Aliens


Total Wounds: 121

Aliens

Common Abilities and Options

Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this, if able).
  4. Dash towards the closest player operative, to cover if possible.

Predatory Xenoform:
This operative can perform two Fight actions during its activation.

Operatives

1. Alien Queen
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Heavy Venom Cannon (Lethal 5+, Prc 1)
4
3+
5/6
Crushing Claw (Brutal, Shock)
4
3+
6/8
Lasher Tendrils (Lethal 5+)
6
3+
3/5
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Allegiance: TyranidTrait: Close-range LethalityTrait: Shielded
Notes

Pode realizar 3 ataques por turno. 1x Lasher ou Venon 2x Cruching

Pode fazer 3 movimentos: Andar ou charge, reposicionar e ou fugir.

**Ignora todas as penalidades de movimentação. **

Ao tomar dano, sangra ácido!

  • range : 4
  • atk : 3
  • hit : 4+
  • dano: 1/2

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Large: ### Weapon and Option Selection

  • Select three weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Allegiance: Tyranid: Will Of The Hive Mind:

Ignore the changes to Tyranid NPO and Tyranid Nemesis operatives' stats from being injured (including their weapon stats).

Trait: Close-range Lethality: Those who venture too close to this destructive entity invite its full ire as it bends its will - and considerable firepower - to their swift eradication.

Whenever this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule; if the weapon already has that weapon rule, it also has the Severe weapon rule.

Trait: Shielded: With an ablative outer skin, redundancy mechanisms or the ability to call upon esoteric protection, this operative can shrug off what should be a devastating blow.

Once per battle, when an attack dice inflicts damage on this operative, you can ignore that inflicted damage.

80NEMESIS
2. Xenomorph Drone
TYR: Von Ryan's Leaper
A 3
M 7"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
Notes

**Ignora todas as penalidades de movimentação. **

Ao tomar dano, sangra ácido!

  • range : 4
  • atk : 3
  • hit : 4+
  • dano: 1/2
40TYRANID, TYPHON MISSION PACK
3. Xenomorph Warrior
TYR: Ravener
A 3
M 7"
S 5+
W 20/20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
Notes

**Ignora todas as penalidades de movimentação. **

Ao tomar dano, sangra ácido!

  • range : 4
  • atk : 3
  • hit : 4+
  • dano: 1/2
40TYRANID, TYPHON MISSION PACK
4. Facehugger
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
Notes

**Ignora todas as penalidades de movimentação. **

Ao tomar dano, sangra ácido!

  • range : 4
  • atk : 3
  • hit : 4+
  • dano: 1/2

Behaviour - Marksman: This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
  2. Shoot.
  3. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  4. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
25TYRANID
5. Ovomorph
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

Move: 0 Ataque: 0

Ao tomar dano, sangra ácido!

  • range : 4
  • atk : 3
  • hit : 4+
  • dano: 1/2
32NPO-BASIC

Equipment

Ploys

Tac Ops