CREATING A MODEL
No model may ever cost
less than 5 Army points. No models cost may ever be reduced by more than half
total.
Basing
- No model may be on a base smaller than a US penny
- Any model with more than 2 absorbable hits must be on
a base at least 1 1/4" square. 2" if any other shape. (so that function
markers to indicate hits will fit on the base)
- All
Bases must be Round, Hexagonal or within ¼ inch of square
Basic Model
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Basic Mobile Model Cost =
5
Speed = 6”
Attack = nil
Save = 1*
Absorbable Hits = 1
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Basic Stationary Model
Cost = 5
Speed = 0 (Stationary may not add move or Jump. But may be
teleported or carried or dropped.)
Attack => 1 @ up to Medium Range
Save = 1*
Absorbable Hits = 1
|
* May substitute the single free save for an attack up to
Medium Range this though may not be used as a deduction for further range
increases to the die. See below for
modifying base models
Adding Hit Absorption
A Model May be created that survives multiple hits
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Number of
Absorbable Hits
Over Base of 1
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1
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2-6
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7-9
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10-12
Sane Max
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13-15
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16-18
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19-20
Max
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Cost Per Hit
Over Base hit
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5
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10
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15
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25
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30
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40
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60
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Note: a model with only one hit dies when it
is hit and fails to save the first time.
Adding Saving and Attack Dice
Dice for attacks and Saving throws may be added to a model.
The total number of combined Attack and Saving dice is limited by the number of
absorbable hits that the model has.
|
Models Total
Absorbable hits
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1
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2
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3
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More than three
|
|
Maximum Combined
Attack and saving
Dice
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6
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10
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12
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One added Attack or
Save per
Absorbable Hit
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Adding Attack Dice
Attacks may be added to a basic model subject to the
following costs. Dice functional at different maximum range bands may be used on
the same model. Each die functions at any range up to or lower than its maximum
range.
|
|
Close
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Point
Blank
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Short
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Medium
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Long
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Extended
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Extreme
|
|
Range
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0”
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> 5”
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10”
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> 20”
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> 30”
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> 40”
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> 50”
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Cost
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5
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> 5>
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> 5
>
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> 5
>
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10
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20
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> 30
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The original stationary model base attack die can be
upgraded to greater than short range by deducting 5 from the cost of the
longer-range die.
Adding Saving Dice
A Model May be created that Has multiple saving dice
Cost of Saves
|
Number of Saving
Dice
Over Base of 1
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1
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2-6
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7-9
Sane Max
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10-12
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13-15
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16-18
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19-20
Max
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Cost Per Save
Over Base Save
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5
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10
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15
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25
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30
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40
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60
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Adding Ground Speed
Additional speed costs 1pt x total Dice and absorbable Hits
per 2” to a maximum of 18”
Note: specials may increase the
ground speed of a model beyond 18”.
SPECIAL ATRIBUTES
Brain power, Race, Morale and "Specials" are known
collectively as "Special Attributes". Most attributes have no effect
on the cost of a model. But other attributes can increase or reduce the cost of
a model. If an attribute reduces the cost of a model then if there is a
contradiction with another attribute of the same model the attribute which
reduces cost supercedes the other attribute. Example: An Invertebrate
Clairvoyant would always move before opponents and fire in the moving phase. In
other cases where there is a conflict, the more restricting attribute overrules
that which is less restricting Example: A Stationary would get the die bonuses but would
not receive the movement bonus. In other cases were the conflict is
mathematical it should clarify itself EG halved + doubled = single.
BRAIN POWER
All of the Models in a unit must have the same Brain Power.
All Models may have only one Brain Power.
Average Brain Power (cost normal)
- Moves as ordered
- Attacks as ordered
- Per
normal attack and movement rules
Berserker (Cost
normal)
Berserkers behave as if Average intelligence, unless they begin a
movement phase within their movement distance of a hostile model, they then
behave as if mindless. And continue to be mindless until there is no enemy
within 12" or their normal move whichever is greater.
Clairvoyant (costs
double)
Clairvoyant Moving: If a Clairvoyant has not moved yet in the turn
and the clairvoyants’ side moved first in the turn. The clairvoyant may move
after all hostile movement has been completed.
If a clairvoyant's side is moving second in the turn the
clairvoyant may be moved before any enemy movement.
Psychotic (Halves cost of
model)
As for Berserker but treats all models including friendlies except
members of it's own unit as hostile.
Mindless (each Model costs
half) Limited intelligence
Mindless may use their Specials individually at
the discretion of the owning player. Even if this results in their not doing
their mindless thing during the turn.
Mindless Moving
Must move
at full speed toward the closest hostile Model each movement phase. Unless two
mindless of the same unit are already in contact with that hostile. Otherwise
move toward the next closest Hostile. A Mindless only stops if it is capable of
firing and has a target at point Blank Range or it is in contact with a
hostile.
Mindless Attacking
Each
Player must conduct all mindless attacks in each attack phase before conducting
any other attacks. The results are still considered simultaneous with of results
of the same phase. Mindless if eligible to attack always attacks with the
maximum number of available dice at the closest hostile target. Mindless Never
Op Fire. If multi Targeting it divides its dice Evenly between the three closest
Targets. The odd die going to the closest of the three.
Primal Shriek
Any
mindless which has not yet moved may make a primal shriek instead of moving at
that point any mindless members of the same unit which have not yet moved, then
move toward the shrieking mindless at full speed and ignore the need to move
toward hostiles the shriek is heard at any range on the table.
Mindless and Command
Control
Mindless never suffer any ill effects for being out of command
control.
Mono Maniacal (Cost normal)
- May either move or attack in a turn, never both.
- Attacks with double dice. Normal moves at double
speed (does not increase Jump range, does not break speed limit)
- May
not fire indirectly.
Paranoid (Each Model Costs half) Limited intelligence
- A Paranoid may never move to a point that it could
not see at the beginning of the movement phase. Though it may be teleported
there
- A Paranoid may never voluntarily move closer than 5”
to any model not of the same unit hostile or friendly. And if it is closer at
the beginning of a friendly movement phase must move away to at least 6”
- If a Paranoid has a target within 6” it must fire on
that target hostile or friendly But not of the same unit
- Must
run away if contacted and has not yet runaway that turn.
RACE
Each model is a member of a Race.
Amphibian
Ignores all normal effects of Pools and
Streams. Attacks against an Amphibian in a pool or stream are at –2 to the die.
Arboreal
+2 to all dice
rolls when touching tree. Arboreals are considered to be at level 3 when
touching a tree (They just always climb to the Top) may always move through
trees. If moving from one tree to another that is in movement reach may ignore
all terrain effects. An arboreal may be "in" a tree that is in a pool.
- Max 6” move
- Max 4 combined hits and saves.
- Max
Base size 1"
If an arboreal is in a tree when the tree loses its last
absorbable hit. Roll a single unmodified d10 on 4 or less the arboreal loses an
absorbable hit through falling. If an Arboreal is in a tree that is in water
when the tree is destroyed the Arboreal is destroyed unless also amphibious.
Only 1 Arboreal may occupy a given tree at one time.
Avians (doubles
cost)
All Avians are Flyers. Movement is bought in the same way as for
ground movement. There is no Speed limit for Flyers. When a unit is flying it
ignores terrain that it is flying higher than for movement. Place a D6 next to
the unit leader to indicate altitude above table height all models in the unit
fly at the same altitude and are treated as being at that Level for LOS/LOF.
Treat each altitude level as 2" move for climbing 1" for descending. Avians move
half speed when not flying. For each level of altitude add 1" when measuring for
LOS/LOF. As a function of a miniature game a Flyer may not end its move over
another model tree rock or bush. If playing on a map with counters it may.
Aquarian
- May not leave water unless it is a jumper but must end its jump in
water.
- Ignores all normal effects of Pools and Streams.
- Attacks against Aquarians –2 (except when Jumping) to the die by all but
other Aquarians.
- When in a pool may declare it self submerged at the
beginning of its movement phase then may not normal attack or be normally
attacked except by other Aquarians or Amphibians in the same pool. When
submerged it may spot Amphibian and Aquarian models in the same pool for
indirect fire.
- If it
fails morale and must retreat toward the nearest pool if not already in a
pool and submerge once there rather than toward the friendly edge. It may
not surface until it has passed a morale check.
Bovine
All Bovines are
hard chargers (see Hard Chargers in Chosen Specials).
Blob
May never up grade
movement speed nor be a jumper. When a Blob with more than one remaining
absorbable takes a hit it loses the hit. But spawns a small 1 hit, 1 attack Blob
on a base no larger than 1" in diameter with all the same attributes as the
original Blob. This blob has all the special abilities of the parent Blob unless
it is a special which is limited in number to an army or increases its number of
absorbable hits. The new Blob is placed in contact with the parent. Spawned
blobs may be attacked in the same attack phase that they are spawned.
Blobs are + 2 to be “hit” when attacked.
Crustacean
The models
absorbable hits are doubled with no collateral increase in movement cost or
decrease in jump distance.
Humanoid
+1 on all ranged attacks and +1 on all morale
tests +2" normal move
Insectoid
Ignores movement effects of terrain other than
Pools and Streams Insects a get +1 to their saving dice.
Machine
All Machines are
Fearless
Macropus
All Macropus's are Jumpers.
(Macropus is the Genus to which Roos and Wallabies
belong)
Reptilian
+2 on all close Attacks +1
on saves
Rodent
Can choose to move
before or after hostile movement. May not have more than 4 combined dice and
hits. Rodents have a –1 to their dice in ranged attacks.
Vegetable
All vegetables
are Advanced guard (see Chosen Specials). Vegetables are +2 to be hit by
opponents. Vegetables must be stationary and may not be teleported.
CONDITIONAL SPECIALS
The following specials are automatically applied to Models
that meet the conditions for them. Note that a conditional special is not
always a good thing. Multiple conditional specials have NO effect on the cost
of a model.
Close Fighter
A model with no ranged attack dice is a
Close Fighter Close fighters double their dice in attack.
Burst
Any model which has all its attack dice in the
Point Blank Range band may divide its dice among up to 3 targets.
Carrier
Any model with at least 2x as many absorbable
hits as combined attacks and saving dice is a carrier. It is the players'
discretion whether it is a carrier internal or external. See Carrier chosen
Specials.
Fire Fighter
A Model with any ranged
dice over Short is a Fire Fighter and halves those attack dice at Point Blank
and Close.
Heavy Armor
A mobile
model with no movement up grades (other than drop troop or hard charge) or a
stationary model with no attack up grades (beyond it’s base 1die and no specials
effecting attack dice or range). May (but is not forced to) have heavy "armor"
this confers up on the model an additional saving die or Absorbable Hit.
Juggernaut (models with
multiple absorbable hits only)
Any Model on a base 2” or larger is a
Juggernaut. If in the course of its move a juggernaut comes in contact with a
hostile model that has fewer combined absorbable hits. The player owning the
juggernaut may choose to displace the contacted model a distance = up to half
the Juggernauts base size in order to clear it’s path of movement. But it may be
kept in contact with the Juggernaut. This does not in any way effect the attack
or move status of the displaced Model.
Light Troops (Any mobile
model with no saving dice and no more than one absorbable hit)
May be light
troops adding 6" normal movement. By definition
Light troops may not have heavy armor.
Shielding
Any model on a
base 2" or larger is shielding. See chosen specials
Tall
Any model on a base
2" or larger may be, but is not required to be TALL. A model which is designated
to be Tall must be designated to be either 1 or 2 tall it is then considered to
be for purposes of LOF/LOS to be that many contours higher than the level that
it is resting on.
Way of One
Any model that has only 1
Attack Die and or only 1 Saving Die, adds +1 to its single attack die and or +1
to its single saving die. This bonus does not apply if using an attribute that
multiplies the number of dice thrown.
CHOSEN SPECIALS
Each Model may have a single Chosen Special at no cost. A
second at double it's cost. A third quadruples its cost. A model may never have
more than one cost cutting chosen special.
Advanced Guard
May deploy anywhere on friendly half of table.
Advanced Targeting
May make normal
ranged attacks up to double its normal range with half normal attack dice.
Amphibious
Ignores all movement effects of
streams and pools
Assimilator
When making a close attack (Not Shredding) an assimilator
may attempt to assimilate the target rather than damage or destroy it. Before
its dice are thrown it is announced if it is assimilating if the result is such
at the end of the combat that the target would have been destroyed the target instead becomes a member of the
assimilators unit. Assimilators may not combine their attacks with any but
other assimilators of the same unit who are trying to assimilate when
assimilating a target. If assimilation fails no damage is caused to the target
at all. The Assimilator however takes normal damage whether the target is
assimilated or not.> Assimilated models receive
–1 to all dice after assimilation on top of any existing modifiers that they may
normally have. Otherwise the stats and status of the assimilated model are
unchanged other than change of allegiance.
Beast Master
Activated at the beginning of any Movement phase but only
once per turn may cause all mindless (of both sides) eligible to move within
12" of it to either move directly toward it or directly away from it
during that movement phase. At full speed not stopping until the mindless has
expended its movement (jumping if jumper) reaches impassable terrain, contacts
a hostile model or the beast master it's self.>
Mindless will not
attack a beast master.
There may be only 1
Beast master in any army
Body Thief
Exactly as for
Assimilator except that a body thief gets double dice when attempting a body
theft and is always destroyed whether it fails or succeeds. Thieves may combine
attempted thefts with other thieves of the same unit.
Bore Gun
Bore gun may fire through any terrain at targets up to
10" away. Is unaffected by> smoke or fog. If firing at targets more
than 10" away all normal LOS LOF restrictions apply.
Brain Eater
Causes all models
Friendly or Hostile within 6" of it at the
beginning of the specials activation phase to become mindless until the next
specials activation phase if it's special is invoked. Causes all models Friendly
or Hostile in contact with it at the beginning of the specials activation phase
to become permanently mindless. Mindless will never attack nor be drawn toward a
Brain Eater.
- May have no cost reducing special attributes
- There
may be no more than one Brain Eater in any army
Carrier (External or Internal)
A
Carrier may carry up to 4 models so long as their combined hits do not exceed
the original number of absorbable hits of the carrier and all of their bases
would fit on that of the carrier with no overhanging. Both Carrier and
passengers are counted as having moved if the carrier has moved. It takes one
inch movement Both from carrier and passengers, each time that passengers load
or unload. To load a model must be in contact with the carrier when unloading
Passenger starts movement anywhere touching the Carrier and may not move
subsequently that turn. Stationary models may begin the game loaded on a
carrier. They may be unloaded by the carrier at a cost of 1” movement to the
Carrier at any point in the carrier’s movement or at the very end of the
carriers move at no cost.
As loading unloading
is normal movement Jumping nor Teleporting may not occur the same turn as a
load or unload.
Carrier External
Fire
against a carrier External may be divided up any way that the attacker desires
between passengers and carrier. If a carrier external is destroyed the
passengers are unloaded before the carrier is removed. Passengers may attack at
-1 to hit. Passengers may activate specials but are treated as having moved if
the carrier has moved.
Carrier Internal
Fire
against Carrier Internal is always against the Carrier. If a carrier Internal is
destroyed one unmodified saving die is thrown for each passenger. If failed the
passenger takes a hit. Surviving passengers are placed by the owner anywhere in
contact with the carrier before it is removed. Internal passengers may not
attack nor activate specials. For cloaking to effect passengers the carrier must
be internal.
Cloak
Model may not be
engaged with Ranged attacks when cloaked Nor may it make attacks or activate
other specials except those ( or parts thereof) effecting only its own movement
or phasing when cloaked. Cloaking is announced during the Specials Activation
Interphase and remains in effect until the next. Exception they are sensed by
mindless who will fire upon them if they are the closest target. Mindless also
sense them for purposes of movement.
Commissar
Once per turn any time in
the friendly movement phase a Commissar may “make an example” of any friendly
model that it is touching. The “example” is removed from the table having gotten
a bullet in the neck. All remaining models in the unit from which the “example”
was taken that have total dice and wounds = to or less than the “example”
function for the remainder of that turn as fearless.
Crawler
May always be
fired over by friendlies +1 to save vs ranged attacks.
Decoy
If a hostile Decoy
is a valid target for any friendly model the Decoy must be attacked with at
least one die before any other hostile is attacked. All decoys that are valid
targets must be attacked before any other hostiles.
Directional Field
Generator
In order for a Field Generator to work you must have at
least two. At the beginning of a stationary fire phase in which the Generator
would be eligible to fire. Instead of firing a directional field may be
generated between two friendly generators that are not more than 15” apart. No
intervening obstacles have any effect on drawing this line. The field has an
offensive side and a defensive side all fire may pass
though the offensive side of the field no fire except indirect may pass thru the
defensive side of the field. Note the generator itself is not within the field
it generates, the field is traced from the edge of the generator closest to, the
other generator it is working with. A DFG has no effect on movement.
Doppelganger (may not have
more than 6 combined dice and absorbable hits)
A Doppelganger may not be
attacked by any Hostile model nor have any specials activated against it. Until
after it has attacked a hostile model or used any special ability other than
Doppelganger it may then be attacked normally in the phase that it attacks and
from then on. Exceptions Mindless and Paranoid are unaffected
by its ruse.
There may be no more than
1 Doppelganger in any army
Drop Troop
Drop Troops may be held
off of the table and Drop on to the table in any friendly movement phase any
where on the table not in contact with a hostile model. There is always a chance
that a drop trooper will “nose in” when dropped. As each Drop Trooper is placed
on the table the owner rolls one die. On a score of a 1 or 2 the Drop trooper
has “Nosed in” and is loses an absorbable hit.. Non amphibious, amphibian or
Aquarian troops dropped in a pool or stream are destroyed. Aquarians dropped out
of a pool or stream is destroyed. Dropping counts as a full normal move so a
dropper does not move after it lands. A Dropper would attack in the moving phase
unless a Storm Trooper or Clairvoyant on the turn it is dropped.
Carriers that are Drop troops may carry non drop troops;
passengers must be carried internally and may not unload on the turn they drop.
If a carrier Noses in all passengers must roll for Nose in.
Engineer
An engineer may
remove any Rock, Tree or Bush that it begins its movement phase touching. If an
engineer stops in a stream any friendlies with a base size = to or smaller than
that of the Engineer may move over the engineer with out penalty.
Ether Assassin (Doubles Model
cost)
An Ether Assassin may fire in the moving fire phase after having
teleported.
Flyer (doubles cost)
Movement is
bought in the same way as for ground movement. There is no Speed limit for
Flyers. When a unit is flying it ignores terrain that it is flying higher than
for movement. Place a D6 next to the unit leader to indicate altitude above
table height all models in the unit fly at the same altitude and are treated as
being at that Level for LOS/LOF. Treat each altitude level as 2" move for
climbing 1" for descending. Avians move half speed when not flying. For each
level of altitude add 1" when measuring for LOS/LOF. As a function of a
miniature game a Flyer may not end its move over another model tree rock or
bush. If playing on a map with counters it may.
Fogger
Fogging is announced during the Specials Activation Interphase
and remains in effect until the following Specials Activation Phase. Fog has
the effect of causing all ranged attacks incoming and out going within 3” of
the fogger to be reduced to half dice. Exception the attacker is itself a
fogger then full dice may be used. Fog may be fired
through at half dice.
Frantic Fire
Model with Frantic Fire may use double attack
dice when attacking in the Short or Point Blank range bands.
Gassing
A Gasser may not have moved
during the current turn if it is to gas. Gassing occurs in the Specials
interphase. And persists until the following Specials interphase. The Gasser may
not subsequently make a normal attack on that turn. A Gas marker is placed at
any spot that the gasser is gassing. The gas cloud effects all models on both
sides except for Gassers the Gas cloud may be up to one inch in radius for each
unmodified attack die that the gasser has at the range. . Multiple gas clouds
may occupy the same area each inflicting a one die attack for each cloud on any
model moving, Jumping or Teleporting in, in to, or out of the effected area.
Victims save as normal. The attacks and saves occurring in the movement phase
and having no effect on later normal attacks against the same targets.
Movement in a Gas cloud is at half normal speed for non
gassers no matter how many clouds effect the same area. Gas has no effect on
any attacks conducted in through or out of it. (it is deliberate that troops in
a Gas cloud that do not move are unaffected you may think of it as taking anti
Chemical precautions)
Gas may always be fired over friendly troops.
Hard Chargers
Hard
chargers may move double their normal rate if their move terminates in contact
with a hostile model or contact with a member of their own unit that is in
contact with a hostile model. Doubles attack dice if it moved in to contact that
turn. This special MAY be used in conjunction with the heavy armor conditional
special.
HIGH ENERGY ROUND
Each Hit scored with a High Energy round and not saved
causes the loss of two absorbable hits.
High Resolution Imaging
- Makes Ranged attacks with full dice into out of and
through Fog and smoke
- May
attack “cloaked” models at any range
Hover
Hover ignores all
terrain restrictions but may not pass over or through rocks or trees. -1 to it's
saving dice. Breaks speed limit.
Indirect Fire (all Attack Dice must be at 30"
or higher)
May attack targets which are in Range but not LOS if that
target is in the LOS of any non limited intelligence Friendly (The Spotter),
that has not teleported on the current turn.
May not use any other special ability effecting attack dice
or range in a positive way when using indirect attack. An indirect model may be
a gasser or a smoker. Indirect fire cannot be combined with any cost-reducing
attribute.
Jump
A Model with jump may instead
of performing normal movement in its movement phase may jump. If forced to move
by a morale failure they must max jump but may stop short by the minimum needed
to avoid landing in a pool unless Amphibian or Aquarian. See Op Fire in rules
any jumper, jumping may be Op fired.
Jump Distances
|
Models Total
Dice + Hits
|
2-5
|
6-8
|
9- 12
|
13-16
|
16-19
|
20+
|
|
Jump Distance
|
18”
|
14”
|
12”
|
10”
|
8”
|
6”
|
Jump Distance may be doubled by doubling the
cost of the model. If a Macropus Chooses Jump as its chosen special then it
doubles jump with out an increase in cost.
Master Mind
Instead of
moving a Master Mind may be designated to "Control" any limited intelligence
friendly models with 24" of it, causing them to behave as if of average
intelligence for the remainder of the turn.
- A Master Mind may have no cost reducing special
attribute
- There
may be no more than 1 Master Mind in any army
Motivator
Adds +1 to all friendly
morale rolls by models that are within 6” and line of site of the motivator and
+2 (total +2 not +3) to any friendly models (including itself) morale rolls that
are touching the motivator. Multiple motivators do not multiply morale effects
only one can give a bonus to a given model at a time.
Multi Targeting
Model may divide his
attack dice between up to three different targets. All dice must be assigned
before any are thrown.
Omni Field Generator (Stationary models only, may not be on a base greater than
1” in diameter.)
At the beginning of a stationary fire phase in which the
Generator would be eligible to fire. Instead of firing an Omni field may be
generated. No ranged attacks at all may pass
through an Omni field in coming or out going. The field effects the Generator
itself and any models touching it’s base. A directional field may not be
generated through an Omni field.
Pointer
During any Combat
phase whether the pointer has moved itself or not. A pointer may point out a
single hostile model that would not normally be visible for other friendlies to
make ranged attacks against at full strength. The pointer may not attack in a
phase that it is pointing. Pointers can point to hostiles protected by.
- Cloak
- Doppelganger
- Fog
- Smoke
The target must be within 12" of the pointer. Any
attacking the pointed at target must be able to trace a valid LOS to the
pointer and LOF to the target. Unless attacking indirectly.
Ranger
Ignores all terrain
restrictions to movement except pools and is +1 to all its dice.
Repulser
Activates in the
Specials activation phase remains in effect until the following specials
activation phase. No model may move, drop or teleport, closer than 6" to a
Repulser. If a model begins a friendly movement phase closer than 6" to a
Repulser it must not move closer to the Repulser and end its move at least 6"
away from it. Or a distance = to its fastest speed on that turn. Any Model
closer than 6" to a Repulser is -1 on its attack dice. Other Repulsers are
affected by Repulsers.
Road Runner
Moves up to
three times its normal speed while on road. Breaks speed limit when on road.
Self (or Remote) Destructing
When
eligible to attack (other than shredding) may instead of attacking self
destruct. Every model (regardless of side), Tree and Bush within 3" of the self
destructing model is attacked with one die and hit on a 6 or better. Normal line
of fire rules apply for terrain effects but not effects of models. The
self-destructor is removed as soon as these attacks have been resolved. Self
destruction attacks are saved as normal by the targets. When self destructing no
LOS LOF enhancements apply eg. Bore gun, Side winder etc. Multiple self
destructors may destruct at the same time.
Shielding
All Hostile attacks through the model are at half
dice Hostile attacks at the shielding model are normal. Friendlies may make
ranged attacks through it at full dice if they are touching it. To be shielding
a Model must have at least 2 absorbable hits.
Shredder (Doubles Cost)
A
shedder makes any attacks against hostiles it is in contact with before the
hostile can react. The hostile may only make its return attack if it survives
the shredders attack. Shredders may have no ranged attack dice and always attack
in the stationary phase.
A Shredder may not have more than 6 combined Dice and Absorbable
Hits.
The only cost reducing attribute that a shredder may have is
Mindless.
Side Winder
May, instead of attacking normally attack the closest hostile
target within half its range with half dice ignoring line of site line of fire
and any target obscuring specials other than fields. Ignores cover provided by
trees etc. as the sidewinder will come from straight up or behind.
Skirmisher
Skirmishers must always
"Run Away" when contacted by hostiles (if they have not yet Run Away in the
current turn). But make a full strength attack against the model, which
contacted them before doing so. Skirmishers do not test morale for running away.
They may not attack again during the current turn. An immobile skirmisher is
destroyed after making its pre Runaway attack if contacted and the target
Contactor survives.
Smoke
A Smoker may not have moved
during the current turn if it is to Smoke. Smoking occurs in the Specials
interphase. And persists until the following Specials interphase
Smoke may always be fired over friendly troops. Each smoke
capable model, may lay a line of smoke 2" wide at a range of up to
20". It must be able to "see" the entire location that the smoke
line is initially placed upon. Or that location must be seen by the spotter if
fired indirectly. After the line is
placed as desired a single D6 is rolled on a score of 1 or 2 the line is
shifted left 1" on a score of 5 or 6 the line is shifted 1" to the
right on 3or 4 the line does not shift. All ranged combat through a line of
smoke is at half dice.
Storm Trooper
May attack
at up to short range (10") in the stationary phase after having moved or Jumped
(not Mega Jumped) but not teleported or dropped.
Support Weapon
Support
weapons may always fire over or through friendly models, A support weapon is in
command control up to 12" from its leader.
Tank
May not be attacked except by support weapons or other tanks
at a range greater than 10".> A Tank must be the only member of its
unit or an Individual Character. A Tank must be on a base 1.5" or larger.
Tech Warrior
Tech
Warriors are unaffected by Gas or when attacking through any fields, smoke and
fog up to a range of 10".
Teleportation
The
Teleported model is moved to any point on the table at least 6” from any other
model (Hostile or Friendly) not being Teleported at the same time. All models
Teleported by the same player in the same turn must begin and end within 3” of
each other. A model which is Teleported may not have moved prior to being
Teleported in the same turn and may not move subsequently in the same turn
neither may it have attacked or attack subsequently on the same turn.
Non Amphibian or Aquarians may not teleport in to pool
accept arboreal on to trees within Non Amphibian or Aquarians teleporting in to
a stream make an unmodified saving roll if 4 or worse they lose an absorbable
hit
Terrier
A terrier may not
be on a base larger than 1". When a Terrier is in contact with a hostile model
that hostile model has it's saving dice reduced by half rounded down whether the
terrier is attacking or not.
Note: if ranged attacks are being made against
hostile models that the terrier is in contact with. Any dice divided to friendly
models in contact with the target must be divided to the terrier first.
Turbo Charged
Turbo Charging adds 6”
normal movement to a model regardless of it’s number of hits and dice. (does not
increase Jump range)
Volley Fire (cuts cost of mobile models in
half)
X-Ray Vision
The
best way to think of this is that it sees everything within 20” except cloaked
and acts on that knowledge relative to any attributes it has that have visual
cues. But its line of fire is still obstructed by solid objects.
ORGANIZATION
All Models must be members of a unit or be an independent character;
each army may have up to one unit for every 150 points rounded up. EG a 200
point army could have up to 2 units a 600 point army could have up to 4 units.
An army is not required to use its full, allowed number of units.
Maximum Models
This is
the maximum number of models may be in a single unit of this type.
Command Radius (Unit
leaders)
This is the number of inches that any model in the unit may be
away from the "Unit Leader" with out suffering negative effects of being out of
Command Control. The Unit leader can be any model in the unit if the unit leader
is destroyed. Any remaining model in the unit is designated the new unit
leader.
UNIT TYPES
|
Horde
|
Maximum Models
|
Command Radius
|
|
24
|
6”
|
|
|
Squad
|
Maximum Models
|
Command Radius
|
|
12
|
6”
|
One model in every six of the original Squad may add "Support Weapon" special to their stats with no increase in cost.
|
|
Team
|
Maximum Models
|
Command Radius
|
|
6
|
6”
|
One Model in each team may have one additional chosen special without any addition in cost.
|
|
Recon Team
|
Maximum Models
|
Command Radius
|
|
6
|
12”
|
|
|
Grid
|
Maximum Models
|
Command Radius
|
|
12
|
12”
|
A Grid may only have Stationary models as unit members.
Every army may have 1 Grid in addition to its allowed number of units and may
of course use Grid as a unit choice or choices.
|
Independent Characters
An
army may in addition to its units of models, have Independent Characters. It may
have half as many Independent Characters as the number of units that it is
eligible to have rounded up. Independent characters are always single models
that do not belong to units.