Alien 2K Army
Alien 2K Army
Alien 2K Army
Hive Lord [1] - 445pts Psycho-Rex [1] - 575pts Mortar Beast [1] - 195pts
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
3x Psy-Shocks - A1 - -
Upgrade SPE
Bio-Recovery Regeneration
Psychic Blast (1): Target enemy unit within 9" takes 1 hit with AP(2) and Deadly(3).
Animate Flora (2): Target 2 friendly units within 12" get Flying next time they activate.
Shriek (2): Target 2 enemy units within 12" take 2 hits with AP(1) each.
Infuse Life (3): Target 2 friendly units within 18" get Regeneration next time they take wounds.
Overwhelm (3): Target enemy model within 12" takes 3 hits with AP(4).
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Indirect: May target enemies that are not in line of sight, and ignores cover
from sight obstructions, but gets -1 to hit rolls when shooting after moving.
Aircraft: Must deploy before all other units, ignores all units and terrain
when moving/stopping, can’t seize objectives, and can’t be moved in Psychic Synapse: Pick one model in this unit to count as having Caster(1),
contact with. May only use Advance actions, moving in a straight line by which gets +1 spell token per other model with this rule in its unit each
30”-36” without turning. If it moves off-table, its activation ends, and it must round. If the model is killed, pick another model in the unit to become the
be deployed on any table edge at the beginning of the next round. Units next caster.
targeting this model get -12” range and -1 to hit rolls. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal
Reliable: Attacks at Quality 2+.
more hits than models in the target unit.
Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to
Caster: Gets X spell tokens at the beginning of each round, but can’t hold hit count as having AP(4).
more than 6 tokens at once. At any point before attacking, spend as many
tokens as the spell’s value to try casting one or more spells (only one try per Resistance: When taking a wound, roll one die, and on a 6+ it is ignored. If
the wound was from a spell, then it is ignored on a 4+ instead.
spell). Roll one die, on 4+ resolve the effect on a target in line of sight. This
model and other casters within 18” in line of sight may spend any number Spell Warden: Once per activation, pick one friendly Caster within 6”, which
of tokens at the same time before rolling, to give the caster +1/-1 to the roll gets +1 to its next spell casting roll.
per token. Spores: For each missed attack you may place a new unit of 3 Spores or 1
Deadly: Assign each wound to one model, and multiply it by X. Hits from Massive Spore 12” away from the target, but the position is decided by your
Deadly must be resolved first, and these wounds don't carry over to other opponent. Note that this new unit can’t be activated on the round in which
models if the target is killed. it is placed.
Defense: Gets +X to Defense rolls. Stealth: Enemies get -1 to hit rolls when shooting at units where all models
Fear: Counts as having dealt +X wounds when checking who won melee. have this rule from over 12" away.
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. Strider: May ignore the effects of difficult terrain when moving.
Tough: This model must take X wounds before being killed. If a model with
Flying: May go through obstacles and ignores terrain effects when moving.
tough joins a unit without it, then it is removed last when the unit takes
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model wounds. Note that you must continue to put wounds on the tough model
unit without another Hero. The hero may take morale tests on behalf of the with most wounds in the unit until it is killed, before starting to put them on
unit, but must use the unit’s Defense until all other models have been killed. the next tough model (heroes must be assigned wounds last).