CYDONIAN ALIENS. Page: 1
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- Piers Percival Stevens
- 5 years ago
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1 CYDONIAN ALIENS Page: 1
2 Cydonians tend to follow a six step plan for invading and attacking planets and solar systems. While some steps are done out of order, or others ignored for specific reasons, the general theme is the same regardless of commanders or leaders. Their ultimate goal is to collect the perfect genetic material to advance their own races to a higher state of being. Sometimes refereed to as the Uplifting. Scout: Small ships, and some landing parties will be sent to investigate a planet to see if it has suitable lifeforms to abduct, or strategic points to hold to bring them closer to other planets. Many times markings will be left in the ground to designate important positions for future troops. Base: Supply ships will flock over an area for a time and build up a forward base, this will allow the creation of shorter range vessels, and cloning of troops on the surface of the planet. These bases tend to be well hidden, and many times built deep underground. Abductions: Right away lifeforms are taken and studied for their genetic makeup. Rural areas are hit first, so that there is less of a chance of being detected. Many subjects will be injected with genetic modifications, trackers, or other devices, then their minds are wiped and are returned to their original location to be studied in their natural environment. As progress continues, mass populous is abducted, this usually happens after a large force has been established, or they have already been located by the planets defense forces. Page: 2
3 Terrorize: Usually after the aliens have been discovered they start to send strike teams to attack and terrorize main urban areas. This is intended to cause mass panic and disorientate the planets forces, as well as act as a distraction from the abductions. Infiltrate: If the planet is putting up a fight, they will send special agents to fill government roles, causing the system to collapse. Or just bribe the governments outright promising only to take limited lifeforms and provide advanced technology. In all cases they do not keep their side of the bargains. Neutralize: When resistance is met they will send larger assault forces to completely wipe it out, after enough lifeforms have been collected and sampled all life forms on the planet are then exterminated, and they move on to the next planet. Page: 3
4 SECTOID COMMANDER Although they look similar to their weaker brethren, Sectoid Commanders have larger heads covered in thick veins, and glowing red eyes. Like Sectoids, they are all genetically identical clones, but have been engineered with greater endurance and incredible psionic powers. While these gifts make them far more deadly than the lower caste troops they command, they are still ultimately little more than subservient pawns of the Ethereals. Many Sectoids, like other commanders, have been enhanced with cybernetics and genetic modifications beyond that of a normal soldier. Paired with their enhanced psionic powers this make them a terror to face. Sectoids are found to employ Cyberdiscs along with their normal troops to overwhelm enemies, expect to see these flying death machines in greater number when you see a Sectoid Commander. Sectoid Commander /5++ Unit Type: Infantry (Character) Wargear: Energy Pistol, Energy Grenades. Special Rules: Psyker (ML1), Cyberdisc Builders, Independent Character, Cybernetic Enhancements. Psyker: Generates its powers from the Cydonia powers. Cyberdisc Builders: May include one unit of Cyberdiscs as a Troops choice. Page: 4
5 SNAKEMAN COMMANDER Snakemen Commanders are larger, fiercer versions of the normal Snakeman soldier. Unlike Sectoids and Ethereals they do not posses psionic abilities, however they make up for that with their tough scales and resilience to hostile environments. The Snakemen Commanders have been modified with cybernetics and other internal work to make them more resilient on the battlefield. It seems that Chryssalids same much of the same genetic makeup as Snakeman, it could be they were formed from the same original DNA, or more likely were captured and genetically modified from the same planet. Whatever the origin they share a short of kinship with them. You will see Snakemen commanders employ them along with their battlefield troops. Snakeman Commander /5++ Unit Type: Infantry (Character) Wargear: Energy Rifle, Energy Grenades, Independent Character, Relentless. Special Rules: Infiltrate, Chryasslid Breeders, Relentless, Cybernetic Enhancements. Chryasslid Breeders: May include one unit of Chryasslids units as a Troops choice. Page: 5
6 ETHEREAL COMMANDER The Ethereal Commanders are physically frail like their brethren, however their brains are even more developed which allows them to enhance their bodies to survive harsh environments. Simple tasks like walking are arbitrary to an Ethereal commander. They rein supreme and demand full obedience among their servants and soldiers. They enslave any race they deem fit, genetically modifying them to fit any role, or just eradicate them altogether. They seem to be able to directly control Sectopod constructs through a telepathic link, because of this and their heavy armor they employ them as basic infantry. Ethereal Commander /3++ Unit Type: Jetpack Infantry (Character) Wargear: Energy Pistol, Energy Grenades. Special Rules: Psyker (ML3), Sectopod Builders, Psy Creature, Independent C. Psyker: Generates its powers from the Cydonia powers. Sectopod Builders: May include one unit of Sectopods units as a Troops choice. Psy Creature: If this unit or the squad he has joined is the target of a psychic attack, he may attempt to deny the power with dice equal to the number of dice used to try and cast the power without using warp charges. He may add more dice to this pool with any warp charges he does currently have as well. Page: 6
7 MUTON COMMANDER Muton Commanders resemble standard Mutons in appearances and physiology but the similarities end there. Physically stronger, the Muton Commanders are also equipped with a heavier and more regal armor and weapons; Commanders also tend to show greater intelligence and coordination than their ordinary counterparts. Muton Commanders are smart and capable fighters that are not likely to be taken down easily. Mutons have a distaste for Sectoids and as such deploy Celatids and Silacoids as basic troops more. If it wasn t for the Ethereals being in complete control of the two races they would be in constant war with each other. Muton Commander /5++ Unit Type: Infantry (Character) Wargear: Energy Rifle, Energy Grenades, Eternal Warrior Special Rules: Infiltrate, Celatid and Silocoid Breeders, Independent Character Celatid and Silocoid Breeders: May include one unit of Celatid and Silocoid as a Troops choice each. Page: 7
8 FLOATER COMMANDER Floater Commanders are a superior version of the Floater, boasting upgraded weapons and more cybernetic implants. They are almost pure machine. However they have a tactical awareness that would surpass even some of the highest imperial commanders even though they would seem like mindless killing machines. Floater Commanders lust to engage the enemy and tear them apart, as such they will employ Reapers along with them to help cause terror and mass panic. Floaters main purpose, if they have a purpose among the Ethereals, is to cause panic and terror. This allows the Ethereals and other Commanders to fulfil more important missions without the need to engage the full army. Floater Commander /5++ Unit Type: Jumppack Infantry (Character) Wargear: Dual Energy Pistols, Energy Grenades. Special Rules: Fleet, Reaper Breeders, Independent Character. Reaper Breeders: May include one unit of Reapers units as a Troops choice. Page: 8
9 MUTONS Standing over 2 meters, this humanoid creature is physically powerful and aggressive. Studies showed that their memory is imprinted with high amount of knowledge in combat tactics and weaponry. The skin of this creature appears to be an organically created protective armor which is grafted onto the body. There are numerous cybernetics modifications to enhance the cardio-vascular system and the senses. The reproductive organs have been surgically removed. It is clearly evident that the Muton is genetically designed and modified for combat. These creatures are limited to a life of warfare and conquest. As such, one must take great care not to underestimate the capabilities of the Mutons. Muton Soldier Muton Engineer Muton Medic Muton Navigator Muton Leader Unit Type: Muton Soldiers, Engineer, Medics, and Navigators are Infantry, while Muton Leaders are Infantry (Character) Wargear: Muton Soldiers, Engineer, Medics, and Navigators and Leaders have Plasma Rifles. Special Rules: Muton Medics give the unit Feel No Pain, Muton Navigator lets the unit re-roll the units reserves rolls, Muton Leader has Eternal Warrior. Page: 9
10 SNAKEMEN This race developed in an extremely hostile environment. Their mobility depends on a snake-like giant foot which protects all the vital organs. They seem to be purely predatory and under the command of the Ethereals. The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion. The only true muscle is the heart. They have a very efficient reproductive system. Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time. Left to its own devices these creatures could easily overwhelm a planet. Snakeman Soldier Snakeman Engineer Snakeman Medic Snakeman Navigator Snakeman Leader Unit Type: Snakeman Soldiers, Engineer, Medics, and Navigators are Infantry, while Snakeman Leaders are Infantry (Character) Wargear: Snakeman Soldiers, Engineer, Medics, and Navigators and Leaders have Plasma Rifle. Special Rules: Snakeman Soldiers, Engineer, Medics, and Navigators and Leaders have Infiltrate and Relentless. While Medics give the unit Feel No Pain, and Navigators lets the unit re-roll reserves rolls. Page: 10
11 ETHEREALS The Ethereal seem physically incapable of sustaining any life functions. Their bodies have atrophied up to the point where the only thing keeping them alive is their mental ability. Some of their organs are underdeveloped with some sensory organs not working at all. Their brain, however, is very well developed and requires the largest blood supply in their body. Identifying themselves as the leaders of the alien collective, it is suggested that the Ethereals forced the numerous other races to evolve and then assimilated them into a mental collective, turning them into servants of the Ethereals. Ethereal Soldier /3++ Ethereal Leader /3++ Unit Type: Ethereal Soldiers are Infantry, while Ethereal Leaders are Infantry (Character) Wargear: Ethereal Soldiers and Leaders have Plasma Pistols. Special Rules: Brotherhood of Psykers, Psy Unit. Psy Unit: If there are only Ethereal Soldiers within the squad the squad has a Mastery Level of 1, if there is an Ethereal Leader within the Squad they have a Mastery Level of 2. Page: 11
12 SECTOIDS Sectoids are weak and die quickly against experienced soldiers, but are still dangerous. They are usually found in large groups, alongside other enemies like Mutons or Floaters. They are intelligent enough to use cover and flanking tactics. As battles progresses, they are largely phased out in favor of more dangerous foes. According to autopsy reports, their unusual structure suggests that Sectoids are genetically manipulated and their identical genetic info implies that they are cloned. They also posses the ability to use psionic powers with enough traininng, increasing their health and combat effectiveness. However, one of the large downsides to this ability is that Sectoids have a very short lifespan. Sectoids are mainly used for pilots for their aircraft, most are plugged into the craft via extensive cables and hookups. The Sectoid is basically the craft after this process is complete. Sectoid Soldier Sectoid Engineer Sectoid Medic Sectoid Navigator Sectoid Leader Unit Type: Sectoid Soldiers, Engineer, Medics, and Navigators are Infantry, while Sectoid Leaders are Infantry (Character) Wargear: Sectoid Soldiers, Engineer, Medics, and Navigators and Leaders have Plasma Pistols. Special Rules: Sectoid Medics give the unit Feel No Pain, Sectoid Navigator lets the unit re-roll reserves rolls. Page: 12
13 FLOATERS Floaters are monstrous cyborgs powered by pairs of twin back-mounted jets, which give them the ability to fly into the sky and land behind your soldiers lines. A Floater autopsy hints that they may be the invaders incomplete cybernetic and genetic experiments. They have received extensive mechanical implants, including ones that replace the internal organs. Due to its modifications, there is no distinguishing line between mechanical and biological to describe the Floater. Floaters are mainly used as terror units, to cause wide spread panic. This allows the rest of the alien forces to complete their mission with ease. There have been times that the alien commanders have left, finishing their purpose, leaving behind the ffoaters to fend for themselves. Floater Soldier Floater Engineer Floater Medic Floater Navigator Floater Leader Unit Type: Floater Soldiers, Engineer, Medics, and Navigators are Jumppacks Infantry, while Floater Leaders are Jumppack Infantry (Character) Wargear: Floater Soldiers, Engineer, Medics, and Navigators and Leaders have Dual Plasma Pistols. Special Rules: Floater Soldiers, Engineer, Medics, and Navigators and Leaders have Fleet. While Medics give the unit Feel No Pain, and Navigators lets the unit re-roll reserves rolls. Page: 13
14 CHRYSSALIDS The Chryssalid is a swift alien with terrifying melee capabilities. When a Chryssalid kills, it will implant an embryo in its victim. This causes the corpse to rise up as a Zombie, which will spawn a Chryssalid Hatchling after a short amount of time. This newborn Chryssalid is statistically and behaviorally identical to a regular Chryssalid, but has a visually lighter color of chitin armor which changes to the usual color within a couple hours. Chryssalids carry at least twenty eggs with them at any given time. And has a rapid cell growth. Making them a very effective terror weapon. According to the Ethereal Leaders, Chryssalids were uplifted by the Ethereals in an effort to perfect genetic manipulation and that they were mere insects when their uplift began. Chryssalid Zombie Unit Type: Chryasslid and Zombies are Infantry Wargear: Chryasslid have Powerful Claws. Special Rules: Chryasslid have Fleet, Move Through Cover, Stealth, Chryssalid Venom, Outflank. Zombies have Egg Carrier. Chryasslid Venom: Every model that suffers enough wounds to remove him from the game against a unit with the special rule must take a toughness test. If they fail remove the model and place a Zombie model within coherency of the Chryasslid unit. (No saves of any kind). Only works on Non Extremely Bulky Infantry Units. Egg Carrier: Whenever a model with this special rule is destroyed or removed from play, replace it with a Chryssalid Model. Instant Death cancels this out. Page: 14
15 CELATIDS This creature has the natural ability to float through the ari, It appears to detect brain waves to detect other creatures. It will fire globules of extremely corrosive venom as its targets. The core of this creature contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system. The sac of venom is the largest organ and it doesn t have any sort of brain structure, digestive system, or reproductive organs. It has the ability to clone its self by dropping embryos which will rapidly grow into a new being. Celatid Unit Type: Jump pack Infantry Wargear: Celatid Launchers. Special Rules: Fleet. Page: 15
16 SILACOIDS Silacoids are silicon based life forms that generate an enormous amount of heat. It has the strength to crush rocks which it can then ingest into its hot core. It has primitive intelligence and is controlled by implants or telepathic creatures. Its core is a massive digestive system that is extremely hot. Its unique muscle system has tremendous power and speed. Its rock like skin is not harmed except by heavy weapons. Silacoid Unit Type: Infantry, Very Bulky Special Rules: Volcanic Stomach, Move Through Cover, Fearless. Volcanic Stomach: A model with this special rule counts its close combat attacks as S8 Ap1 Armorbane. Also any cover that a this units moves into is reduced by 1. May not be reduced more than once by this special rule. Page: 16
17 REAPERS Reapers are large bipedal carnivores with powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. The primitive predatory instincts of reapers are of little use except to terrorize and destroy. The reaper contains two brains and two hearts which allow it to function even when heavily wounded. However its furry skin is highly flammable, making the creature vulnerable to incendiary weapons. Reaper Unit Type: Beast, Extremely Bulky Wargear: Claws and Teeth Special Rules: Fleet, Move Through Cover, Rending, Flammable, Fearless Flammable: Weapons that use the Template deal 2 wounds instead of 1 on a creature with this special rule. Page: 17
18 BS FA SA RA HP Terrorship Unit Type: Skimmer (Transport) Wargear: Special Rules: Anti-Grav Propulsion, Transport(10), 4 Access Points, Assault Vehicle, Deep Strike. BS FA SA RA HP Cyberdisks Unit Type: Skimmer Wargear: Energy Beam Special Rules: Anti-Grav Propulsion, Deep Strike, and Explosive. BS FA SA RA HP Scout Transport Scout Large Scout Unit Type: Scout Fast Skimmer, Transport Scout Fast Skimmer(Transport) Large Scout Flyer. Wargear: Special Rules: Scouts, Transport Scouts, Large Scouts have Anti-Grav Propulsion and Deep Strike. However Transport Scouts also have Transport(10) BS FA SA RA HP Abductor Harvester Unit Type: Abductor is a Skimmer, Harvester is a Skimmer(Transport) Wargear: Special Rules: Abductor and Harvester have Anti-Grav Propulsion, and Deep Strike. While the Harvester has Transport (15) Page: 18
19 BS FA SA RA HP Battleship Unit Type: Battleship is a skimmer. Wargear: Special Rules: Battleship has Anti-Grav Propulsion, and Deep Strike. BS FA SA RA HP Supplyship Unit Type: Supplyship is a Skimmer(Transport) Wargear: Special Rules: Supplyship has Anti-Grav Propulsion, Deep Strike, and Reproductive Chambers. Reproductive Chambers: At the start of your movement phrase, any unit within a vessel with this special unit gains D3 single wound units back. If this would put the unit over the transport carry limit, remove them from play instead. May not exceed the squads starting size. WS BS S FA SA RA I A HP Sectopod Unit Type: Walker Wargear: Twin-Linked Energy Beam Special Rules: Resistive Armor, Telepathic Link. Resistive Armor: Penetrating hits against this unit get -1 to their roll on the penetrative table. Telepathic Link: May use any Ethereals BS as long as they are within 12 and LOS. Page: 19
20 Cydonian Mother Brain I * 10 3+/5++ Unit Type: Monstrous Creature (Character) Warlord Trait: Alien Harvest Wargear: Special Rules: Psyker (ML4), Slow and Purposeful, Eternal Warrior, It Will Not Die, Fearless, Psy Creature, Psy Master, Psy Blast Psyker: Generates its powers from the Cydonian Alien powers. Psy Master: Any time a psyker successful casts a power on the Cydonian Mother Brain, but before any deny dice are rolled, roll a D6. On a 5+ Cydonian Mother Brain gains use of that power for rest of the game. Psy Blast: The Cydonian Mother Brain gains attacks equal to your unspent Warp Charges. Page: 20
21 Ranged Weapons WEAPONS AND WARGEAR Blaster Launcher Range S AP Type Heavy 1 Large Blast Barrage Way-Point Targeting: When firing at targets out of line of sight still reduce your BS from the distance scattered. Experimental: When rolling to scatter, if double 1 s or 6 s are rolled, place the large blast on the model firing and resolve it as a hit result. Celatid Launcher Range S AP Type Rapid Fire, Poison 4+ Dual Energy Pistols Range S AP Type Pistol, Twin-Linked Dual Weapon: This counts as a twin-linked weapons, and also as paired weapons. Energy Beam Range S AP Type Burst Rapid Fire Beam Assault 1 Energy Pistol Range S AP Type Pistol Energy Rifle Range S AP Type Rapid Fire Fusion Ball Launcher Range S AP Type Heavy 1 Small Blast Barrage. Page: 21
22 Heavy Energy Range S AP Type Salvo 1/3 Small Launcher Range S AP Type Assault 1 Small Blast, Poison 2+, Ignores Cover Melee Weapons Powerful Claw Range S AP Type - User 6 Melee Wargear and Special Rules Anti-Grav Propulsion: Auto pass any Dangerous Terrain Test. Chryasslid Venom: Every model that suffers enough wounds to remove him from the game against a unit with the special rule must take a toughness test. If they fail remove the model and place a Zombie model within coherency of the Chryasslid unit. (No saves of any kind). Only works on Non Extremely Bulky Infantry Units. Egg Carrier: Whenever a model with this special rule is destroyed or removed from play, replace it with a Chryssalid Model. Instant Death cancels this out. Energy Grenade: Assault Grenades with S:6 Ap:4 Blast. Explosive: Treat all wreck results on a model with this special rule as an explosion result. Flammable: Weapons that use the Template deal 2 wounds instead of 1 on a creature with this special rule. Page: 22
23 Volcanic Stomach: A model with this special rule counts its close combat attacks as S8 Ap1 Armorbane. Also any cover that this units moves into is reduced by 1. May not be reduced more than once by this special rule. Mind Probe: A shooting attack with a 24 range. (unlimited range if the user is a psyker) On a successful hit, the firer and his unit gain Preferred Enemy against the target until the end of the turn. This effect takes place immediately upon resolving the hit, and affects subsequent shooting from the unit. Psy Blast: The Cydonian Mother Brain gains attacks equal your unspent Warp Charges. Psy Creature: If this unit or the squad he has joined is the target of a psychic attack, he may attempt to deny the power with dice equal to the number of dice used to try and cast the power without using warp charges. He may add more dice to this pool with any warp charges he does currently have as well. Psy Master: Any time a psyker successful casts a power on the Cydonian Mother Brain, but before any deny dice are rolled, roll a D6. On a 5+ Cydonian Mother Brain gains use of that power for rest of the game. Reproductive Chambers: At the start of your movement phrase, any unit within a vessel with this special unit gains D3 single wound units back. If this would put the unit over the transport carry limit, remove them from play instead. May not exceed the squads starting size. Resistive Armor: Penetrating hits against this unit get -1 to their roll on the penetrative table. Telepathic Link: May use any Ethereals BS as long as they are within 12 and LOS. Page: 23
24 CYDONIAN ALIEN PSY POWERS Primaris Power Probe - Warp Charge 1 Probe is a witchfire power with unlimited range. On a successful hit, the firer and his unit gain Preferred Enemy against the target until the end of the turn. This effect takes place immediately upon resolving the hit, and affects subsequent shooting from the unit. 1. Panic - Warp Charge 1 Panic is a Malediction that targets a single enemy unit within 24. The target must take a Moral Check as if it has just lost 25% causalities. Fearless units are immune to this power. 2. Psy Boost - Warp Charge 1 Psy Boost is a blessing that target s the Psyker s Unit and up to one friendly unit that is within 12. Whilst this power is in effect, the targets gain D3 to their Leadership Value. Roll once for both units. 3. Psy Shield - Warp Charge 2 Psy Shield is a blessing that targets the Psyker s unit and up to one friendly unit that is within 12. Whilst this power is in effect, the targets gain a 5++ Invulnerable Save. If they already have an Invulnerable save it increases by 1 instead. May not exceed Psy Attack - Warp Charge 1 Psy Attack is a Malediction that targets a single enemy unit within 24. While this power is in effect the target unit s Leadership value gets reduced by D3. 5. Berserk - Warp Charge 2 Berserk is a Malediction that targets a single enemy unit within 24. The unit must take a leadership test, if they fail they must make a shooting attack at the nearest unit (friend or foe), but may only snapfire, Then go to ground. Fearless units are immune to this power. 6. Mind Control - Warp Charge 3 Mind Control is a Malediction that targets a single non-vehicle enemy unit within 12. The unit must take a leadership test. If they fail you gain control of them during your shooting phrase. And they immediately go to ground at the start of their turn as long as they are not in combat. Fearless units are immune to this power. Page: 24
25 CYDONIAN ALIEN WARLORD TRAITS 1.Alien Terror: When the aliens terrorize a city they will deploy some special forces with awesome powers. Civilians will be directly threatened, and governments will be forced to evacuate whole areas. The main purpose behind this activity is to generate sufficient public hysteria. All enemies units are at -1 Leadership. 4.Alien Abductions: This is the most insidious form of alien activity. The abduction by aliens is widely reported, despite the aliens attempts to erase the experience from their victims memories. Abductees report being subject to humiliating physical examinations, including impregnation of alien fetuses and bizarre genetic experiments. The purpose behind this activity appears to be linked to genetic mutation and manipulation of the aliens own genetic material. This activity causes great alarm, and occurs in populated areas or cities. Your opponent must re-roll successful reserves rolls. 3.Alien Harvest: The Aliens have many uses for planet s fauna. Animals are abducted secretly, and returned with various organs removed. Cattle mutilations are predominantly reported along with UFO sightings. This type of alien activity causes great concern by governments and considerable anxiety amongst the populations. This type of activity occurs mainly in farming land. The theory behind the alien harvest suggests that aliens races originally seeded the planet with its flora and fauna, and now they have returned to reap the harvest they have sown. Your Warlord gains whatever warlord trait the opponent s Warlord has. 4.Alien Infiltration Governments can be infiltrated by alien agents which are human in appearance. This can result in official contact between aliens and governments at the highest level. The climax of this activity is characterized by intense UFO activity in the vicinity of major cities. The aliens will attempt to take over the government by offering knowledge of their superior technology. This alien tactic represents the worst threat. If a government gives in to the aliens, the whole planet could fall. The warlord and one other unit gain Infiltrate, and Outflank. 5.Alien Supply Once an alien base is constructed then its is resupplied on a regular basis by special supply vessels. If these vessels are detected while landing then it is certain that an alien base is nearby, and impending boom is soon to follow. All your supply ships gain the Objective Secure rule. 6.Alien Retaliation If the planets defenses are being particularly successful in shooting down UFOs then the aliens may take some retaliatory actions. This could result in a direct attack against key objectives with specialized units that can take down those defenses. Which would free up the airspace for the aliens to overwhelm the planet. All your non-vehicle units gain +1 when snap firing. Page: 25
26 HQ Sectoid Commander - 35 Points Sectoid Commander /5++ Unit Type: Infantry (Character) Unit Composition: 1 Sectoid Commander Wargear: Energy Pistol Energy Grenades Special Rules: Psyker (Mastery Level 1) Independent Character Cyberdisc Builders Psyker: Generates its powers from the Cydonia powers. Options: May upgrade to Master Level 2-25 pts May exchange its Energy Pistol for one of the following: Small Launcher - 20 pts Heavy Energy - 10 pts Blaster Launcher - 50 pts May take a Mindprobe - 10 pts Snakeman Commander - 65 Points Snakeman Commander /5++ Unit Type: Infantry (Character) Unit Composition: 1 Snakeman Commander Wargear: Energy Rifle Energy Grenades Special Rules: Inflitrate Independent Character Chryasslid Breeders Relentless Options: May exchange its Energy Rifle for a Heavy Energy - 10 pts May take a Mindprobe - 10 pts Page: 26
27 HQ Ethereal Commander Points Ethereal Commander /3++ Unit Type: Jetpack Infantry (Character) Unit Composition: 1 Ethereal Commander Wargear: Energy Pistol Energy Grenades Special Rules: Psyker (Mastery Level 3) Psy Creature Independent Character Sectopod Builders Psyker: Generates its powers from the Cydonia powers. Options: May exchange its Energy Pistol for one of the following: Energy Rifle - 2 pts Small Launcher - 20 pts Heavy Energy - 10pts Blaster Launcher - 50 pts May take a Mindprobe - 10 pts Page: 27
28 HQ Muton Commander Points Muton Commander /5++ Unit Type: Infantry (Character) Unit Composition: 1 Muton Commander Wargear: Energy Rifle Energy Grenades Special Rules: Eternal Warrior Independent Character Celatids and Silocoids Breeders Options: May exchange its Energy Pistol for one of the following: Small Launcher - 20 pts Heavy Energy - 10 pts Blaster Launcher - 50 pts May take a Mindprobe - 10 pts Floater Commander - 65 Points Floater Commander /5++ Unit Type: Jumppack Infantry (Character) Unit Composition: 1 Floater Commander Wargear: Dual Energy Pistol Energy Grenades Special Rules: Fleet Independent Character Reaper Breeders Options: May take a Mindprobe - 10 pts Page: 28
29 HQ Cydonian Mother Brain- 285 Points Cydonian Mother Brain * 10 3+/5++ Unit Type: Monstrous Creature (Character) Unit Composition: 1 (Unique) Warlord Traits: Alien Harvest Wargear: Special Rules: Eternal Warrior It Will Not Die Fearless Psy Creature Psy Master Psy Blast Slow and Purposeful Page: 29
30 ELITES Muton Squad - 60 Points Muton Soldier Muton Engineer Muton Medic Muton Navigator Muton Leader Unit Type: Muton Soldier: Infantry Muton Engineer: Infantry Muton Medic: Infantry Muton Navigator: Infantry Muton Leader: Infantry (Character) Unit Composition: 5 Muton Soldiers Wargear: Energy Rifle Special Rules: Feel No Pain (Medic Only) Re-roll Reserves (Navigator Only) Eternal Warrior (Leader Only Options: May Include up to five additional Muton Soldiers - 12 pts/model Then Squad may take Energy Grenades - 2 pts/model. May upgrade one to a Muton Engineer - 5 pts May upgrade one to a Muton Medic - 10 pts May upgrade one to a Muton Navigator - 10pts May upgrade one to a Muton Leader - 15 pts Muton Engineer may exchange his Energy Rifle for one of the following: Heavy Energy - 5 pts Blaster Launcher - 25 pts Muton Medic may exchange his Energy Rifle for a Small Launcher - 10 pts Muton Navigator may take a Mindprobe - 5 pts Muton Leader may exchange his Energy Rifle for one of the following: Small Launcher - 10 pts Heavy Energy - 5 pts Blaster Launcher - 25 pts Muton Leader may take a Mindprobe - 5 pts Page: 30
31 ELITES Snakeman Squad - 40 Points Snakeman Soldier Snakeman Engineer Snakeman Medic Snakeman Navigator Snakeman Leader Unit Type: Snakeman Soldier: Infantry Snakeman Engineer: Infantry Snakeman Medic: Infantry Snakeman Navigator: Infantry Snakeman Leader: Infantry (Character) Unit Composition: 5 Snakeman Soldiers Wargear: Energy Rifle Special Rules: Feel No Pain (Medic Only) Re-roll Reserves (Navigator Only) Infiltrate Relentless Options: May Include up to fifteen additional Snakeman Soldiers - 8 pts/model Then Squad may take Energy Grenades - 2 pts/model. May upgrade one to a Snakeman Engineer - 5 pts May upgrade one to a Snakeman Medic - 10 pts May upgrade one to a Snakeman Navigator - 10pts May upgrade one to a Snakeman Leader - 15 pts Snakeman Engineer may exchange his Energy Rifle for a Heavy Energy - 5 pts Snakeman Medic may exchange his Energy Rifle for a Small Launcher - 10 pts Snakeman Navigator may take a Mindprobe - 5 pts Snakeman Leader may exchange his Energy Rifle for a Heavy Energy - 5 pts Snakeman Leader may take a Mindprobe - 5 pts Page: 31
32 ELITES Ethereals Squad Points Ethereal Soldier /3++ Ethereal Leader /3++ Unit Type: Ethereal Soldier: Jetpack Infantry Ethereal Leader: Jetpack Infantry (Character) Unit Composition: 5 Ethereal Soldiers Wargear: Energy Pistol Special Rules: Brotherhood of Psykers Psyker: Generates its powers from the Cydonia powers. Options: May Include up to five additional Ethereal Soldiers - 35 pts/model Then Squad may take Energy Grenades - 2 pts/model. May upgrade one to a Ethereal Leader - 30 pts Ethereal Leader may exchange his Energy Pistol for one of the following: Energy Rifle - 2 pts Small Launcher - 10 pts Heavy Energy - 5 pts Blaster Launcher - 25 pts Ethereal Leader may take a Mindprobe - 5 pts Terrorship Points BS FA SA RA HP Terrorship Unit Type: Skimmer (Transport) Wargear: Special Rules: Anti-Grav Propulsion Transport 10 models Assault Vehicle Deep Strike Options: May take four of the following: Small Launcher - 10 pts Twin-Linked Energy Rifles - Free Mindprobe - 5 pts Page: 32
33 TROOPS Sectoid Squad - 40 Points Sectoid Soldier Sectoid Engineer Sectoid Medic Sectoid Navigator Sectoid Leader Unit Type: Sectoid Soldier: Infantry Sectoid Engineer: Infantry Sectoid Medic: Infantry Sectoid Navigator: Infantry Sectoid Leader: Infantry (Character) Unit Composition: 10 Sectoid Soldiers Wargear: Energy Pistol Special Rules: Feel No Pain (Medic Only) Re-roll Reserves (Navigator Only) Psyker (Master Level 1) (Leader Only Psyker: Generates its powers from the Cydonia powers. Options: May Include up to fifteen additional Sectoid Soldiers - 4 pts/model Then Squad may take Energy Grenades - 2 pts/model. May upgrade one to a Sectoid Engineer - 5 pts May upgrade one to a Sectoid Medic - 10 pts May upgrade one to a Sectoid Navigator - 10pts May upgrade one to a Sectoid Leader - 15 pts Sectoid Engineer may exchange his Energy Pistol for one of the following: Heavy Energy - 5 pts Blaster Launcher - 25 pts Sectoid Medic may exchange his Energy Pistol for a Small Launcher - 10 pts Sectoid Navigator may take a Mindprobe - 5 pts Sectoid Leader may exchange his Energy Pistol for one of the following: Small Launcher - 10 pts Heavy Energy - 5 pts Blaster Launcher - 25 pts Sectoid Leader may take a Mindprobe - 5 pts Page: 33
34 FAST ATTACK Floater Squad - 60 Points Floater Soldier Floater Engineer Floater Medic Floater Navigator Floater Leader Unit Type: Floater Soldier: Jumppack Infantry Floater Engineer: Jumppack Infantry Floater Medic: Jumppack Infantry Floater Navigator: Jumppack Infantry Floater Leader: Jumppack Infantry (Character) Unit Composition: 5 Floater Soldiers Wargear: Dual Energy Pistols Special Rules: Feel No Pain (Medic Only) Re-roll Reserves (Navigator Only) Fleet Options: May Include up to fifteen additional Floater Soldiers - 12 pts/model Then Squad may take Energy Grenades - 2 pts/model. May upgrade one to a Floater Engineer - 5 pts May upgrade one to a Floater Medic - 10 pts May upgrade one to a Floater Navigator - 10pts May upgrade one to a Floater Leader - 15 pts Floater Engineer may exchange his Dual Energy Pistols for Heavy Energy - 5 pts Floater Medic may exchange his Dual Energy Pistols for a Small Launcher - 10 pts Floater Navigator may take a Mindprobe - 5 pts Floater Leader may take a Mindprobe - 5 pts Page: 34
35 FAST ATTACK Chryssalid Pack - 70 Points Chryssalid Zombie Unit Type: Unit Composition: 5 Chryssalids Chryssalid: Infantry Zombie: Infantry Wargear: Powerful Claws (Chryssalid Only) Hands and Teeth (Zombies Only) Special Rules: Fleet (Chryssalid Only) Move Through Cover (Chryssalid Only) Stealth (Chryssalid Only) Chryssalid Venom (Chryssalid Only) Outflank (Chryssalid Only) Egg Carrier (Zombie Only) Options: May Include up to fifteen additional Chryssalids - 14 pts/model Celatid Brood - 30 Points Celatid Unit Type: Jump pack Infantry Unit Composition: 3 Cetatids Wargear: Celatid Launcher Special Rules: Fleet Options: May Include up to seven additional Celatids- 10 pts/model Page: 35
36 FAST ATTACK Cyberdisk Squadron - 50 Points BS FA SA RA HP Cyberdisks Unit Type: Skimmer Unit Composition: 1 Cyberdisk Wargear: Energy Beam Special Rules: Anti-Grav Propulsion Explosive Deep Strike Options: May Include up to two additional Cyberdisks - 50 pts/model Small Scout Squadron - 25 Points BS FA SA RA HP Small Scout Unit Type: Fast Skimmer Unit Composition: 1 Small Scout Wargear: Special Rules: Anti-Grav Propulsion Deep Strike Options: May Include up to four additional Small Scouts - 25 pts/model Each Small Scout may choose one of the following weapons: Small Launcher - 10 pts Twin-Linked Energy Rifle - Free Mindprobe - 5 pts Page: 36
37 FAST ATTACK Large Scout Squadron - 80 Points BS FA SA RA HP Large Scout Unit Type: Flyer Unit Composition: 1 Large Scout Special Rules: Anti-Grav Propulsion Deep Strike Options: May Include up to two additional Large Scouts - 80 pts/model Each Large Scout may choose one of the following weapons: Fusion Ball Launcher - 50 pts Energy Beam - 20 pts Twin-Linked Blaster Launcher - 40 pts Twin-Linked Heavy Energy - 10 pts Twin-Linked Small Launcher - 15 pts May elect to not choose a weapon and instead gain +1 HP - 25 pts Instead of taking a weapon from the previous list, may instead take two from the following list: Small Launcher - 10 pts Twin-Linked Energy Rifle - Free Mindprobe - 5 pts Page: 37
38 HEAVY SUPPORT Reaper Pack - 30 Points Reaper Unit Type: Extremely Bulky Beast Unit Composition: 1 Reaper Special Rules: Fleet Move Through Cover Flammable Rending Fearless Options: May Include up to four additional Reapers - 30 pts/model Silacoid Brood - 50 Points Silacoid Unit Type: Very Bulky Infantry Unit Composition: 1 Silacoid Special Rules: Volcanic Stomach Move Through Cover Fearless Options: May Include up to four additional Silacoids - 50 pts/model Sectopod Points WS BS S FA SA RA I A HP Sectopod Unit Type: Walker Unit Composition: 1 Sectopod Wargear: Twin-Linked Energy Beam. Special Rules: Resistive Armor, Telepathic Link. Page: 38
39 Abductor- 75 Points HEAVY SUPPORT BS FA SA RA HP Abductor Harvester Unit Type: Skimmer (Abductor) Skimmer (Transport) (Harvestor) Unit Composition: 1 Abductor Wargear: Special Rules: Anti-Grav Propulsion Deep Strike Transport 15 models (Harvestor Only) Options: May upgrade the Abductor to a Harvestor - 50 pts The Abductor/Harvestor may choose one of the following weapons: Fusion Ball Launcher - 50 pts Energy Beam - 20 pts Twin-Linked Blaster Launcher - 40 pts Twin-Linked Heavy Energy - 10 pts Twin-Linked Small Launcher - 15 pts May elect to not choose a weapon and instead gain +1 HP - 25 pts The Abductor/ Harvestor may choose two of the following weapons. Small Launcher - 10 pts Twin-Linked Energy Rifle - Free Mindprobe - 5 pts Page: 39
40 HEAVY SUPPORT Battleship- 125 Points BS FA SA RA HP Battleship Unit Type: Skimmer Unit Composition: 1 Battleship Wargear: Special Rules: Anti-Grav Propulsion Deep Strike Options: The Battleship may choose four of the following weapons: Fusion Ball Launcher - 50 pts Energy Beam - 20 pts Twin-Linked Blaster Launcher - 40 pts Twin-Linked Heavy Energy - 10 pts Twin-Linked Small Launcher - 15 pts May elect to not choose a weapon and instead gain +1 HP - 25 pts Page: 40
41 HEAVY SUPPORT Supply Ship- 100 Points BS FA SA RA HP Supply Ship Unit Type: Skimmer (Transport) Unit Composition: 1 Supply Ship Wargear: Special Rules: Anti-Grav Propulsion Deep Strike Transport 20 Models Reproductive Chambers Options: The Battleship may choose one of the following weapons: Fusion Ball Launcher - 50 pts Energy Beam - 20 pts Twin-Linked Blaster Launcher - 40 pts Twin-Linked Heavy Energy - 10 pts Twin-Linked Small Launcher - 15 pts May elect to not choose a weapon and instead gain +1 HP - 25 pts May choose two of the following weapons: Small Launcher - 10 pts Twin-Linked Energy Rifle - Free Mindprobe - 5 pts Page: 41
42 DEDICATED TRANSPORT Transport Scout- 40 Points BS FA SA RA HP Transport Scout Unit Type: Skimmer (Transport) Unit Composition: 1 Transport Scout Wargear: Special Rules: Anti-Grav Propultion Deep Strike Transport 10 Models Options: May choose one of the following weapons: Small Launcher - 10 pts Twin-Linked Energy Rifle - Free Mindprobe - 5 pts Page: 42
43 Page: 43
44 Sectoid Terror Assault FORMATIONS -1 Sectoid Commander -1 Sectoid Squad -1 Terror Ship -1 Cyberdisc Squadron The Sectoid Command must join the Sectoid Squad, while he is alive, him and his squad may use another weapon in the shooting phase in addition to Mindprobes. The Sectoid Squad must have 20 models. If they Cyberdisc squadron is 3 models or less, they may be transported in the Terrorship, as long as no other unit is in it. Snakemen Terror Assault -1 Snakeman Commander -1 Snakeman Squad -1 Terror Ship -1 Chryssalid Pack The Snakeman Command must join the Snakeman Squad, while he is alive, him and his squad gain twin-linked if they do not move. The Snakeman Squad must have 20 models. Ethereal Terror Assault -1 Ethereal Commander -1 Ethereal Squad -1 Terror Ship -1 Sectopod The Ethereal Command must join the Ethereal Squad, while he is alive, him and his squad re-roll 1 s on psychic tests. The Ethereal Squad must have 10 models. The Sectopod may be transported by the Terrorship, as long as no other unit is in it. Page: 44
45 Muton Terror Assault FORMATIONS -1 Muton Commander -1 Muton Squad -2 Terror Ships -1 Celatid Squad -1 Silacoid Squad The Muton Command must join the Muton Squad, while he is alive, him and his squad may re-roll any feel no pain rolls. The Muton Squad must have 10 models. Floater Terror Assault -1 Floater Commander -1 Floater Squad -1 Terror Ship -1 Reaper Pack The Floater Command must join the Floater Squad, while he is alive, everyone in the formation may re-roll deep strike rolls. The Floater Squad must have 20 models. Ethereal Psi Assault -1 Ethereal Commander -2 Sectoid Commanders -2 Etheral Squads -3 Sectoid Squads The Commanders may not upgrade their weapons. As long as the Ethereal Commander is alive, each psyker generates 1 additional warp charge. Page: 45
46 Flying Saucers FORMATIONS -2-3 Small Scout Squadrons -1 Large Scout Squadron Anytime the Small Scouts Successful hit a target, the Large Scouts gain Strafing Run against that target. Annihilation -3 Battleships Treat the battleships as a single unit, and they gain Strikedown. Sectopod Diversion -1 Ethereal Squadron -3 Sectopods The Ethereal Squadron may use the Sectopods for drawing distance and line of sight for any psychic power as long as they are within 12 of the Sectopod. Cloning Facilities -3 Sectoid Squads -1 Supplyship The Sectoid Squads must have 20 models. Everytime a sectoid squad is destoryed, roll a d6. On a 4+ They go into ongoing reserves. However instead of deploying them normally put them inside the supplyship. They may disembark like normally from the supplyship the turn then enter. Escort Craft -1 Abductor -1 Small Scout Squad All models in the formation count as a single unit, and when destroyed award 2 VP. Page: 46
47 Invasion FORMATIONS -2x Terror Assaults -Flying Saucers -Escort Craft -Cloning Facilities May choose any two Terror Assault Formation, however they must be the same. (IE 2 Muton Terror Assaults.) Must replace the Sectoids units in the Cloning Facilities formation with the same units in the Terror Assault Formations. (IE, Ethereals, Snakeman, Mutons, Floaters.) And must still following all normal rules for that formation. All vehicles in the formation gain the Stealth Special rule. Page: 47
48 Page: 48
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