuum. them clear of the template.
statuses, 1 Health, and an Hunter special effect are
Biomorph Egg Chamber is within 12". within strike range of the
This model adds one Immediately place this defending model.
Teeth and Claws 0" +8 Jaw-Strike additional biomorph card to Teeth and Claws 0" +7 Jaw-Strike model adjacent to that
the player's biomorph pool. vehicle.
Prehensile Tail 1" +8 Stunned. Unwieldy Prehensile Tail 1" +7 Stunned. Unwieldy
Fearsome AttackS Climb
Acid Blood 1" +7 Hits all models without Models making a fight attack Jaw-Strike Acid Blood 1" +7 Hits all models without This model can climb any AttackS
symbol. Unreliable against this model must When making a strike roll symbol. Unreliable surface as though it is on a Jaw-Strike
pass a Spirit test or must with this attack, for each 6+ ladder. If it falls, count the When making a strike roll
count their Strike number as you roll, you can add one fall as though it was from with this attack, for each 6+
Half (rounding up) against additional die to the attack two levels less. If this model you roll, you can add one
this model until the end of for free. falls two levels or less it can additional die to the attack
the turn. continue its activation after for free.
the fall.
5 3
ratings ratings
Stalker Alien VILLAINOUS EXTRA Stalker Alien VILLAINOUS EXTRA Chestburster VILLAINOUS EXTRA Chestburster VILLAINOUS EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


3 2 Alien (Xenomorph)
This model cannot recover
Dodge
When defending against a
3 2 Alien (Xenomorph) Molt
This model cannot recover If this model is no closer than
health using the Medic fight attack, this model gains health using the Medic 6" from an opposing model,
2 3 special effect. This model
never loses health due to
+1 extra die if they are not
behind an obstacle. 0 1 special effect. This model
never loses health due to
you may sacrifice it instead
of paying for the
being underwater or in a being underwater or in a Endless Swarm special
8 4 vacuum. Move 8"
This model travels 8" with a 7 3 vacuum. effect. The previously
removed model assumes the
Biomorph single move action. Hide position of this model.
This model adds one If this model has a cover
SPECIAL EFFECTS Alien, Biomorph, Climb, Dodge, additional biomorph card to Vanguard SPECIAL EFFECTS Alien, Hide, Move 4", Molt, Parasite, SmalI bonus from soft cover, hard Parasite
Move 8", Vanguard the player's biomorph pool. This model can activate for cover, or obstacles, then If this model was implanted
free if it is more than 6" from models making shoot in a host, it may still be
Climb any other model. attacks against this model activated but may only
This model can climb any automatically miss if the perfom strike actions against
surface as though it is on a distance to the target is the host. Use the hosts Body
ladder. If it falls, count the more than half the attack's statistic instead of its
Teeth and Claws 0" +6 Jaw-Strike fall as though it was from two Teeth and Claws 0" +4 Jaw-Strike range. Defence. If the host is
levels less. If this model falls reduced to 0 Health,
Prehensile Tail 1" +6 Stunned. Unwieldy two levels or less it can Acid Blood 1" +6 Hits all models without Move 4" immediately replace the
continue its activation after AttackS symbol. Unreliable This model travels 4" with a model with the chestburster.
Acid Blood 1" +7 Hits all models without the fall. single move action.
symbol. Unreliable Jaw-Strike AttackS
When making a strike roll Small Jaw-Strike
with this attack, for each 6+ This model can move When making a strike roll
you roll, you can add one through the bases of with this attack, for each 6+
additional die to the attack opposing models. you roll, you can add one
for free. additional die to the attack
3 1 for free.
ratings ratings

Drone Alien VILLAINOUS EXTRA Drone Alien VILLAINOUS EXTRA Facehugger VILLAINOUS EXTRA Facehugger VILLAINOUS EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


3 2 Alien (Xenomorph)
This model cannot recover Swarm Intelligence 3 2 Alien (Xenomorph)
This model cannot recover
Move 4"
This model travels 4" with a
health using the Medic Place the 5” blast template health using the Medic
anywhere on the table. Count single move action.
2 4 special effect. This model
never loses health due to the number of Drone Aliens 0 1 special effect. This model
never loses health due to Small
being underwater or in a whose bases are at least being underwater or in a
partially under the template This model can move
vacuum.
8 4 vacuum. which have not activated this
turn. If you pay half this
7 5 through the bases of
opposing models.
Climb number, rounded up in , Ambush
This model can climb any all of these models can This model can activate
SPECIAL EFFECTS Alien, Climb, Endless Swarm, surface as though it is on a activate. You can only use SPECIAL EFFECTS Alien, Ambush, Lifecycle, without if there are one or
Swarm Intelligence ladder. If it falls, count the this special effect once in more opposing models
fall as though it was from two Move 4", SmalI within 6". This model can
levels less. If this model falls each of your own turns. never have the Leader or
two levels or less it can Unit Leader special effects.
continue its activation after
the fall. Lifecycle
Teeth and Claws 0" +7 Jaw-Strike Ovipositor 2" +4 Implantation + Stunned This model is removed
Endless Swarm (replaced by an embryo AttackS
Prehensile Tail 1" +7 Stunned. Unwieldy After you have activated an Acid Blood 1" +6 Hits all models without token) after a successful Implantation
Alien model you can choose AttackS symbol. Unreliable Ovipositor strike. When a non-robot model
Acid Blood 1" +7 Hits all models without to pay to bring back defends against an attack
symbol. Unreliable one Drone Alien previously Jaw-Strike with this weapon effect the
removed from play. Your When making a strike roll model uses it's body statistic
opponent must place this with this attack, for each 6+ in place of it's defence
model within 8" of an Alien you roll, you can add one statistic. If the attack is
model in play. additional die to the attack successful, the model gains
for free. an embryo token.
2 ratings 1
or 5 for 3 Models ratings
The DrAgon VILLAINOUS The Dragon VILLAINOUS Hive VILLAINOUS UNIT
CO-STAR CO-STAR

Unit
Star quality The hive maintains the nest and protects it from
5 2 Frightening Speed
Models in base contact with
Climb
This model can climb any intruders.
this model count as surface as though it is on a
ladder. If it falls, count the fall An Alien Hive can contain the following models:
2 3 disadvantaged against
attacks made this model. as though it was from two

Card
levels less. If this model falls
two levels or less it can 0-1 Praetorian Alien
9 5 SPECIAL EFFECTS continue its activation after
the fall. 3-9 Drone Alliens
Alien (Xenomorph)
This model cannot recover Dodge 0-4 Facehuggers
Star Quality Frightening Speed health using the Medic When defending against a
SPECIAL EFFECTS Alien, Biomorph, Climb, Dodge, Move 10" special effect. This model fight attack, this model gains 0-1 Alien nest per full or
never loses health due to +1 extra die if they are not
being underwater or in a behind an obstacle. part 5 models or
vacuum.
Biomorph Move 10" 0-1 Egg Chamber
Teeth and Claws 0" +8 Jaw-Strike This model adds one This model travels 10" with a
additional biomorph card to single move action.
Prehensile Tail 1" +8 Stunned. Unwieldy the player's biomorph pool.
Acid Blood 1" +7 Hits all models without AttackS
symbol. Unreliable
Jaw-Strike
When making a strike roll
with this attack, for each 6+
you roll, you can add one
additional die to the attack
for free.
6
ratings

8th Passenger VILLAINOUS 8th passenger VILLAINOUS Swarm VILLAINOUS UNIT


CO-STAR CO-STAR

Unit
Star quality Swarms are used to forge for prey and expand
5 3 Regeneration
Special Action. Ths model
the hive by capturing new victims.
Ambush
may spend to recover This model can activate An Alien Swarm can contain the following
2 4 one lost Health. without if there are one or models:
Card
SPECIAL EFFECTS more opposing models
within 6". This model can
9 4 Alien (Xenomorph) never have the Leader or
Unit Leader special effects.
0-1 Praetorian Alien
This model cannot recover 3-7 Warrior Alien
health using the Medic
Star Quality Regeneration special effect. This model 0-3 Lurker Alien
SPECIAL EFFECTS Alien, Ambush, Biomorph, Climb never loses health due to
being underwater or in a 0-4 Facehugger
vacuum.
0-3 Air Vent(s)
Biomorph
This model adds one
Teeth and Claws 0" +9 Jaw-Strike additional biomorph card to
the player's biomorph pool.
Prehensile Tail 1" +9 Stunned. Unwieldy
Acid Blood 1" +7 Hits all models without Climb AttackS
symbol. Unreliable This model can climb any Jaw-Strike
surface as though it is on a When making a strike roll
ladder. If it falls, count the with this attack, for each 6+
fall as though it was from two you roll, you can add one
levels less. If this model falls additional die to the attack
two levels or less it can for free.
continue its activation after
6 the fall.
ratings
Alien NEst VEHICLE Alien NEst VEHICLE Egg Chamber VEHICLE Egg Chamber VEHICLE

SPECIAL EFFECTS SPECIAL EFFECTS


Large Open Massive Ovomorph
Opponents gain one extra If this vehicle is hit by a strike Opponents gain +2 strike The egg chamber's
die when making a strike roll 1D6. On a 1-3 apply the die when making an attack ovomorphs mean that this
against a Large model. effect against the vehicle, on against a Massive model. vehicle can make fight
4-6 apply the effects against actions without another
Move 0" an occupant. Template Move 0" model occupying it.
This model cannot move weapons apply their effects This model cannot move
along the ground using a to the vehicle AND along the ground using a Vehicle
move action. occupants. move action. Vehicles can never gain the
Dominated, Stunned, or
Spy Vehicle Open Weakened statuses, be
This model can be set up Vehicles can never gain the If this vehicle is hit by a knocked down, or suffer
anywhere on the table, as Dominated, Stunned, or strike roll 1D6. On a 1-3 damage from drowning or
long as it is no further than Weakened statuses, be apply the effect against the lack of oxygen.
12" from another friendly knocked down, or suffer vehicle, on 4-6 apply the
non-Spy model. Spies are damage from drowning or effects against an occupant. Unique
5 8 2 placed after all other lack of oxygen. 8 8 2 Template weapons apply You can only have one
models. Opposing models their effects to the vehicle model with this profile name
cannot make strikes against AND occupants. in your cast.
a model with this special SPECIAL EFFECTS Massive, Move 0", Open,
SPECIAL EFFECTS Large, Move 0", Spy, effect in their first turn of an Ovomorph, Vehicle, Unique
Open, Vehicle episode.
Attack Range Strike Effects
Ovipositor 2" +4 Implantation +Stunned

5 6
ratings ratings

Air Vent VEHICLE Air Vent VEHICLE Prey Species NEUTRAL EXTRA Prey Species NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


Conduit
Special Action. A passenger
Spy
This model can be set up 4 2 Alien
This model cannot recover
Loner
This model can activate for
may be moved to any other anywhere on the table, as health using the Medic free if it is more than 6" from
special effect. in the any other model. This
unoccupied air vent
controlled by the player.
long as it is no further than
12" from another friendly 0 3 player’s end phase, this model can never have the
non-Spy model. Spies are model can automatically Leader or Unit Leader
Move 0" placed after all other models. remove one of its statuses. special effects.
This model cannot move Opposing models cannot 7 3
along the ground using a make strikes against a model Hide Questionable Ally
move action. with this special effect in If this model has a cover An opponent can pay
their first turn of an episode. SPECIAL EFFECTS Alien, Hide, Follow Up, bonus from soft cover, hard during their turn to take one
cover or obstacles, then action with this model, once
Vehicle Loner, Questionable Ally models making shoot per turn. If this model is part
Vehicles can never gain the attacks against this model of a unit, this action cannot
Dominated, Stunned, or automatically miss if the be used to make a strike
Weakened statuses, be distance to the target is roll against another model
1 8 2 knocked down, or suffer more than half the attack's
range.
from the same unit.
damage from drowning or Talons 0" +8
lack of oxygen.
Follow Up
SPECIAL EFFECTS Conduit, Move 0", Spy, Vehicle After this model makes a
fight attack, they can move
up to 2" as a free action if
no opposing models have
this model in ther fight
range. Models can only
make follow up moves in
your turn.
3 2
ratings ratings
Colonist NEUTRAL EXTRA Colonist NEUTRAL EXTRA COnvict NEUTRAL EXTRA Convict NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


2 3 Block Questionable Ally 3 3 Break In Questionable Ally
An opposing non-vehicle An opponent can pay Special Action. This model An opponent can pay
1 2 model moving to within 1" of
this model must either stop
during their turn to take one
action with this model, once 1 3 can move through any door
or window in base contact.
during their turn to take one
action with this model, once
in place no closer than 1" per turn. If this model is part Place the model on the per turn. If this model is part
7 2 away, or continue to move
into base contact with the
of a unit, this action cannot
be used to make a strike 8 2 other side of the door or
window.
of a unit, this action cannot
be used to make a strike
blocking model. Models roll against another model roll against another model
lose the Block special effect from the same unit. from the same unit.
SPECIAL EFFECTS Block, Hide, Questionable Ally while they are Stunned or SPECIAL EFFECTS Break In, Hide, Questionable Ally Hide
On Fire. If this model has a cover
bonus from soft cover, hard
Hide cover or obstacles, then
If this model has a cover models making shoot
bonus from soft cover, hard attacks against this model
cover or obstacles, then automatically miss if the
Brawl 0" +4 0 Health + Weakened models making shoot Shank 0" +6 distance to the target is
attacks against this model more than half the attack's
automatically miss if the range.
distance to the target is
more than half the attack's
range.

1 ratings 1
or 2 for 3 Models ratings

Survivor NEUTRAL EXTRA Survivor NEUTRAL EXTRA Android NEUTRAL EXTRA Android NEUTRAL EXTRA

SPECIAL EFFECTS AttackS SPECIAL EFFECTS


3 3 Hide
If this model has a cover
Improvised Explosive/Placed
When this attack is made, do
2 3 Fight Back Questionable Ally
bonus from soft cover, hard not make a strike roll. Once Per turn, after this An opponent can pay
3 3 cover or obstacles, then
models making shoot
Instead, place a marker in
base contact with the 0 5 model has been the target
of a fight attack, it can
during their turn to take one
action with this model, once
attacks against this model attacking model to show make a fight attack against per turn. If this model is part
8 4 automatically miss if the
distance to the target is
where the attacki has been
positioned. Make a strike roll 8 6 that model, if that model is
in range of that attack.
of a unit, this action cannot
be used to make a strike
more than half the attack's as soon as any opposing roll against another model
range. model moves within 1" of the from the same unit.
SPECIAL EFFECTS Hide, Questionable Ally, Unique centre of the marker, then SPECIAL EFFECTS Fight Back, Questionable Ally, Robot
Questionable Ally remove the marker. Robot
An opponent can pay This model is affected by
during their turn to take one Timer (Explosive Attack) Fearsome models. This
action with this model, once The player controlling this model never loses health
per turn. If this model is part model can trigger this attack due to being underwater or
of a unit, this action cannot at the start of any of their in a vacuum.
Brawl 0" +6 0 Health + Weakened be used to make a strike action phases. Brawl 0" +7 0 Health + Weakened
roll against another model
Spear 1" +6 Thrown from the same unit.
Throw 10" +6 One use Unique
You can only have one
Improvised Placed +10 -1D6 Health, Blast 5" model with this profile name
Explosive + Knockdown, Timer in your cast.

3 2
ratings ratings
Hissss! Acid Spit

Model's Model's
PLAY Activation PLAY Activation
EFFECT: 1D3 friendly models EFFECT: A model sucessfully
COST within 12" may make a free COST struck with this attack receives
move action toward this the Weakened status.
model.
RANGE 6"

STRIKE +8

Razor Tail Spike Tail Stinger Barb

Model's Model's
PLAY Activation PLAY Activation
EFFECT: One model in base EFFECT: One non-Robot
COST contact loses -1 Health. COST Free model within 2" and in line of
sight gains the Stunned status.

RegenEration RAzor Claws

Model's Model's
PLAY Activation PLAY Activation
EFFECT: The model using this EFFECT: The defending
COST biomorph can ignore the effect COST model counts as
of one strike on themselves or disadvantaged.
a model in base contact. This
biomorph has no effect on RANGE 0"
Robot models.
STRIKE +7

Extended Carapace Chamelionic Hide

Model's Model's
PLAY Activation PLAY Activation
EFFECT: The model gains two EFFECT: This model cannot
COST extra Defence dice against the COST be targetted by strikes until
next attack. they attempt a strike, or until
the start of your next turn. All
attacks made by this model
while using the biomorph
count as rear attacks.
Pyrolic aCid Gland Adrenaline Sac

Model's Model's
PLAY Activation PLAY Activation
EFFECT: A model sucessfully EFFECT: For the rest of the
COST struck with this attack receives COST Free game this model is never
the On Fire status. affected by Fearsome models
and can count their strike rolls
RANGE 6" as +1 against these models.

STRIKE +6

Burrowing Claws Synaptic Exoform

Model's Model's
PLAY Activation PLAY Activation
EFFECT: Choose a point EFFECT: Choose one model
COST within 12" and line of sight. COST Free which has not already
Place the model using this activated this turn. This model
biomorph at that point. can activate this turn for free.
Opposing models do not get
to make free strikes before this
movement.

Resin Chimney SpikeD Exoskeleton

Model's Model's
PLAY Activation PLAY Activation
EFFECT: A successful strike EFFECT: You can
COST against an opposing Extra COST Free immediately move one
removes that model from play. opposing model in base
Against a Star or Co-Star, contact up to 1". You cannot
RANGE 0" place that model within 2" of a make free strikes against
tble edge of your choice. this model.
STRIKE +8

Enhanced Sonic Fovea Secondary Molt

Model's Model's
PLAY Activation PLAY Activation
EFFECT: Models defending EFFECT: Remove the
COST Free against strikes made by this COST Free Dominated, Stunned and
model do not gain the defence Weakened statuses from this
bonus for hard or soft cover, or model or a model in base
for being behind an obstacle. contact.
USCM
mAJ dUTCH sCHAEFER HEROIC STAR mAJ dUTCH sCHAEFER HEROIC STAR lt liNN kUROSAWA HEROIC CO-STAR lt lYNN kUROSAWA HEROIC CO-STAR

Star quality Star quality


5 3 Cybernetic Arm
One action or strike this
Invulnerable
This model can ignore any
3 3 Slice N' Dice
Make one Katana fight
Ninjitsu
When this model makes a
model attempts this turn is strike it has just suffered if it attack against each model strike with this attack, you
4 5 considered to succeed; you
do not have to roll the dice.
can roll 4+ on 1D6. This
special effect can be used 4 4 in base contact. can make one additional
strike with another listed
during an opponent's turn. weapon as a free action.
10 4 You can add extra dice to
this roll. 9 4 SPECIAL EFFECTS
SPECIAL EFFECTS Dodge
Tactical Expert When defending against a
Star Quality Cybernetic Arm Brave When this model is activated, Star Quality Slice N' Dice fight attack, this model
SPECIAL EFFECTS Brave, Fight Back, Invulnerable , This model is never affected choose up to two friendly SPECIAL EFFECTS Dodge, Hard, Ninjitsu, gains 1 extra die if they are
Tactical Expert by Fearsome models and Extra models within 6". Each not behind an obstacle.
counts its strike rolls as +1 of these models can
against these models. immediately move up to 2" as Hard
free actions. Roll 1D6 if this model
Fight Back receives the Stunned or
Cybernetic Arm 0" +12 Once Per turn, after this Ninjitsu 0" +8 -1 Health Weakened statuses. On a
model has been the target of or Stunned or Knockdown roll of 4+ this model does
Smartgun 24" +8 Blast 5", Unwieldy. a fight attack, it can make a not gain that status. You
Cannot aim, fight attack against that Katana 0" +7 can add extra dice to this
Smart Weapon model, if that model is in AttackS roll.
range of that attack. Smart Weapon Magnum Pistol 12" +7 2 Shots, Deadly
When making a strike roll
with this attack, for each 5+
you roll you can choose to
reroll one other die.
12 6
ratings ratings

LT ELLEN rIPLEY HEROIC STAR LT ELLEN rIPLEY HEROIC STAR Machiko UNALLIED CO-STAR Machiko UNALLIED CO-STAR

Star quality Star quality


3 4 Burst of Action
This model can make one
Hard
Roll 1D6 if this model
4 3 Beat Back
All opposing models in
Invisible
This model becomes
immediate fight or shoot receives the Stunned or base contact with this invisible for the turn. While
3 3 attack, regardless of what
else they have done in this
Weakened statuses. On a roll
of 4+ this model does not 3 3 model are pushed 1" away
from this model. Models
invisible, models can move
through other models and
turn. This attack gains 1 gain that status. You can add pushed away are knocked are not affected by the Block
down. special effect. Targets struck
9 5 extra die. extra dice to this roll. 9 5 by an Invisible model count
SPECIAL EFFECTS Lucky SPECIAL EFFECTS as being attacked in the rear.
This model can reroll any after any strike roll, an
Star Quality Burst of Action Blown Clear one die they roll, once per Star Quality Beat Back Brave Invisible model becomes
If this model finds itself turn. this model is never affected visible and loses the benefts
SPECIAL EFFECTS Blown Clear, Inspiring, Hard, SPECIAL EFFECTS Brave, Invisible , by Fearsome models and of this special effect.
Lucky, Unique under a weapon template for Loner, Relic counts its strike rolls as +1
any reason, move this model against these models. Loner
out from under the template This model can activate for
so that its base is touching free if it is more than 6" from
the template. This model any other model. This model
Brawl 0" +6 0 Health + Weakened suffers no effects from the Brawl 0" +7 0 Health + Weakened
strike. can never have the Leader
Pulse Rifle 24" +6 2 Shots Combi-Stick 1" +7 Thrown or Unit Leader special
Inspiring effects.
Flamethrower 5" +7 Flamethrower Template, Friendly models within 12" Throw 10" +7 + Stunned. One use
+ On Fire Relic/Gadget
can reroll any failed Spirit Plasma Caster 24" +6 Deadly This model adds one
tests using this model's additional relic card or
Spirit. Gadget card to the player's
pool of choice.

9 7
ratings ratings
USCM Smartgunner HEROIC EXTRA Marine Smartgunner HEROIC EXTRA USCM Sergeant HEROIC EXTRA USCM Sergeant HEROIC EXTRA

SPECIAL EFFECTS AttackS SPECIAL EFFECTS


3 3 Military Training Smart Weapon
When making a strike roll
3 3 Military Training
When this model makes a
Unit Leader (Colonial Marines)
Choose any number of models
When this model makes a
strike, it can choose to add with this attack, for each 5+ strike, it can choose to add in this unit within 6" who have
4 3 +1 to its strike roll for every
. spent on extra dice,
you roll you can choose to
reroll one other die.
4 3 +1 to its strike roll for every
. spent on extra dice,
not activated this turn. You
must include the Unit Leader
instead of getting the extra instead of getting the extra model. Pay 1/2 for each
8 3 dice. 8 4 dice. model (round up). All these
models can activate this turn.
Team Tactics Team Tactics
When a model within 2" of When a model within 2" of
SPECIAL EFFECTS Military Training, Team Tactics this model is targetted by SPECIAL EFFECTS Miliitary Training, Team Tactics, this model is targetted by
any strike, you can choose Unit Leader (Colonial Marines) any strike, you can choose
to have this model targetted to have this model targetted
instead if this model is a instead if this model is a
legal target. legal target.

Brawl 0" +6 0 Health + Weakness Brawl 0" +6 0 Health + Weakness


Smartgun 24" +7 Blast 5", Unwieldy. Pulse Rifle 24" +7 2 Shots
Cannot aim, or
Smart Weapon Combat Shotgun 6" +8 Blast 3"

7 4
ratings ratings

USCM Combat Medic HEROIC EXTRA USCM Combat Medic HEROIC EXTRA Colonial Marine HEROIC EXTRA Colonial Marine HEROIC EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


3 3 Medic
Special Action. If ths model
Team Tactics 3 3 Military Training
When this model makes a
Team Tactics
When a model within 2" of When a model within 2" of
passes a Mind test one this model is targetted by strike, it can choose to add this model is targetted by
4 3 friendly model in base
contact can recover 1 lost
any strike, you can choose
to have this model targetted
4 3 +1 to its strike roll for every
. spent on extra dice,
any strike, you can choose
to have this model targetted
Health up to its starting instead if this model is a instead of getting the extra instead if this model is a
8 3 value. This effect does not
work on Alien, Robot, or
legal target. 8 3 dice. legal target.
Vehicle models.
SPECIAL EFFECTS Medic, Miliitary Training, Military Training SPECIAL EFFECTS Miliitary Training, Team Tactics
Team Tactics When this model makes a
strike, it can choose to add
+1 to its strike roll for every
. spent on extra dice,
instead of getting the extra
dice.
Brawl 0" +6 0 Health + Weakened Brawl 0" +6 0 Health + Weakness
Flamethrower 5" +7 Flamethrower Template, Pulse Rifle 24" +7 2 Shots
+ On Fire
Grenade 6" +8 Blast 3"

5 3
ratings ratings
USCM Motion Tracker HEROIC EXTRA USCM MOTION Tracker HEROIC EXTRA Powerloader VEHICLE Powerloader VEHICLE

SPECIAL EFFECTS SPECIAL EFFECTS


3 3 Military Training Team Tactics
When a model within 2" of
Large
Opponents gain one extra
Repair
Special Action. If this model
When this model makes a die when making a strike passes a Mind test one
strike, it can choose to add this model is targetted by
4 3 +1 to its strike roll for every
. spent on extra dice,
any strike, you can choose to
have this model targetted
against a Large model. friendly Robot or Vehicle
model in base contact can
instead of getting the extra instead if this model is a Move 4" recover 1 lost Health.
8 3 dice. legal target. This model travels 4" with a
single move action. Vehicle
Motion Tracker Vehicles can never gain the
When this model activates Open Dominated, Stunned, or
SPECIAL EFFECTS Military Training, Motion Tracker, choose two friendly models If this vehicle is hit by a Weakened statuses, be
Team Tactics within 6" who have not strike roll 1D6. On a 1-3 knocked down, or suffer
activated this turn. Chosen apply the effect against the damage from drowning or
models can activate this turn vehicle, on 4-6 apply the lack of oxygen.
for free but cannot use their effects against an occupant.
Template weapons apply
Leader or Unit Leader
special effects this turn. 1 8 3 their effects to the vehicle
Brawl 0" +6 0 Health + Weakness AND occupants.
Pulse Rifle 24" +7 2 Shots SPECIAL EFFECTS Large, Move 4", Open, Vehicle
Grenade 6" +8 Blast 3"
Attack Range Strike Effects
Hydraulic 0" +9 -1D3 Health, Unwieldy
Grappler or 0 Health +Knockdown

4 5
ratings ratings

M577 APC VEHICLE M577 APC VEHICLE Sentry Gun HEROIC EXTRA Sentry Gun HEROIC EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


Massive
Opponents gain +2 strike
Sure Footed
This model can never be 0 0 Automated
This model can activate
Robot
This model is not affected by
die when making an attack knocked down. This model without if there are one Fearsome models. This model
against a Massive model. treats rough ground as clear
ground. 3 3 or more opposing models
within 6". This model can
never loses health due to
being underwater or in a
Mobile Command Station never have the Leader or vacuum.
Special Action. One Vehicle
passenger may use their Vehicles can never gain the 7 0 Unit Leader special effects.
Spy
Leader or Unit Leader ability Dominated, Stunned, or Move 0" This model can be set up
per turn with unlimited Weakened statuses, be This model cannot move anywhere on the table, as long
range. knocked down, or suffer SPECIAL EFFECTS Automated, Move 0", along the ground using a as it is no further than 12" from
damage from drowning or Robot, Spy move action. another friendly non-Spy
Move 8" lack of oxygen. model. Spies are placed after
This model travels 8" with a all other models. Opposing
single move action. models cannot make strikes
against a model with this
10 9 4 special effect in their first turn
Autocannon 24" +7 Blast 5", Unwieldy. of an episode.
SPECIAL EFFECTS Massive, Mobile Command Center, Cannot aim
Move 8", Sure Footed, Vehicle
Attack Range Strike Effects
Cannon 0" +10 -1D6 Health + Blast 3"
vs Robots/Vehicles, Unwieldy
Forward Turrent 0" +8 Blast 5", Unwieldy,
Cannot aim

10 3
ratings ratings
Synthetic NEUTRAL EXTRA Synthetic NEUTRAL EXTRA USCM CAPTAIN HEROIC CO-STAR USCM CAPTAIN HEROIC CO-STAR

SPECIAL EFFECTS Star quality


2 4 First Law Robot
This model is never affected
4 3 Take Charge
Choose one friendly unit. All
Military Training
When this model makes a
When a human model within by Fearsome models. This models in that unit within 6" strike, it can choose to add
2" of this model is targetted
1 5 by any strike, you can chose
to have this model targetted
model never loses health
due to being underwater or 4 4 who have not already
activated this turn can take
+1 to its strike roll for every
. spent on extra dice,
instead if this model is a in a vacuum. a move, fight or shoot instead of getting the extra
8 6 legal target. 9 3 action. These models then
count as having been
dice.
Leader 2 activated. Snap Shot
When this model activates This model can make one
SPECIAL EFFECTS First Law, Leader 2, Robot choose two friendly models Star Quality Take Charge shoot attack each turn as a
within 6" who have not Aware, I Love The Corps!, SPECIAL EFFECTS free action with -2 to the
SPECIAL EFFECTS strike roll. Snap shots cannot
activated this turn. Chosen Military Training, Snap Shot Aware be aimed. A snap shot
models can activate this turn This model can make fight counts as this model's shoot
for free but cannot use their attacks all around (360*) attack for the turn, so unless
own Leader or Unit Leader and never counts as having the model has a weapon with
special effects this turn. been attacked in the rear. the 2 Shots effect, this model
Brawl 0" +7 0 Health + Weakness Brawl 0" +8 0 Health + Weakened
The model loses this cannot make another shoot
Pistol 12" +7 2 Shots special effect while attack this turn.
Stunned.
Grenade 6" +8 Blast 3"
I Love The Corps!
Grenade 0" +8 Blast 3" When this model activates
choose one friendly model
within 6". That model can
reroll one die this turn..
3 7
ratings ratings

USCM Colonel HEROIC STAR USCM Colonel HEROIC STAR marine Squad HEROIC UNIT

Unit
Star quality The United States Colonial Marine Corps is
4 4 Burst of Action Leader 2 America's interstellar force-in-readiness. It's
This model can make one When this model activates role stems from the country's starfaring,
immediate fight or shoot choose two friendly models colonizing power, and its leading role within the
5 4 attack, regardless of what
else they have done in this
within 6" who have not
activated this turn. Chosen
structure of the United Americas.
10 5
turn. This attack gains 1
extra die.
SPECIAL EFFECTS
models can activate this turn
for free but cannot use their
own Leader or Unit Leader
special effects this turn.
An Marine Squad can contain the following
models:
USCM Sergeant
Card
1
Star Quality Burst of Action Military Training 2-6 Colonial Marine
SPECIAL EFFECTS Every Formation A Parade, Leader 2, Every Formation A Parade! When this model makes a
Military Training
Friendly models within 12"
with the Military Training
strike, it can choose to add
+1 to its strike roll for every 1 -2 USCM Motion Tracker
special effect can reroll any
failed Spirit tests using this
. spent on extra dice,
instead of getting the extra 0-2 USCM Combat Medic
Brawl 0" +9 0 Health + Weakened
model's Spirit. dice. 0-2 USCM Smartgunner
Pulse Rifle 24" +6 2 Shots 0-3 Sentry Gun
Grenade 6" +8 Blast 3" 0-1 M577 APC
Grenade 0" +8 Blast 3"

10
ratings
Colonist NEUTRAL EXTRA Colonist NEUTRAL EXTRA COnvict NEUTRAL EXTRA Convict NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


2 3 Block Scavenge 3 3 Break In Questionable Ally
An opposing non-vehicle Special Action (one use). Special Action. This model An opponent can pay
1 2 model moving to within 1" of
this model must either stop
Draw a gadget card. This
model immediately gains 1 3 can move through any door
or window in base contact.
during their turn to take one
action with this model, once
in place no closer than 1" the Gadget special effect, Place the model on the per turn. If this model is part
7 2 away, or continue to move
into base contact with the
but loses it after using a
single gadget. 8 2 other side of the door or
window.
of a unit, this action cannot
be used to make a strike
blocking model. Models roll against another model
lose the Block special effect Terrified from the same unit.
SPECIAL EFFECTS Block, Hide, Scavenge, Terrified while they are Stunned or This model must pass a SPECIAL EFFECTS Break In, Hide, Questionable Ally Hide
On Fire. Spirit test if it is with 4" of If this model has a cover
one or more enemy models bonus from soft cover, hard
Hide with the Fearsome special cover or obstacles, then
If this model has a cover effect when it is activated or models making shoot
bonus from soft cover, hard lose one action. attacks against this model
cover or obstacles, then automatically miss if the
Brawl 0" +4 0 Health + Weakened models making shoot Shank 0" +6 distance to the target is
attacks against this model more than half the attack's
automatically miss if the range.
distance to the target is
more than half the attack's
range.

2 MODELs 1
for 1
rating ratings

Survivor NEUTRAL EXTRA Survivor NEUTRAL EXTRA Technician NEUTRAL EXTRA Technician NEUTRAL EXTRA

SPECIAL EFFECTS AttackS SPECIAL EFFECTS


3 3 Hide
If this model has a cover
Improvised Explosive/Placed
When this attack is made, do 2 3 Gadet Repair
bonus from soft cover, hard not make a strike roll. This model adds one Special Action. If ths model
3 3 cover or obstacles, then
models making shoot
Instead, place a marker in
base contact with the 1 2 additional gadget card to
the player's gadget pool.
passes a Mind test one
friendly Robot or Vehicle
attacks against this model attacking model to show model in base contact can
8 4 automatically miss if the
distance to the target is
where the attacki has been
positioned. Make a strike roll 7 2 Hide
If this model has a cover
recover 1 lost Health.
more than half the attack's as soon as any opposing bonus from soft cover, hard Terrified
range. model moves within 1" of the cover or obstacles, then This model must pass a
SPECIAL EFFECTS Hide, Questionable Ally, Unique centre of the marker, then SPECIAL EFFECTS Gadget, Hide, Repair, Terrified models making shoot Spirit test if it is with 4" of
Questionable Ally remove the marker. attacks against this model one or more enemy models
An opponent can pay automatically miss if the with the Fearsome special
during their turn to take one Timer (Explosive Attack) distance to the target is effect when it is activated or
action with this model, once The player controlling this more than half the attack's lose one action.
per turn. If this model is part model can trigger this attack range.
of a unit, this action cannot at the start of any of their
Brawl 0" +6 0 Health + Weakened be used to make a strike action phases. Wrench 0" +5 0 Health + Stunned
roll against another model
Spear 1" +6 Thrown from the same unit.
Throw 10" +6 One use Unique
You can only have one
Improvised Placed +10 -1D6 Health, Blast 5" model with this profile name
Explosive + Knockdown, Timer in your cast.

3 2
ratings ratings
Colonial MaRshal HEROIC EXTRA Colonial Marshal HEROIC EXTRA Armed Colonist NEUTRAL EXTRA Armed Colonist NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


3 3 Block
An opposing non-vehicle
Leader 2 (Colony)
When this model activates
2 3 Block Terrified
model moving to within 1" of choose two friendly models An opposing non-vehicle This model must pass a
3 3 this model must either stop
in place no closer than 1"
within 6" who have not
activated this turn. Chosen.
1 2 model moving to within 1" of
this model must either stop
Spirit test if it is with 4" of
one or more enemy models
away, or continue to move models can activate this turn in place no closer than 1" with the Fearsome special
8 3 into base contact with the
blocking model. Models lose
for free but cannot use their
own Leader or Unit Leader 7 2 away, or continue to move
into base contact with the
effect when it is activated or
lose one action.
the Block special effect special effects this turn. blocking model. Models
while they are Stunned or On lose the Block special effect
SPECIAL EFFECTS Block, Leader 2 (Colony) Fire. SPECIAL EFFECTS Block, Hide, Terrified while they are Stunned or
On Fire.
Hide
If this model has a cover
bonus from soft cover, hard
cover or obstacles, then
Night Stick 0" +7 0 Health + Stunned Brawl 0" +4 0 Health + Weakened models making shoot
attacks against this model
Magnum Pistol 12" +6 2 Shots. Deadly Stun Prod 0" +5 0 Health + Stunned automatically miss if the
or distance to the target is
Flaregun 8" +5 + On Fire more than half the attack's
or range.
Molotov Cocktail 4" +4 Blast 3" + On Fire

3 1 ratings
ratings or 2 for 3 Models

WY Scientist NEUTRAL EXTRA WY Scientist NEUTRAL EXTRA Militant Colonist NEUTRAL EXTRA Militant Colonist NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


1 3 Medic Xenobiologist 2 3 Block
Special Action. If ths model Special Action. If ths model An opposing non-vehicle
1 2 passes a Mind test one
friendly model in base
passes a Mind test one
friendly model in base 2 3 model moving to within 1" of
this model must either stop
contact can recover 1 lost contact can remove an in place no closer than 1"
Health up to its starting embryo token. This special
7 2 value. This effect does not action cannot be used in 8 2 away, or continue to move
into base contact with the
work on Alien, Robot or the same turn as a Medic blocking model. Models
Vehicle models. special action. lose the Block special effect
SPECIAL EFFECTS Medic, Xenobiologist SPECIAL EFFECTS Block while they are Stunned or
On Fire.

Brawl 0" +3 0 Health + Weakened Brawl 0" +5 0 Health + Weakened


Pistol 12" +5 2 Shots
or
Shotgun 6" +6 Blast 3"
or
Flamethrower Template,
Flamethrower 5" +6 + On Fire
+1 Ratings

1 2 or 3
ratings ratings
NEUTRAL STAR NEUTRAL STAR NEUTRAL NEUTRAL
WY Overseer WY Overseer Advanced Synthetic CO-STAR Advanced Synthetic CO-STAR
Star quality Star quality
3 4 Resourceful
Immediately play one
Gadet
This model adds one
3 4 Repurpose
Discard one gadget card, if
Gadet
This model adds one
gadget card from your pool additional gadget card to the you have any, from your additional gadget card to the
3 3 without paying its listed
cost. Do not discard this
player's gadget pool. 3 4 gadgets pool. Draw one
gadget card.
player's gadget pool.
gadget after playing it. Right Hand Man Repair
10 4 In the prologue, choose any
Co-Star or Extra model in 9 6 SPECIAL EFFECTS Special Action. If this model
passes a Mind test one
SPECIAL EFFECTS your cast. When the Advanced Subroutines friendly Robot or Vehicle
Coward Overseer activates the You may draw +1 gadget model in base contact can
Star Quality Resourceful If this model passes a Spirit chosen model can activate Star Quality Repurpose card for each member of recover 1 lost health.
SPECIAL EFFECTS Coward, Gadget, Leader 2, statistic test you must reroll for free. SPECIAL EFFECTS Advanced Subroutines, First Law, your cast with the Gadget
all dice rolled. If you fail this special effect. You then Robot
Right Hand Man, Slippery second Spirit test you gain Slippery Gadget, Repair, Robot choose the normal numer of This model is never affected
immediately. A model can sneak away if it gadget cards. by Fearsome models. This
has not used an action this model never loses health
Leader 2 turn. Immediately move this First Law due to being underwater or
Brawl 0" +8 0 Health + Weakened When this model activates model up to 12" in any Brawl 0" +7 0 Health + Weakened When a human model in a vacuum.
choose two friendly models direction. Models do not within 2" of this model is
Pistol 12" +8 2 Shots within 6" who have not suffer free strikes when using Pistol 12" +7 2 Shots targetted by any strike, you
activated this turn. Chosen. this special effect. Once a can chose to have this
models can activate this turn model uses its slippery model targetted instead if
for free but cannot use their ability its activation ends. this model is a legal target.
own Leader or Unit Leader
special effects this turn.

8 6
ratings ratings

Daihotai Tractor VEHICLE Daihotai Tractor VEHICLE Colony HEROIC UNIT

Unit
SPECIAL EFFECTS Space stations and frontier colonies are stood
Massive
Opponents gain +2 strike
Sure Footed
This model can never be
up across the outer rim territiories. The only
die when making an attack knocked down. This model
law enforcement force within these areas are
against a Massive model. treats rough ground and
the Colonial Marshals. Marshals maintain order
clear ground.
and have the ability to deputize common
citizens during disasters and emergencies.
Move 10"
This model travels 10" with a
single move action.
Vehicle
Vehicles can never gain the
Dominated, Stunned, or
A Colony can contain the following models:
Colonial Marshal
Card
Weakened statuses, be 1
knocked down, or suffer 2-6 Colonists
damage from drowning or
lack of oxygen. 1 Technician
0-3 Armed Colonist
5 8 3 0-2 Militant Colonists
0-1 WY Scientist
SPECIAL EFFECTS Massive, Move 10", Sure Footed, Vehicle
0-1 Synthetic
0-1 Daihotai Tractor

4
ratings
Merc Smartgunner NEUTRAL EXTRA Merc Smartgunner NEUTRAL EXTRA WY Corporate NEUTRAL EXTRA WY Corporate NEUTRAL EXTRA

SPECIAL EFFECTS AttackS SPECIAL EFFECTS


3 3 Block Smart Weapon
When making a strike roll
1 4 Leader 2
When this model activates
Corporate Interests
When this model activates
An opposing non-vehicle choose one friendly model
model moving to within 1" of with this attack, for each 5+ choose two friendly models
3 3 this model must either stop
in place no closer than 1"
you roll you can choose to
reroll one other die.
2 2 within 6" who have not
activated this turn. Chosen.
within 6". That model can reroll
one die this turn.
away, or continue to move models can activate this
8 3 into base contact with the
blocking model. Models lose
7 3 turn for free but cannot use
their own Leader or Unit
the Block special effect Leader special effects this
while they are Stunned or On turn.
SPECIAL EFFECTS Block, Immune (Acid) Fire. SPECIAL EFFECTS Leader 2, Corporate Interests
Immune (Acid)
This model never loses
Health when struck by any
acid or acid blood attack.
Stun Prod 0" +7 0 Health + Stunned Brawl 0" +3 0 Health + Weakness
Smartgun 24" +6 Blast 5", Unwieldy.
Cannot aim,
Smart Weapon

6 2
ratings ratings

Merc FlameThrower NEUTRAL EXTRA Merc FlameThrower NEUTRAL EXTRA Mercenary NEUTRAL EXTRA Mercenary NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


3 3 Block
An opposing non-vehicle
Immune (Acid) 3 3 Block
An opposing non-vehicle
Immune (Acid)
This model never loses This model never loses
model moving to within 1" of Health when struck by any model moving to within 1" of Health when struck by any
3 3 this model must either stop
in place no closer than 1"
acid or acid blood attack. 3 3 this model must either stop
in place no closer than 1"
acid or acid blood attack.
away, or continue to move Motion Tracker away, or continue to move
8 3 into base contact with the
blocking model. Models lose
When this model activates
choose two friendly models 8 3 into base contact with the
blocking model. Models
the Block special effect within 6" who have not lose the Block special effect
while they are Stunned or On activated this turn. Chosen while they are Stunned or
SPECIAL EFFECTS Block, Immune (Acid), Motion Tracker, Fire. models can activate this SPECIAL EFFECTS Block, Immune (Acid) On Fire.
turn for free but cannot use
their Leader or Unit Leader
special effects this turn.

Stun Prod 0" +7 0 Health + Stunned Stun Prod 0" +7 0 Health + Stunned
Flamethrower 5" +6 Flamethrower Template, Pulse Rifle 24" +6 2 Shots
+ On Fire or
M39 SMG 16" +6 Blast 3". Cannot Aim
Haywire Grenade 6" +6 0 Health + Weakened,
Blast 3", Deadly vs Robot

5 2
ratings ratings
MERC SHarpshooter NEUTRAL EXTRA MERC SHarpshooter NEUTRAL EXTRA Combat Synth NEUTRAL EXTRA Combat Synth NEUTRAL EXTRA

SPECIAL EFFECTS SPECIAL EFFECTS


3 3 Hide
If this model has a cover
Spy
This model can be set up
3 2 Fight Back Robot
bonus from soft cover, hard anywhere on the table, as Once Per turn, after this This model is never
5 3 cover or obstacles, then
models making shoot
long as it is no further than
12" from another friendly 4 5 model has been the target
of a fight attack, it can
affected by Fearsome
models. This model never
attacks against this model non-Spy model. Spies are make a fight attack against loses health due to being
that model, if that model is underwater or in a vacuum.
8 3 automatically miss if the
distance to the target is
placed after all other models.
Opposing models cannot 9 6 in range of that attack.
more than half the attack's make strikes against a model
range. with this special effect in
SPECIAL EFFECTS Hide, Immune (Acid), Spy, Unique their first turn of an episode. SPECIAL EFFECTS Fight Back, Robot
Immune (Acid)
This model never loses Unique
Health when struck by any You can only have one
acid or acid blood attack. model with this profile name
in your cast.
Brawl 0" +6 0 Health + Weakness Brawl 0" +8 0 Health + Weakness
Pistol 12" +8 2 Shots Pulse Rifle 24" +7 2 Shots
or
Scope Rifle 24" +9 M39 SMG 16" +6 Blast 3". Cannot Aim
or
Flamethrower Template,
Flamethrower 5" +6 + On Fire
+1 Ratings

4 5 or 6
ratings ratings

Combat ExoSuit VEHICLE Combat Exosuit VEHICLE Containment Team NEUTRAL EXTRA

Unit
SPECIAL EFFECTS Within the corportate structure of Weyland
Large
Opponents gain one extra
Vehicle
Vehicles can never gain the Yutani's Bioweapons Division is an elite corps
die when making a strike Dominated, Stunned, or of private military contractors whose sole
against a Large model. Weakened statuses, be purpose is to maintain security and sanitize
knocked down, or suffer contaminated sites if needed.
Move 4"
This model travels 4" with a
single move action.
damage from drowning or
lack of oxygen. A Containment Team can contain the following
models:
WY Corporate
Card
1
2-6 Mercenary
1 -2 Merc Flamethrower
0-2 Merc Smartgunner
1 9 4 0-2 WY Scientist
Large, Move 4", Vehicle
SPECIAL EFFECTS
0-3 Sentry Gun
Attack Range Strike Effects
Brawl 0" +8 0 Health + Weakness 0-1 Synthetic
Flamethrower 5" +6 Flamethrower Template, 0-1 M577 APC
+ On Fire
Minigun 0" +7 Blast 5", Unwieldy,
Cannot aim

8
ratings
Pipe Bomb Taser

Model's Model's
PLAY Activation PLAY Activation
EFFECT: A successful strike EFFECT: The defending
COST against an opposing Extra COST model counts as
removes that model from play. disadvantaged.
Against a Star or Co-Star,
RANGE 1 2" place that model within 2" of a RANGE 0"
table edge of your choice.
STRIKE +8 STRIKE +6

Personal Locator Duralloy Armor

Model's oPPONEnT
PLAY Activation PLAY declares Strike

EFFECT: Choose one model EFFECT: The model gains two


COST Free that has not activated this turn. COST extra defence dice against the
This model can activate this next attack.
turn for free.

Xenozip Auto-Injector

Model's Your End


PLAY Activation PLAY Phase
EFFECT: For the rest of the EFFECT: Remove the
COST Free game this model is never COST Free Dominated, Stunned, and
affected by Fearsome models Weakened statuses from this
and can count their strike rolls model or a model in base
as +1 against these models. contact.

IR Monacle Flashbang

Model's Model's
PLAY Activation PLAY Activation
EFFECT: Models defending EFFECT: Choose any Extra
COST Free against this model do not gain COST within range of this model. The
the defence bonus for hard or targeted model gains the
soft cover, or for being behind Weakened status immediately
and obstacle. RANGE 6" if it doesn't already have it.
Reflex Sight Plasma Torch

Model's Model's
PLAY Activation PLAY Activation
EFFECT: This model's next EFFECT: One model in base
COST aimed shoot attack this turn COST contact loses -1 Health.
automatically causes a
successful strike against an
eligible target.

Molotov Cocktail EMP Mine

Model's Model's
PLAY Activation PLAY Activation
EFFECT: A model EFFECT: Place the blast 5"
COST successfully struck with this COST template centered on this
attack recieves the On Fire model. All opposing Robot
Status. models under this template
RANGE 6" gained the Stunned status.

STRIKE +6

Flare First Aid kit

Model's oPPONEnT
PLAY Activation PLAY Successfully Strikes
EFFECT: 1D3 friendly models EFFECT: The model using this
COST within 12" may make a free COST gadget can ignore the effects
move action toward this of one strike on themselves or
model. a model in base contact. This
gadget has no effect on Robot
models.

Maintenance jack Smoke Bomb

Model's Model's
PLAY ActivatioN PLAY Activation
EFFECT: You can immediately EFFECT: This model cannot
COST FREE move one opposing model in COST be targetted by strikes until
base contact up to 1". You they attemp a strike, or until
cannot make free strikes the start of your next turn. All
against this model. attacks made by this model
while using the gadget count
as rear attacks.
Find Cover Diversion

Choose one opposing model. Place the Blast 3" template


Move that model into base anywhere on the table. Models
contact with the closest piece covered by this template cannot
of scenery. activate next turn. Their
controlling player immediately
Act One Act One gains for each model
affected.

caught off-guard Move Out!

All Unit Leader special effects


Choose one opposing Extra. This you choose to use this turn cost
model becomes knocked down. you less to use.

Act One Act One

Forced Retreat Break Contact

Choose one Extra model in play You can move any number of
and push that model up to 6". your models up to 3" each in any
That model is also knocked direction. Then your opponent
down. can do the same, with the same
number of models.
Act One Act One

Spearhead OutFlankED

Your opponent must immediately


Choose up to 3 Extras in your discard half their , rounding
cast. Each of these models can up.
immediately move up to 3"
towards any opposing Star or
Act One Co-Star models. Act One
Overwatch Feint

Choose one of your models. That Choose one of your models and
model can make one additional one opposing model, both must
fight or shoot action this turn. be of the same type (Star/Co-
This may allow this model to Star/Extra). Immediately swap
make two shoot actions. the positions of these two models
Act One Act One on the table.

Exploit weakness uNEVEN gROUND

Choose one item of scenery and


Choose one model. This model roll 1D6. On the roll of 1-4 move
can take one action immediately. that item of scenery that many
inches. Pushing models in the
way. On a roll of 5+ remove that
Act One Act One item of scenery. Models on it are
placed on the ground.

Stalking advance What was that?

You can move up to 3 of your Choose one opposing Extra.


models up to 3" each if these You can make one move action
moves end with them in base with this model.
contact with hard or soft cover
or an obstacle.
Act One Act One

rAGING tEMPEST

No models can move


twice this turn.

Act One
Suppressive fire Respite

Choose 1D3 of your models not One model in your cast can
in base contact with any remove one status. One model
opposing models. Each chosen in the opposing cast gains
model can make one immediate that status.
shoot attack. Models which
Act TWO shoot cannot shoot again this
turn.
Act TWO

Ambush Move in shadow

Choose 1D3 of your models not Choose one of your Stars or


in fight range with one or more Co-Stars. No strikes may be
opposing models. Each chosen made against this model until
model models can make one the start of your next turn.
immediate fight attack.
Act TWO Act TWO

Target of opportunity still useable

Choose one of your Extras. This During the episode, one of the
model can make one strike player's models can use a
immediately which automatically special action to make a Mind
succeeds if the target is in range statistic test. If the test succeeds
and line of sight. they get the affected gadget/
Act TWO Act TWO relic/ biomorph back.

Non-fatal Injury SeconD wind

Choose an opposing Extra that


has been removed from play and Star Qualities cost less to use
place it within 2" of any other this turn.
opposing model.
Act TWO Act TWO
Counter attack Bleeding

You cannot spend more than


half of your (round up) to Choose one opposing Star or
activate models this turn. You Co-Star. They must count their
gain for each Extra you Defence at -1 this turn.
remove from play this turn.
Act TWO Act TWO

exhaustion Deja vu

Pick one countdown card from


Choose any Star or Co-Star the discard pile and play it.
model. That model gains the
Weakened status.

Act TWO Act TWO

Resupply Petroleum inferno

Return up to one of your used Place the 3" Blast template


gadget / relic/ biomorph cards anywhere on the table. Extras
back to your pool. If you have under this template gain the
not used any of your gadget/ On Fire status.
relic/ biomorph cards this
Act TWO episode gain instead. Act TWO

Bottleneck

Place the Blast 3" template anywhere on


the table. Make a +8 strike against all
models under this template with no other
modifier, although both sides can add
extra dice to these strikes. Models affected
by these strikes lose -1 Health.
Act TWO
dismember Final push

The episode ends at the end of


All attacks which specify this turn. All players gain 1D6
'0 Health' now inflict plus for each Star or
-1 Health this turn. Co-Star in play in their casts.
Do not use the standard rules for
finale finale gaining this turn.

Blood trail electrical storm

Choose up to 3 of your models. Each of your models with


Each chosen model can make one or more Unexplained
one fight or shoot attack. The special effects can use one
targets of these attacks count immediately, without having
as disadvantaged. to pay the cost to do so.
finale finale

High Ground Resource cache

You can choose to immediately


Pick 3 unused countdown gain up to . The
cards at random and play opposing side gains the same
them in any order. amount.
finale finale
fog of war Auto-doc

Choose any model in your cast, including one


Your opponent chooses one of remove from play. Return 1 lost Health to
your Extras. The chosen model that model per spent. If a model previously
now counts as being on your had 0 Health, return this model to play within
opponent's cast and can take 4" of any friendy model.
finale one immediate free action.
finale
Sweeping Advance Coup De Grace

Choose one of your models. That


Each of your models can model can make an immediate
immediately move up to 2". strike. If this strike removes an
opposing model from play you
immediately gain .
finale finale
Corrupt AI Breakout

Choose one of your models. That model


can make an immediate move action. You can use star qualities
If this move ends that model in base this turn without paying
contact with a model with the Robot any cost.
Special Effect you imediately gain
finale . . finale

Encircle prey Running Out of Time

One of your models can make Draw the next 2 cards from
an immediate move action. If this deck and play both of
this ends in base contact with them in any order. For each
an opposing model it counts as card you cannot draw (if there
a free charge attack. are not enough left in the
finale finale deck) you gain .

Meltdown

Place the Blast 5" template anywhere on


the table. Models covered by this template
each suffer a +7 Strike. Both players can
add extra dice to these strikes. Models
successfully struck lose 1 Health and are
finale knocked down.

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