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25/08/2023, 13:31 OPR Army Forge

Epic Alien Hives • 1995pts


Unit Stats Loadout Special Rules

2x Razor Claws (A3, AP(1))


1x Stomp (A4, AP(1))
Hive Lord [1] - 415pts Qua 3+ Def 2+ Fear, Fearless, Hero, Tough(12), 1x Hive Conduit(Psychic(1))
1x Barb Cannon (36", A1, Blast(6), AP(1))
1x Slashing Blade (A3, AP(1), Rending)

2x Assault Grunts [10] - 130pts Qua 5+ Def 5+ 10x Razor Claws (A2) Fast, Strider

10x Bio-Borers (12", A2)


2x Shooter Grunts [10] - 130pts Qua 5+ Def 5+ Strider
10x Razor Claws (A1)

10x Bio-Borers (12", A2)


Winged Grunts [10] - 160pts Qua 5+ Def 5+ Ambush, Flying
10x Razor Claws (A1)

Soul-Snatchers [5] - 195pts Qua 3+ Def 4+ 5x Piercing Claws (A3, AP(1), Rending) Fast, Scout, Strider

3x Razor Claws (A3)


Hive Warriors [3] - 160pts Qua 4+ Def 4+ 2x Spitter Gun (24", A1, Blast(3)) Fearless, Tough(3)
1x Slashing Blade (A3, AP(1), Rending)

1x Razor Claw (A3, AP(1))


1x Stomp (A6, AP(2))
Assault Spawn [1] - 545pts Qua 3+ Def 2+ Fear, Tough(18)
1x Tongue (12", A3, AP(2), Deadly(3), Sniper)
2x Serrated Claw (A3, AP(4))

Alien Hives Psychic Spells


Terror (4+): Target enemy unit within 6" takes 3 hits with AP(2).

Psychic Blast (4+): Target enemy unit within 6” takes 1 hit with AP(2) and Deadly(3).
Animate Flora (5+): Target 2 friendly units within 6” get Flying next time they activate.

Shriek (5+): Target 2 enemy units within 6” take 4 hits with AP(1) each.

Infuse Life (6+): Target friendly unit within 12” gets Regeneration next time it takes wounds.

Overwhelm (6+): Target enemy model within 12” takes 3 hits with AP(4).

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Psychic: May cast one spell during its activation, at any point before

Ambush: This model may be kept in reserve instead of deploying. At the start attacking. Pick a spell and a target in line of sight, and roll D6+X. If the result
is equal or higher than the number in brackets, you may resolve the effects.
of any round after the first, you may place the model anywhere, over 9” away
from enemy units. If both player have Ambush, they roll-off to see who Enemy psychics within 18” and line of sight of the caster may roll D6+X at the

deploys first, and then alternate in placing them. same time, and if the result is higher the spell is blocked. Psychics may only
either try to cast or try to block a spell each round.
Blast: Ignores cover and multiplies hits by X, but can’t deal more than one hit
per model in the target unit. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.

Deadly: Assign each wound to one model, and multiply it by X. Note that Rending: Unmodified results of 6 to hit count as having AP(4), and ignore the
regeneration rule.
these wounds don't carry over to other models if the target is killed.
Defense: Gets +X to Defense rolls. Scout: This model may be deployed after all other units, and may then move
by up to 12”, ignoring terrain. If both of the players have Scout, they roll-off to
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. see who deploys first, and then alternate in placing and moving them.
Fear: Always counts as having dealt +D3 wounds when checking who won Sniper: Shoots at Quality 2+, and may pick one model in a unit as its target,
melee. which is resolved as if it’s a unit of 1.
Fearless: Gets +1 to morale tests.
Strider: This model may ignore the effects of difficult terrain.
Flying: May move through all obstacles, and may ignore terrain effects. Tough: This model must take X wounds before being killed. If a model with
Hero: May be deployed as part of one friendly unit, which may use its Quality tough joins a unit without it, then it is removed last when the unit takes
value for morale tests. When taking hits, you must use the unit’s Defense wounds. Note that you must continue to put wounds on the tough model
value, until all non-hero models are killed. with most wounds in the unit until it is killed, before starting to put them on
the next tough model (heroes must be assigned wounds last).

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