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Alien Vs Predator 40K

Contents
Alien ........................................................................................................................................................ 2
Alien Special Rules .............................................................................................................................. 2
Alien Entries ........................................................................................................................................ 2
HQ ................................................................................................................................................... 2
Elites ................................................................................................................................................ 2
Troops ............................................................................................................................................. 2
Predator .................................................................................................................................................. 4
Predator Special Rules ........................................................................................................................ 4
Predator Entries .................................................................................................................................. 4
Predator Armoury ............................................................................................................................... 4
Predator Glossary................................................................................................................................ 5
Human..................................................................................................................................................... 9
Marine Corps....................................................................................................................................... 9
Marine Entries................................................................................................................................. 9
Marine Armoury............................................................................................................................ 10
Transport........................................................................................................................................... 11
Transport Armoury ....................................................................................................................... 11
Other Humans ................................................................................................................................... 12
Other Humans Entries ................................................................................................................... 12
Other Humans Armoury ................................................................................................................ 14
Glossary ................................................................................................................................................. 15
Entries ............................................................................................................................................... 15
Transports ......................................................................................................................................... 15
Weaponry.......................................................................................................................................... 16
Rules .................................................................................................................................................. 17
Predator Glossary.......................................................................................................................... 20
Other Humans Glossary ................................................................................................................ 21

Alien
Alien Special Rules
Acid Blood: When a model with this special rule losses a wound in close combat the model that inflicted the wound takes a
single S4 hit.

Alien Entries
HQ
Alien Queen
The creator of the hive, she lays the eggs and begins the hive. She is visibly bigger than a normal Alien and has a large crest
extending from her skull. Her ultimate aim is to protect here eggs and she will fight with unholy strength and speed to
ensure their safety.
Cost

WS

BS

Ld

Sv

60

10

4+

Alien
Queen

Special Rules: Acid Blood, Rending.

Elites
Pred-Alien
The result of a face-hugger successfully impregnating a Predator. These Aliens are tougher than normal and have
prestigious stealth skills and a cunning intelligence.

Pred-Alien

Cost
20

WS
4

BS
-

S
4

T
4

W
2

I
4

A
2

Ld
10

Sv
3+

Brood: A brood consists of 3-10 Pred-Alien


Special Rules: Acid Blood, Rending, Infiltrate, Move through Cover.

Alien Bodyguard
These are Warrior Aliens specially bred to protect the queen. They will fearlessly protect her against any threat.

Alien
Bodyguard

Cost

WS

BS

Ld

Sv

20

10

4+

Brood: A brood of Bodyguard Aliens consists of 3-6 Aliens


Special Rules: Acid Blood, Rending, Fearless.

Troops
Alien Worker
These are the basic Aliens and perform mediocre tasks such as constructing the hive and scouting. They are identifiable by
their smooth cranium. It would however, be a dire mistake to assume they are not dangerous.

Alien
Worker

Cost

WS

BS

Ld

Sv

10

5+

Brood: A brood consist of 5-30 worker Aliens


Special Rules: Acid Blood, Rending, Fleet-of-Claw.

Alien Warrior
Warrior Aliens are bred for a single purpose: to kill. They can attack in huge waves or use vents and tunnels to surround a
foe. They are remorseless and emotionless. They will show no mercy must be offered none. Kill or be

killed.

Alien
Warrior

Cost

WS

BS

Ld

Sv

18

10

4+

Brood: A brood consists of 3-20 Warrior Aliens


Options: For + 2pts per model may Deep strike, if taken count as Fast Attack.
Special Rules: Acid Blood, Rending, Fleet-of-Claw.

Predator
Predator Special Rules
Independent: Predators are purchased as a Unit but may be deployed separately and count as independent characters.
Mission Objectives: At the start of the Game a Predator must select and enemy character to hunt down. The Predator
must kill this model in close combat then exit the board via any table edge.
Infiltrate: Applies to ranks 2-6.
Move through Cover: Applies only to ranks 4-6.

Predator Entries
Predator Ranks: All Predators are 1 of 7 ranks, which indicates how experienced they are and how high up the social
hierarchy they are placed. Higher ranks have access to more and better equipment than lower ranks as benefits their
status.
Team: A Predator team consists of 1-3 Predators of the same Rank.
The profiles below show a Predator of that rank without any equipment:
Cost

WS

BS

Ld

Sv

20

6+

25

6+

35

6+

50

6+

70

6+

100

10

6+

Rank 1
Unblooded
Rank 2
Young Blood
Rank 3
Blooded
Rank 4
Warrior
Rank 5
Honoured
Rank 6
Elder

Predator Armoury
Weaponry and Equipment: Predators may select Equipment and Weapons from the list below. Be aware that some items
may only be purchased by certain ranks.

Armour
Each Predator may only have one of the four following armour suits:
Name
Cost
Light
5
Basic
8
Reinforced
10
Ceremonial
15

Ranks
1-6
2-6
3-6
5-6

Save
Improve by 1
Improve by 2
Improve by 3
Improve by 4

Chemically Treated: Available for all ranks, for +2 points, Ignore Acid Blood Alien and Eversor Assassin Bio-Toxin Special
Rules.

Equipment
Name
Self-Destruct Device
Shuriken
Insertion Pod
Stealth Field
Bio-Helmet
Medi-Comp

Cost
15
3
20
20
10
5

Ranks
1-6 (Mandatory for 1-3)
1-6
1-6
2-6
3-6
4-6

Cost
5

Ranks
1-6

Close Combat Weapons


Name
Wrist Blades

Pole Arm
Maul

20
8

4-6
6

Cost
10
8
15
10
12
15

Ranks
2-6
3-6
5-6
3-4
5-6
5-6

Ranged WeaponsI
Name
Spear Gun
Net Gun
Plasma Caster
Light Shoulder Cannon
Medium Should Cannon
Heavy Shoulder Cannon

Each Predator may only take one shoulder cannon (Light, Medium or Heavy).

Predator Glossary
Light Armour: This is light ceramic armour that covers a little of the Predators body. When worn by
senior ranks it shows great courage as that Predator has opted to forgo its allowed protection.
It confers +1Sv.
Basic Armour: This is the basic armour worn by the Yautja; it offers protection where the Yautja
needs it the most. Light and manuverable, but is still vulnerable to heavy strikes.
It confers +2Sv
Reinforced Armour: Heavy-duty armour that consists of several overlapping plates and gives good
protection in battle while still remaining manuverable.
It confers +3Sv
Ceremonial Armour: This armour is worn only by the upper ranks of Yautja society. It is often given
as a reward for a particularly tough kill or an act of outstanding courage.
It confers +4Sv
Chemically Treated: A special chemical treating can be applied to armour to make it resistant to the
highly concentrated acid of the xenomorph but is also highly resistant to other powerful toxins.
Ignore Acid Blood Alien and Eversor Assassin Bio-Toxin Special Rules
Stealth Field: The camouflage is the ultimate in stealth technology. By bending light waves around
the wearer, the suit makes them practically invisible. However, it doesn't grant true invisibility. An
alert opponent would be able to notice the heat wave-like shimmer, especially noticeable when the
wearer is moving. The suit does not function well (if at all) immersed in water, and may be ineffective
in environments saturated with material surrounding the wearer such as fog, rain, or dust.
Any unit firing at a Predator with a stealth field must roll under its initiative to shoot at the Predator.
If the test is failed then the unit may not chose to shoot a different target. Predator with a Stealth
field counts as having a 4+ cover save. However, as soon as the Predator shoots or moves into
initiative range of an enemy model or makes a close combat attack, the field switches off and all the
above bonuses are negated until the Predator spends 1 whole enemy movement phase out of LOS of
all enemy units.

Bio-Helmet: While on safari, the Yautja wear distinctive headgear, which serves multiple functions.
The basic Mask worn by lower class warriors offers protection during combat, and houses a
respirator, which provides (or supplements) a breathable atmosphere. It is also capable of being used
underwater similar to scuba gear.
The higher-class Bio Helmet performs the functions of the basic Mask, but also contains other
devices. It can filter through five visual settings: Infrared, Ultraviolet, Thermal Imaging, Low-Light
Amplification and Air Density Pressure (movement). The visual setting may also be modified for Xrays and Microwaves, with a built-in Magnetometer and a Geiger counter.
Housed within the helmet is a targeting and tracking system for any shoulder-mounted weaponry,
with an extensive array of surveillance equipment - including a Waveform Analyzer that can imitate
previous words spoken to it in an effort to communicate with alien life forms.
Model with Bio-Helmet ignores night-fighting rules, can detect booby traps and hidden units e.g.
lictors. If an enemy model deep strikes within 6 of a Predator with a Bio-Helmet, the Predator may
make a free round of shooting against that unit. This is resolved after the unit is deployed but before
it moves. May not do this if locked in combat.
Medi-Comp: Though not a weapon, the medi-Comp is an indispensable Yautja hunting item. It
contains enough supplies to staunch blood-flow from bullet wounds, or even cauterise a lost limbs.
While short on painkillers, the kit is highly effective. The Medi-Comp includes surgical blades, a
crystallised-medicine burner, medicine dispensers, an emergency breather and surgical hypodermics.
A Predator may use a medi-comp in the shooting phase instead of using ranged weapons. The
Predator is restored to its full complement of wounds.
Self-Destruct Device: There are many uses for the control panel, such as changing vision modes, but
the most remembered use is the self-destruct mechanism that can be activated through this device.
This weapon of last resort is used by warriors to keep honour when they die. After the device has
been set, there is a one-minute countdown until the detonation of a micro-nuclear explosion.
When a Predator losses its last wound roll a D6. On a roll of 4+ place the large ordnance template
centred on the Predator. Every model under the template receives a single S10 AP1 hit. Any models
partially under the template are hit on a roll of 4+.
Shuriken: The Shuriken is carried and transported as a flat circular device, but the push of its surface
transforms it into a multi-pointed, sharp edged throwing star. The Shuriken can be thrown at an
opponent, or used in hand-to computer-controlled gyros (or possibly a remote homing device) return
the Shuriken to its owner.
Counts as having Frag Grenades.
Insertion Pod: This is a small one-man pod used to insert a Yautja team into a hunting ground. It is
basically fired at the hunt location, at a certain altitude thrusters fire to slow the descent enough so
ensure the safe delivery of its cargo. It cannot take off again, so its a one-way trip, a Yautja delivered
din this way must await retrieval by a Dropship.
May use the Deep Strike special rule.
Pole arm: The Pole arm is a self-powered telescoping spear that is merely one meter at its shortest
length, but extends by two meters at each end. The pole arm makes a formidable weapon for close
range attacks, due to its length customisation. It can also be thrown, to puncture through a target.

Made of nearly unbreakable alloys, sharpened tips on either end produce electrical charges as it
slices through any surface.
At the Start of an Assault phase a Predator must declare whether he is attacking normally or drawing
his pole arm. If the pole arm is selected, the Predator must decide which fighting style he is using,
aggressive or defensive. In aggressive mode the Predator adds +1S to all his attacks. In defensive
mode the Predator strikes normally but may force his opponent to re-roll any number of his to hit
dice directed against the Predator, you must accept the second result. Also counts as a power
weapon.
Wrist blades: The Wrist Blade is the weapon of choice for most Yautja. Twin blades (or occasionally
triple blades) with jagged double edges and sharp enough to tear through bone, are effective against
large and small opponents. Using the Wrist Blades show Yautja pride, because they prefer melee
combat fights - face to face. The blades range from anywhere between 12 and 18 inches long and are
retractable from a wrist gauntlet on the arm. They are forged from an unknown alloy, which is
almost unbreakable.
Gives +1A.
Maul: The Maul is a weapon of personalised design. It may vary greatly in appearance, but its
general usage is the same - used in similar style to a sword, but its power is greatly increased by its
counter-balanced design. Mostly created from a forged alloy and double-edged, the Maul is capable
of being used as a slashing weapon in all arcs of movement; but it can also be spun like the Naginata,
to rain a barrage of blows onto a target. Other designs are reminiscent of the 'mace heads' or
'morning stars' of the gladiatorial era - either solid material with protruding spikes, or forged from a
metallic alloy and covered in pointed nail-like objects.
Gives +2A and +1WS in close combat.
Spear Gun: The spear gun is similar to a sniper rifle and can be fired from great distances, instantly
killing victims. It can also attach their flesh, like a nail-gun, to a wall or solid area. There seem to be
more then one model of the Spear Gun. The original design was seemingly built-in as part of the
armour or gauntlet - similar to the Gauntlet Plasma Bolt - while the newer version is a separate handheld pistol, possibly even ranged with visual scopes. It is the perfect silent ranged weapon, with some
types of the weapon capable of firing multiple projectiles at opponents.
Name

Range

AP

Type

Spear Gun

24

Assault

Notes
Causes Pinning
Does not compromise Stealth Field

Shoulder Cannon: The Shoulder Cannon is a mounted and lightweight weapon capable of firing
multiple long range energy burst of charged plasma. It is controlled via the targeting system in the
helmet, and tracks with the head movement of the firer. It can be used with the Laser Sight to
increase targeting capacity, and is fired either by a mandible-controlled trigger in the helmet or by
the forearm-mounted control panel.
Name
Light Shoulder Cannon
Medium Shoulder Cannon
Heavy Shoulder Cannon

Range
12
18
24

S
3
4
4

AP
5
5
3

Type
Pistol
Rapid Fire
Rapid Fire

Notes

Plasma Caster: The plasma caster is a short ranged pistol which fires a burst of plasma rather like a
like a grenade which explodes on contact. It creates a small plasma explosion capable of taking out
multiple targets at once. Because of their rarity and the difficulty involved in producing them, they
are only to be found on the greatest of Yautja.
Name

Range

AP

Type

Plasma Caster

12

Blast/Pistol

Notes
Causes Pinning
Gets Hot!

Net Gun: The Net Gun is small and usually reserved for ambushing a group of prey, when entering a
major combat area and the temporary incapacitation of a subject is necessary. The net gun is not a
projectile weapon, instead launches a web of razor-sharp wire powerful enough to propel a target to
the floor/wall and pin them there, viciously cutting into the flesh. If the target tries to struggle the
damage increases, and this keeps up until the subject is released or is killed.
Name
Net Gun

Range
18

S
3

AP
5

Type
Blast/Pistol

Notes
Causes Pinning

Human
Marine Corps
The United States Colonial Marine Corps is America's interstellar force-in-readiness. The USCM is
America's only major means to forcibly enter a hostile area from space.
The USCM is integrated into the command structure of the United Americas Allied Command (UAAC).
There are two primary parts of the USCM: supporting establishment, and the operating forces. The
supporting establishment includes, recruiting, training, research and development, administration,
and logistics. 58 percent of USCM personnel are in the operating forces.
There are three primary Marine Space Forces (MSF): MSF, Sol, which is responsible for operations in
the core systems; MSF, Eridani, which operates along the American and Chinese colonised arms; and
MSF, Herculis, which handle operations in the Anglo-Japanese arm up the fringes of the Network. To
join the USCM, a potential recruit must be a high school graduate, have a clean police record, and
pass a physical examination and written tests.

Marine Entries
USMC Platoon
A USMC Platoon consists of 1 command squad and 1-4 USMC squads.
USMC
Lieutenant
USMC
Sergeant
USMC Private
USMC Advisor
Synthetic
Person

Cost

WS

BS

Ld

Sv

20

4+

15

4+

10
5

3
3

4
3

3
3

3
3

1
1

3
4

1
1

7
6

4+
5+

20

10

3+

Command Squad
Squad: A USMC command Squad consists of 1 USMC lieutenant and 4 USMC privates, all armed with
M-41A Pulse Rifles.
Options:
Add up to 7 additional USMC privates.
Add up to 3 USMC advisors. USMC advisors are armed with handguns.
Add up to 2 Synthetic persons. Synthetic persons are armed with handguns.
The Command squad may purchase a motion tracker for +5pts, counts as an auspex.
Upgrade to 2 USMC privates with any of the following:
M240 flame units for +6 points.
ZX shotguns for no additional cost.
M56 Smart Guns for +15 points.
M53 grenade launcher +15 points.
SADAR for +18 points.
USMC Squad
Squad: A USMC squad consists of 1 USMC sergeant and 11 USMC privates, all armed with M-41A
Pulse rifles.
Options:
The USMC squad may purchase a motion tracker for +5 points, counts as an auspex.
Upgrade to 2 USMC privates with any of the following:

M240 flame units for +6 points.


ZX shotguns for no additional cost.
M56 Smart Guns for +15 points.
M53 grenade launcher +15 points.
SADAR for +18 points.
One USMC private may purchase a UA 571-C Remote Control System for + 20 points. This
allows the squad to Purchase a UA 571-C Remote Automated Sentry System. It is deployed
as a separate unit.

UA 571-C Remote Automated Sentry System


Remote Automated Sentry System

Cost
100

WS
-

BS
4

S
-

T
4

W
2

I
-

A
-

Ld
-

Sv
4+

Group: An Automated Sentry Systems consists of 3 UA 571-C Remote Automated Sentry Turrets
Armament: Each UA 571-C Remote Automated Sentry System must select a weapon outfit from the
following:
Twin-Linked M56 Smart Guns for +20 points.
M350 Heavy Flame Cannon for +15 points.
Twin-Linked M72 Laser Cannons for +30 points.
Special Rules:
Remote Controlled Turret: UA 571-C Remote Automated Sentry Systems may not move and are
controlled by whatever model purchased a UA 571-C Remote Control System. In any turn that the
model holding the UA 571-C Remote Control System does not shoot, the UA 571-C Remote
Automated Sentry System may shoot. If the model carrying the UA 571-C Remote Control System is
killed the UA 571-C Remote Automated Sentry System deactivates and is removed from the board.

Marine Armoury
Name
M-41A Pulse Rifle
ZX Shotgun
Handgun
M240 Flame Unit
M53 Grenade Launcher (Standard)
M53 Grenade Launcher (Frag)
SADAR
M350 Heavy Flame Cannon
ML72 Laser Cannon

Range
24
12
12
Template
24
24
48
Template
36

S
3
4
3
4
6
3
5
5
6

AP
6
6
5
4
6
5
4
6

Type
Rapid Fire
Heavy 3
Pistol
Assault 1
Assault 1
Assault 1/Blast
Heavy 1/Blast
Assault 1
Heavy 2

Transport
M577 APC
Name
M577 APC

Front Armour
13

Side Armour
12

Rear Armour
11

BS
3

Type: Tank, Transport.


Transport: May transport up to 12 models.
Crew: 2 (Driver, Commander/Gunner)
Weapons:
Front-Turret Mounted: Twin-Linked RE700 20mm Gatling cannon.
Rear Turret Mounted:
M577 A Phased Plasma Cannon for +20 points.
M577 A1 Free-Electron Laser for +25 points.
M577 A2 Particle Beam Cannon for +30 points.
UD-4 Cheyenne Dropship
Name
UD-4 Cheyenne Dropship

Front Armour
12

Side Armour
12

Rear Armour
10

BS
3

Type: Flyer, Orbital Lander


Crew: 2 (Pilot, Co-Pilot/Gunner)
Weapons:
1 RE700 20mm Gatling cannon.
2 32x150mm unguided rockets.
2 AGM-220 air to ground missiles
2 AIM-90 short range air-to-air missiles.
Special Rules: VTOL Hover Mode (See IA3 for more details).

Transport Armoury
Name
RE700 20mm Gatling Cannon
M577 A Phase Plasma Cannon
M577 A1 Free-Electron Laser

Range
36
48
48

S
5
7
6

AP
5
2
3

M577 A2 Particle Beam Cannon

36

AGM-220 Air-to-Ground Missile

48

32x150mm Unguided Rockets

24

AIM-90 Short Range Air-to-Air Missile

48

Type
Heavy 3
Heavy 1/Blast
Heavy 1
Heavy 1/
Ordnance Blast
Ordnance 1
Heavy 2/
Blast
Ordnance 1 AA

Other Humans
Other Humans Entries
Commando
Arnie and crew.
Cost
12

Commando

WS
4

BS
4

S
3

T
3

W
1

I
4

A
2

Ld
8

Sv
4+

Group: A group consists of 1-5 commandos.


Weapons: Assault Rifle, Frag and Krak Grenades, Close Combat weapon.
Options:
Up to 2 Commandos may take:
Sniper rifle for +5 points
Machine gun for +10 points.
Special Rules: Infiltrate, Move through Cover.
Militia
These rules can be used to represent whatever unfortunates that have happened to get in the way of
the Aliens/Predators etc. These represent hired muscle, ex-military or local militia. Not bad, but not
proper trained forces either.
Militia soldier

Cost
15

WS
3

BS
4

S
3

T
3

W
1

I
4

A
2

Ld
8

Sv
4+

Group: A group of Soldiers consists of 3-10 Soldiers.


Weapons: Assault Rifle, Pistol, Close Combat weapon.
Options: Up to 2 Soldiers may replace their Assault Rifles with:
Shotguns for +5 points.
Rocket Launcher +20 points.
Flamethrower +6 points.
Machine pistols +5 points.
Scientists
Stupid scientist, always trying to find unsuitable pets. They deserve whatevers coming for them
though.
Scientist

Cost
6

WS
2

BS
3

S
2

T
2

W
1

I
3

A
1

Ld
7

Sv
6+

Group: A group consists of 1-5 Scientists, unarmed.


Options: Up to 3 Scientists may take:
Handguns for + 3 points.
Nasty Serum for +6 points.
Crazy Scientists
At the start of the game roll a D6 for each group of Scientists and consult the table below. The
results apply for the entire game.
D6 Roll
1-2

Result
Im too smart
to die!

3-4

Its
beautiful

5-6

Normal

Effect
The group must move directly away from the nearest enemy model
every turn.
The group must move directly towards the nearest enemy unit that is
within LOS, each turn. The group may not shoot and must assault if
possible. If assaulting an enemy unit the group make no strikes.
None

Bounty Hunter/All-round Hard guy


Every horror film needs one of these. A hard bloke with guns.
Cost
20

Bounty Hunter

WS
3

BS
4

S
3

T
3

W
1

I
4

A
2

Ld
7

Sv
5+

Weapons: None
Options: May select weapons, equipment and skills from the lists below.
Weapons:
Handgun and close combat weapon for +5 points.
Twin-linked Handgun for +5 points.
Shotgun for +3 points.
Assault Rifle for +6 points.
Sniper Rifle for +15 points.
Power weapon +15 points.
2 Machine Pistols for +5 points.
Equipment:
Frag and Krak Grenades for +5 points.
Medi-Kit for +10 points.
Auspex for +5 points.
Jetpack +7 points.
NVG goggles for +5 points.
Skills:
Skill
Cost
Effect
Agile
10
4+ invulnerable save in close combat.
Stealthy
20
Infiltrate. Move Through Cover.
Dirty Fighter
10
Furious Charge. +2A on the turn that assaults.
Brute
5
+1S
May fire two weapons in the Shooting phase, but both weapons must
Gunslinger
10
fire at the same target.
Sniper
7
Re-roll either To Hit or To Wound rolls.
Civilian
Untrained, useless, panicky fodder. I give you the general public. Can also be used to represent ship
crews, miners or whatever.
Civilian

Cost
3

WS
1

BS
-

S
2

T
2

W
1

I
2

A
1

Ld
4

Sv
-

Group: A group consists of 5-20 civilians, unarmed.

Weapons: None.
Options: None.
Gang
Dont you just love gang war? But now the gangs have something else to kill rather than each other.
Gang Leader
Gang Member

Cost
10
8

WS
3
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
4
3

A
2
1

Ld
8
7

Sv
5+
6+

Group: A group consists of 1 Gang leader and 4-14 Gang member.


Weapons: Pistol and close combat weapon, assault rifle or shotgun. Each model may have different
weapons.
Options:
The group may be armed with Molotovs for +5 points per model.
Up to 3 gang members may be armed with:

Rocket launcher for +20 points.


Machine gun for +15 points.
Machine Pistol for +5 points.
Flamethrower for +6 points.

Synthetic Person
Oh my God, he/she/its a machine!
Non-Military
USMC
Auton

Cost
10
20
25

WS
3
4
4

BS
4
4
4

S
3
4
4

T
3
4
4

W
2
2
3

I
3
4
4

A
1
2
3

Ld
9
10
10

Sv
4+
3+
3+

I
3

A
2

Ld
8

Sv
5+

Group: A group consists of 1-3 Synthetic Persons


Weapons: None
Options:
Each model may take:
Handgun for +5 points.
Assault rifle for +10 points.
Boss/Evil Overlord/Chief Scientist/infuriating guy that wont die!
Those irritating people who need a good rending.
Boss

Cost
20

WS
3

BS
4

S
3

T
3

W
2

Weapons: Handgun.
Special Rules:
Still not dead (counts as having bionics).
Psycho
Every horror movie needs a psychopath to kill stuff and scare everybody. As if the Aliens and
Predators werent enough heres a human monster to play with.
Psycho

Cost
10

WS
3

BS
2

S
3

T
3

W
1

I
4

A
3

Ld
10

Sv
6+

Weapons: Handgun and close combat weapon.


Special Rules:
Bwa ha ha ha heeheeheheeeee!: Must move towards the nearest model within LOS, Friend or
Foe, must shoot if possible and must assault if possible

Other Humans Armoury


Name
Handgun
Shotgun
Machine Gun
Machine Pistol
Flamethrower
Molotov
Rocket Launcher
Sniper Rifle
Nasty Serum

Range
12
24
24
12
Template
8
48
48
8

S
3
3
4
3
4
4
5
X
6

AP
5
5
5
5
4
2

Type
Pistol
Rapid Fire
Assault 3
Assault 2
Assault 1
Heavy 1/Blast
Heavy 1/Blast
Heavy 1
Heavy 1/ Blast

Notes

Gets Hot!

Glossary
Entries
Alien Queen
Pred-Alien
Alien Bodyguard
Alien Worker
Alien Warrior
Predator Rank 1 Unblooded
Predator Rank 2 Young Blood
Predator Rank 3 Blooded
Predator Rank 4 Warrior
Predator Rank 5 Honoured
Predator Rank 6 Elder
USMC Lieutenant
USMC Sergeant
USMC Private
USMC Advisor
Synthetic Person
Remote Automated Sentry System
Commando
Militia soldier
Scientist
Bounty Hunter
Civilian
Gang Leader
Gang Member
Non-Military Synthetic
USMC Synthetic
Auton Synthetic
Boss
Psycho

WS
6
4
5
4
4
3
3
4
5
6
7
3
3
3
3
4
4
3
2
3
1
3
3
3
4
4
3
3

BS
2
3
3
4
5
5
4
4
4
3
4
4
4
4
3
4
3
3
4
4
4
4
2

S
5
4
4
4
4
3
3
4
4
5
5
3
3
3
3
4
3
3
2
3
2
3
3
3
4
4
3
3

T
5
4
5
3
4
3
3
4
4
5
5
3
3
3
3
4
4
3
3
2
3
2
3
3
3
4
4
3
3

W
3
2
2
1
1
1
1
2
2
3
4
2
1
1
1
2
2
1
1
1
1
1
1
1
2
2
3
2
1

I
5
4
6
4
5
3
4
5
5
6
6
4
3
3
4
4
4
4
3
4
2
4
3
3
4
4
3
4

A
3
2
3
1
3
1
2
2
3
3
4
2
1
1
1
2
2
2
1
2
1
2
1
1
2
3
2
3

Ld
10
10
10
8
10
7
7
8
8
9
10
8
8
7
6
10
8
8
7
7
4
8
7
9
10
10
8
10

Transports
Name
M577 APC
UD-4 Cheyenne Dropship

Front Armour
13
12

Side Armour
12
12

Rear Armour
11
10

BS
3
3

Sv
4+
3+
4+
5+
4+
6+
6+
6+
6+
6+
6+
4+
4+
4+
5+
3+
4+
4+
4+
6+
5+
5+
6+
4+
3+
3+
5+
6+

Weaponry
Name
32x150mm Unguided Rockets
AIM-90 Short Range Air-to-Air
Missile
AGM-220 Air-to-Ground Missile
Flamethrower
Frag Grenade
Handgun
Heavy Shoulder Cannon
Light Shoulder Cannon
M53 Grenade Launcher
(Standard)
M53 Grenade Launcher (Frag)
M240 Flame Unit
M350 Heavy Flame Cannon
M577 A Phase Plasma Cannon
M577 A1 Free-Electron Laser

Range
24

S
4

AP
6

Type
Heavy 2 / Blast

48

Ordnance 1 AA

48
Template
8
12
24
12

8
4
3
3
4
3

3
5
3
5

Ordnance 1
Assault 1
Assault 1/ Blast
Pistol
Rapid Fire
Pistol

24

Assault 1

24
Template
Template
48
48

3
4
5
7
6

6
5
4
2
3

M577 A2 Particle Beam Cannon

36

Machine Gun
Machine Pistol
Medium Shoulder Cannon
ML72 Laser Cannon
M-41A Pulse Rifle
Nasty Serum
Net Gun
Molotov

24
12
18
36
24
8
18
8

4
3
4
6
3
6
3
4

5
5
6
6
2
5
5

Assault 1 /Blast
Assault 1
Assault 1
Heavy 1 /Blast
Heavy 1
Heavy 1 /
Ordnance Blast
Assault 3
Assault 2
Rapid Fire
Heavy 2
Rapid Fire
Heavy 1/ Blast
Blast/Pistol
Heavy 1 / Blast

Plasma Caster

12

Blast / Pistol

RE700 20mm Gatling Cannon


Rocket Launcher
SADAR
Shotgun
Sniper Rifle

36
48
48
24
48

5
5
5
3
X

5
4
5
5
-

Heavy 3
Heavy 1 / Blast
Heavy 1 / Blast
Rapid Fire
Heavy 1

Spear Gun

24

Assault

ZX Shotgun

12

Heavy 3

Notes

Causes Pinning
Gets Hot!
Causes Pinning
Gets Hot!

Causes Pinning
Does not compromise
Stealth Field

Rules
Acid Blood
When a model with this special rule losses a wound in close combat the model that inflicted the
wound takes a single S4 hit.
Auspex
A model can use an Auspex instead of shooting. If he does so, an enemy unit within 12 has -1 cover
save until the end of the phase.
Bwa ha ha ha heeheeheheeeee!
Must move towards the nearest model within LOS, Friend or Foe, must shoot if possible and must
assault if possible.
Deep Strike
In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special
rule and the unit must start the game in Reserve. When placing the unit in Reserve, you must tell
your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike Reserve). Some
units must arrive by Deep Strike. They always begin the game in Reserve and always arrive by Deep
Strike.
Arriving by Deep Strike
Roll for the arrival of all Deep Striking units as specified in the rules for Reserves and then deploy
them as follows:
First, place one model from the unit anywhere on the table, in the position where you would
like it to arrive, and roll for scatter to determine the models final position. If a vehicle
scatters when arriving via Deep Strike, do not change its facing it must continue to face the
same direction as it did before you rolled for scatter.
Next, the units remaining models are arranged around the first one. Models must be placed
in base contact with the first model and begin to form a circle around it. When the first circle
is complete, a further concentric circle must be placed with each model touching the circle
inside it. Each circle must include as many models as will fit.
Models deploying via Deep Strike treat all difficult terrain as dangerous terrain.
In the Movement phase during which they arrive, Deep Striking units may not move any further,
other than to disembark from a Deep Striking Transport vehicle if they are in one.
Units Deep Striking into ruins are placed on the ground floor. Deep Striking units count non-ruined
buildings (except for their battlements) as impassable terrain.
In that turns Shooting phase, these units can fire (or Run, Turbo-boost or move Flat Out) as normal,
and count as having moved in the previous Movement phase. Vehicles, except for Walkers, count as
having moved at Combat Speed (even Immobilised vehicles). This can affect the number of weapons
they can fire with their full Ballistic Skill.
In that turns Assault phase, however, these units cannot charge. This also applies to units that have
disembarked from Transports that arrived by Deep Strike that turn.
Deep Strike and Transports
Units do not confer the Deep Strike special rule onto a Transport vehicle they are embarked inside. A
Transport vehicle with Deep Strike may Deep Strike regardless of whether its passengers have Deep
Strike or not.
Deep Strike Mishaps
Deep Striking onto a crowded battlefield can be dangerous, as one may miss the intended objective
or even materialise inside solid rock! If any of the models in a Deep Striking unit cannot be deployed,

because at least one model would land partially or fully off the table, in impassable terrain, on top of
a friendly model, or on top of or within 1" of an enemy model, something has gone wrong. The
controlling player must roll on the Deep Strike Mishap table and apply the results. If the unfortunate
unit is also a Transport, the Deep Strike Mishap result applies to both the unit and anything
embarked within it.
Deep Strike Mishap Table
D6 Roll
Result
Effect
Terrible
1
The unit is destroyed.
accident!
Your opponent may deploy the unit anywhere on the table (excluding
impassable terrain, but including difficult terrain, which of course counts
2-3
Misplaced as dangerous for Deep Striking units), in a valid Deep Strike formation, but
without rolling for scatter. Units embarked on a misplaced Transport can
disembark during their Movement phase as normal.
4-6
Delayed The unit is placed in Ongoing Reserves.
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear
and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale
check due to the Our Weapons are Useless rule. If a unit has Gone to Ground and then gains the
Fearless special rule, all the effects of Going to Ground are immediately cancelled.
Fleet of Claw
A unit composed entirely of models with this special rule can re-roll one or more of the dice when
determining Run moves and charge ranges (such as a single D6 from a charge range roll, for
example).
Frag Grenade
When a unit armed with assault grenades makes a shooting attack, one model can choose to throw a
grenade, rather than using another shooting weapon. Models equipped with assault grenades dont
suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their
normal Initiative in the ensuing combat.
Infiltrate
Units that contain at least one model with this special rule are deployed last, after all other units
(friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the
winner decides who goes first, then alternate deploying these units.
Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long
as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the
building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the
table more than 18" from any enemy unit, even in plain sight.
If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their
Transport.
A unit that deploys using these rules cannot charge in their first turn.
Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as
Reserves.
Independent
Predators are purchased as a Unit but may be deployed separately and count as independent
characters.

Jetpack: See Warhammer 40,000 rulebook ?!?!?!?! AKI


Medi-Kit
Ignore first unsaved wound each turn.
Mission Objectives
At the start of the Game a Predator must select and enemy character to hunt down. The Predator
must kill this model in close combat then exit the board via any table edge.
Move through Cover
A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move
through difficult terrain and is not slowed by charging through difficult terrain. In most
circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll.
Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous
Terrain tests.
NVG Goggles
Ignore night fighting rules.
Rending
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending
special rule, there is a chance that his close combat attacks will strike a critical blow. For each To
Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These
Wounds are resolved at AP2.
Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To
Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2.
In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled,
with the result added to the total. These hits are not resolved at AP2, but are instead resolved using
the model/weapons AP value.
Still Not Dead
Counts as having bionics. AKI?!??!
VTOL Hover Mode: (see IA3) AKI?!?!?!

Predator Glossary
Predator Armour
Name
Light
Basic
Reinforced
Ceremonial
Chemically Treated

Ranks
1-6
2-6
3-6
5-6
1-6

Effect
Improve save by 1.
Improve save by 2.
Improve save by 3.
Improve save by 4.
Ignore Acid Blood Alien and Eversor Assassin Bio-Toxin Special Rules.

Predator Items
Bio-Helmet: Model with Bio-Helmet ignores night-fighting rules, can detect booby traps and hidden
units e.g. lictors. If an enemy model deep strikes within 6 of a Predator with a Bio-Helmet, the
Predator may make a free round of shooting against that unit. This is resolved after the unit is
deployed but before it moves. May not do this if locked in combat.
Insertion Pod: May use the Deep Strike special rule.
Maul: Gives +2A and +1WS in close combat.
Medi-Comp: A Predator may use a medi-comp in the shooting phase instead of using ranged
weapons. The Predator is restored to its full complement of wounds.
Pole arm: At the start of the Assault phase a Predator must declare whether he is attacking normally
or drawing his pole arm. If the pole arm is selected, the Predator must decide which fighting style he
is using, aggressive or defensive. In aggressive mode the Predator adds +1S to all his attacks. In
defensive mode the Predator strikes normally but may force his opponent to re-roll any number of
his to hit dice directed against the Predator, you must accept the second result. Also counts as a
power weapon.
Self-Destruct Device: When a Predator losses its last wound roll a D6. On a roll of 4+ place the large
ordnance template centred on the Predator. Every model under the template receives a single S10
AP1 hit. Any models partially under the template are hit on a roll of 4+.
Shuriken: Counts as having Frag Grenades.
Stealth Field: Any unit firing at a Predator with a stealth field must roll under its initiative to shoot. If
the test is failed then the unit may not fire this turn. Predator with a Stealth field counts as having a
4+ cover save. However, as soon as the Predator shoots or moves into initiative range of an enemy
model or makes a close combat attack, the field switches off and all the above bonuses are negated
until the Predator spends 1 whole enemy movement phase out of LOS of all enemy units.
Wrist blades: Gives +1A.

Other Humans Glossary


Crazy scientists:
At the start of the game roll a D6 for each group of Scientists and consult the table below. The
results apply for the entire game.
D6 Roll
Result
Effect
Im too smart The group must move directly away from the nearest enemy model
1-2
to die!
every turn.
The group must move directly towards the nearest enemy unit that is
Its
3-4
within LOS, each turn. The group may not shoot and must assault if
beautiful
possible. If assaulting an enemy unit the group make no strikes.
5-6
Normal
None
Bounty Hunter Skills:
Skill
Effect
Agile
4+ invulnerable save in close combat.
Stealthy
Infiltrate. Move Through Cover.
Dirty Fighter Furious Charge. +2A on the turn that assaults.
Brute
+1S
May fire two weapons in the Shooting phase, but both weapons must fire at the
Gunslinger
same target.
Sniper
Re-roll either To Hit or To Wound rolls.

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