ALIENS VS PREDATOR miniaturs GAMES - 4 FUN #01
 


SHALLOW WATER: All non-flying creatures; difficult terrain. Aquatic (Amphibious); difficult terrain, can NOT move as per flying rules.
WATER: Aquatic (Amphibious); no effect, can move as per flying rules. Non-aquatic; difficult terrain + slowed if beginning in Water. Flying; slow.
DEEP WATER: Aquatic (Amphibious); no effect, can move as though flying. Non-aquatic; difficult terrain + slow if beginning in Deep Water, ends turn on terrain and is eliminated. Flying; slow if beginning in Deep Water, ends turn on terrain and is eliminated. Construct; difficult terrain + slow if beginning in Deep Water, ends turn on terrain and is eliminated. Undead; difficult terrain + slow if beginning in Deep Water.

ARMOUR PIERCING & ENERGY ARMOUR
Armour Piercing works against DR, but does not work against the Light or Heavy energy Armour of the Predators.

BLINDSIGHT vs INVISIBILITY
Blindsight works to target Invisible figures at range, but does not allow targeting through Forest or Particle Terrain.

COMBAT CHANGE: COVER & TARGETING (See SWM Rules)
A character can attack an enemy with cover only if it’s the nearest enemy.  Even if the attacker can attack the enemy with cover, the enemy gets a +4 bonus to its AC for cover.  Terrain and characters provide cover, an adjacent enemy never has cover.

DIAGONAL CORNERS
Diagonal Corners can be moved through without penalty, but are not legal positions to stop on.

ENERGY EQUIPMENT
Energy Equipment becomes inactive when a figure with it moves through SHALLOW WATER, WATER, DEEP WATER or PARTICLE AREAS (Dust/Fog/Steam) until their next activation.

LOW WALL (Gray in Colour)
Low Walls can only be passed by figures with Flight, adjacent figures with a low wall between them are not considered threatening, flanking or in melee with one another.

MORALE RULES
In AVP Morale Rules apply, it is assumed that when you run away off of the board, you run to your doom. Figures may attempt to Rally even if not under Command.

MAP ICONS:
DIFFICULT TERRAIN as per the rules in the DDM rulebook.
FOREST as per the rules in the DDM rulebook.
This is HIGH GROUND, it gives anyone on it +2 to hit against anyone it can legally target that is not also on high ground. These can only be accessed by figures with flight or by access points (like a ladder). Characters on HIGH GROUND have line of sight and can be targeted over a LOW WALL they are adjacent to. A figure may move normally when moving off of High Ground terrain.
This is a LADDER, it allows access to a diamond location for anyone without flight, but makes them slow for the rest of their turn as per the slow rules. If a figure has done an action and then moves to the Ladder, they may not ascend it until their next activation.
NARROW PASSAGES are represented by green lines within solid black squares. Entrances and exits are marked by circles, they may be exited/entered in any open adjacent squares. A figure moving on to an entrance/exit moves immediately to another connected entrance/exit as a swift action.
PARTICLE AREAS (Dust/Fog/Steam). These areas block line of sight as per the rules and also affect energy equipment listed above.
SPIKE STONE as per the rules in the DDM rulebook.



 

01. Alien Drone 1 (39pts)

 
Common
 
Medium (Alien)
 

02. Alien Drone 2 (20pts)

 
Common
 
Medium (Alien)
 

03. Alien Drone 3 (20pts)

 
Common
 
Medium (Alien)
 

04. Alien Drone Clone (20pts)

 
Common
 
Medium (Alien)
 
Save
8
AC
16
Spd
15
HP
95
 
Melee +7/+7 (25 armour piercing) or +7 (10 armour piercing + stun DC19; melee reach 2)
 
Amphibious
Blindsight
Deathburst
(35 acid damage; DC17)
DR10
Fearless
Hide
Immune Acid  Immune Fire
Pounce
Rend +15
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 
Save
10
AC
18
Spd
12
HP
40
 
Melee +7/+7 (15 armour piercing) or +7 (10 armour piercing + stun DC12; melee reach 2)
 
 
Amphibious
Blindsight
Deathburst
(20 acid damage; DC17)
DR10
Evasion
Fearless
Hide
Immune Acid
Rend +15
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 
Save
10
AC
18
Spd
12
HP
40
 
Melee +7/+7 (15 armour piercing) or +7 (10 armour piercing + stun DC12; melee reach 2)
 
 
Amphibious
Blindsight
Deathburst
(20 acid damage; DC17)
Double Opportunity Attacker
(if this figure succeeds on an attack of opportunity, it may immediately make a second attack against that same target)
DR10
Fearless
Hide
Immune Acid
Rend +15
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 
Save
10
AC
14
Spd
10
HP
60
 
Melee +7/+7 (15 armour piercing) or +7 (10 armour piercing + stun DC10; melee reach 2)
 
 
Amphibious
Blindsight
Deathburst
(20 acid damage; DC17)
DR10
Fearless
Hide
Immune Acid
Rend +15
Sneak Attack +10
Spit Acid
[] (range 6; 10 acid damage; DC20)
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 

05. Alien Newborn (40pts)

 
Rare
 
Medium (Alien)
 

06. Alien Praetorian (45pts)

 
Uncommon
 
Medium (Alien)
 

07. Alien Queen (500pts)

 
Rare
 
Huge (Alien) - Cmnd 5
 

08. Chest Burster (5pts)

 
Common
 
Tiny (Alien)
 
Save
12
AC
21
Spd
10
HP
155
 
Melee +6/+6 (30 armour piercing)
 
 
Blindsight
Deathburst
(20 acid damage; DC20)
DR5
Empathic Gaze
(range 6; paralysis; DC20)
Fearless
Hide
Rend +30

Resist 10 Acid
Save
12
AC
18
Spd
8
HP
60
 
Melee +8/+8 (20 armour piercing) or +8 (15 armour piercing + stun DC15; melee reach 2)
 
 
Amphibious
Blindsight
Bodyguard
Deathburst
(20 acid damage; DC15)
DR10
Fearless
Hide
Immune Acid
Rend +20
Staggering Charge
(this figure may charge even if it does not move in a straight line)
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 
Save
19
AC
22
Spd
20
HP
900
 
Melee +25+20+18 +13 +12+12+12+8 (30 armour piercing) or+20+18+13 +12+12 (25 armour piercing + stun DC25; melee reach 6)
 
 
CFX: Protect the Hive (followers gain +20 damage in melee)
 
Amphibious
Blindsight
Cleave
Deadly Rend
(remove target from play; DC25)
Deathburst
(120 acid damage; DC10)
DR20
Fearless
Immune Acid
Lay Egg
(swift action; place an Egg in to play adjacent to this figure)
Melee Reach 6
Multiple Threats
(all enemies adjacent to this creature are considered to be flanked)
Powerful Charge 85
Unique
Whirlwind Attack
(replace attacks; if this figure moves no more than 4 square on its turn it may attack all figures it can reach once)
Save
1
AC
18
Spd
12
HP
10
 
Melee +4 (5 armour piercing)
 
 
Amphibious
Blindsight
Deathburst
(10 acid damage; DC10)
Hide
Metamorphasis
(if this figure activates on your Victory Area, replace it with an Alien Drone of your choice)
No Reach
Pass Wall
(this figure can move through walls with narrow passages)
Resist 10 Acid
Victory in Death
(if this figure uses its Metamorphasis ability it does not count towards your opponents VPs when eliminated)
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)

09. Egg (3pts)

 
Common
 
Tiny (Alien Egg)
 

10. Face-Hugger (10pts)

 
Common
 
Tiny (Alien)
 

11. Hybrid Alien Ape (35pts)

 
Uncommon
 
Large (Alien)
 

12. Hybrid Alien Big Cat (35pts)

 
Uncommon
 
Large (Alien)
 
Save
1
AC
10
Spd
0
HP
5
 
Melee +0 (0)
 
 
Batch 3 (add 3 figures named Egg to your warband for no added cost; these 3 Eggs count as 0 figure for the purpose of warband construction; each Egg is worth its listed point cost in victory points)
DR5
Immune Acid, Chemicals
Remote Setup
(this figure may setup on any Victory Areas)
Spawn Face-Hugger (if a living enemy is within 3 squares of this figure when it activates, remove this figure from play and replace it with a Face-Hugger)
Squad Activation (All creatures in you warband named Egg must activate as a single activation)
Victory in Death (if this figure uses its Spawn Face-Hugger ability it does not count towards your opponents VPs when eliminated)
Save
1
AC
18
Spd
12
HP
5
 
Melee +8 (0 + Latch-on)
 
 
Blindsight
Deathburst
(10 acid damage; DC10)
Hide
Immune Acid
Latch-on
(remove this figure and its living target from play, place a Chest Burster of your choice on a starting area of your choice; DC20)
No Reach
Pass Wall
(this figure can move through walls with narrow passages)
Remote Setup (this figure may setup on any Victory Areas)
Victory in Death (if this figure uses its Latch-on ability it does not count towards your opponents VPs when eliminated)
Scout
(place this figure on any victory area during your setup phase)
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
Save
8
AC
14
Spd
8
HP
80
 
Melee +9/+9 (25 armour piercing) or +9 (15 armour piercing + stun DC15; melee reach 3)
 
 
Amphibious
Blindsight
Deadly Rend
(remove target from play; DC20)
Deathburst
(20 acid damage; DC15)
DR10
Fearless
Hide
Immune Acid
Melee Reach 2
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 
Save
8
AC
16
Spd
12
HP
80
 
Melee +9/+9 (20 armour piercing) or +9 (15 armour piercing + stun DC15; melee reach 3)
 
 
Amphibious
Blindsight
Critical Threat 19
(this character does critical hits on 19-20)
Deathburst
(20 acid damage; DC15)
DR10
Fearless
Hide
Immune Acid
Pounce
Rend +40
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)

13. Hybrid Alien Bull (35pts)

 
Uncommon
 
Large (Alien)
 

14. Hybrid Alien Dog (25pts)

 
Common
 
Medium (Alien)
 

15. Hybrid Alien Scorpion (35pts)

 
Uncommon
 
Large (Alien)
 

16. Predalien (60pts)

 
Uncommon
 
Large (Alien)
 
Save
8
AC
14
Spd
8
HP
80
 
Melee +9/+9 (20 armour piercing) or +9 (15 armour piercing + stun DC15; melee reach 3)
 
 
Amphibious
Blindsight
Deathburst
(20 acid damage; DC15)
DR10
Fearless
Hide
Immune Acid
Powerful Charge +40
Pushback
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 
Save
8
AC
20
Spd
12
HP
30
 
Melee +7/+7 (15 armour piercing) or +7 (10 armour piercing + stun DC10; melee reach 2)
 
 
Amphibious
Blindsight
Deathburst
(20 acid damage; DC15)
DR10
Fearless
Hide
Immune Acid
Skirmish Attack +10
Spring Attack
(this figure can make a single melee attack at any point during its move)
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 
Save
8
AC
14
Spd
6
HP
80
 
Melee +9/+9 (20 armour piercing) or +9 (15 armour piercing + poison + stun DC15; melee reach 4)
 
 
Amphibious
Blindsight
Deathburst
(20 acid damage; DC15)
DR10
Fearless
Hide
Immune Acid
Melee Reach 2
Multiple Threats
(all enemies adjacent to this creature are considered to be flanked)
Poison
(10 poison damage; DC15)
Rend +30
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
 
Save
10
AC
16
Spd
8
HP
140
 
Melee +10/+10 (25 armour piercing) or +10 (20 armour piercing + stun DC15; melee reach 3)
 
Amphibious
Blindsight
Deathburst
(20 acid damage; DC15)
DR10
Fearless
Hide
Immune Acid
Melee Reach 2
Rend +25
Wall Walk
(if this figure begins its turn beside a wall, it has flight until the end of its turn)
Whirlwind Attack (replaces attacks; if this figure moves no more than 1 square on its turn it may attack all figures it can reach once)

17. Apone, Al - Master Sergeant (16pts)

 
Rare
 
Medium (Human) Cmnd 3
 

18. Bishop (12pts)

 
Rare
 
Medium (Construct)
 

19. Crowe, Tip - Private (12pts)

 
Rare
 
Medium (Human)
 

20. Dietrich, Cynthia - Corporal (12pts)

 
Rare
 
Medium (Human)
 
Save
5
AC
10
Spd
6
HP
50
 
Melee +8 (5)
 
Ranged +10/+10 (20 armour piercing)
 
CFX: Steady People (followers gain +4 to Morale checks)
 
DR5
Grenade
[] (range 6; radius 4; 60 damage; DC20)
Unique
 
 
Concentrated Fire [] (sight; replaces activation; 60 armour piercing damage; DC20)
Save
8
AC
12
Spd
6
HP
100
 
Melee +8 (10)
 
 
Design Safety (can not attack a Human)
Fearless
Immune Chemicals, Criticals
Scientific Study
(when an enemy is eliminated from play and VPs are awarded for that elimination allies gain +2AC and +2 to hit against that enemy warband until end of skirmish)
Unique
Save
4
AC
14
Spd
6
HP
40
 
Melee +8 (5)
 
Ranged +10/+10 (20 armour piercing)
 
DR5
Grenade
[] (range 6; radius 4; 60 damage; DC20)
Unique
 
Concentrated Fire [] (sight; replaces activation; 60 armour piercing damage; DC20)
 
Save
3
AC
10
Spd
6
HP
30
 
Melee +7 (5)
 
Ranged +9 (10 armour piercing)
 
DR5
Unique
 
Flame Thrower (line 12; replaces attacks; 10 fire damage; DC20)
Medic
(adjacent; replaces activation; heal 10hps to target figure)

21. Drake, Mark - Private (16pts)

 
Rare
 
Medium (Human)
 

22. Ferro, Colette - Corporal (8pts)

 
Rare
 
Medium (Human)
 

23. Frost, Ricco - Private (12pts)

 
Rare
 
Medium (Human)
 

24. Gorman, William - Lieutenant (12pts)

 
Rare
 
Medium (Human) - Cmnd 2