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.
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01. Alien Drone 1 (39pts)
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Medium (Alien)
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02. Alien Drone 2 (20pts)
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Medium (Alien)
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03. Alien Drone 3 (20pts)
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Medium (Alien)
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04. Alien Drone Clone (20pts)
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Medium (Alien)
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Save
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8
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AC
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16
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Spd
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15
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HP
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95
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Melee +7/+7 (25 armour piercing) or +7 (10 armour piercing + stun
DC19; melee reach 2)
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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)
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Save
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10
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AC
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18
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Spd
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12
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HP
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40
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Melee +7/+7 (15 armour piercing) or +7 (10 armour piercing + stun
DC12; melee reach 2)
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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)
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Save
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10
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AC
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18
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Spd
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12
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HP
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40
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Melee +7/+7 (15 armour piercing) or +7 (10 armour piercing + stun
DC12; melee reach 2)
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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)
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Save
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10
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AC
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14
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Spd
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10
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HP
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60
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Melee +7/+7 (15 armour piercing) or +7 (10 armour piercing + stun
DC10; melee reach 2)
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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)
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05. Alien Newborn (40pts)
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Medium (Alien)
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06. Alien Praetorian (45pts)
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Medium (Alien)
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Save
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12
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AC
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21
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Spd
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10
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HP
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155
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Melee +6/+6 (30 armour piercing)
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Blindsight
Deathburst (20 acid damage; DC20)
DR5
Empathic Gaze (range 6; paralysis; DC20)
Fearless
Hide
Rend +30
Resist 10 Acid
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Save
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12
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AC
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18
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Spd
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8
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HP
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60
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Melee +8/+8 (20 armour piercing) or +8 (15 armour piercing + stun
DC15; melee reach 2)
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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)
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Save
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19
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AC
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22
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Spd
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20
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HP
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900
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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)
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CFX: Protect the Hive (followers gain +20 damage
in melee)
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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)
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Save
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1
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AC
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18
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Spd
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12
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HP
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10
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Melee +4 (5 armour piercing)
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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)
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11. Hybrid Alien Ape (35pts)
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Large (Alien)
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12. Hybrid Alien Big Cat (35pts)
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Large (Alien)
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Save
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1
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AC
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10
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Spd
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0
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HP
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5
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Melee +0 (0)
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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)
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Save
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1
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AC
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18
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Spd
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12
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HP
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5
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Melee +8 (0 + Latch-on)
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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)
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Save
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8
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AC
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14
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Spd
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8
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HP
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80
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Melee +9/+9 (25 armour piercing) or +9 (15 armour piercing + stun
DC15; melee reach 3)
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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)
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Save
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8
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AC
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16
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Spd
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12
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HP
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80
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Melee +9/+9 (20 armour piercing) or +9 (15 armour piercing + stun
DC15; melee reach 3)
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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)
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13. Hybrid Alien Bull (35pts)
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Large (Alien)
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14. Hybrid Alien Dog (25pts)
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Medium (Alien)
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15. Hybrid Alien Scorpion (35pts)
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Large (Alien)
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Save
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8
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AC
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14
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Spd
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8
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HP
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80
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Melee +9/+9 (20 armour piercing) or +9 (15 armour piercing + stun
DC15; melee reach 3)
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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)
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Save
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8
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AC
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20
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Spd
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12
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HP
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30
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Melee +7/+7 (15 armour piercing) or +7 (10 armour piercing + stun
DC10; melee reach 2)
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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)
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Save
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8
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AC
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14
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Spd
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6
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HP
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80
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Melee +9/+9 (20 armour piercing) or +9 (15 armour piercing +
poison + stun DC15; melee reach 4)
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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)
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Save
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10
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AC
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16
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Spd
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8
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HP
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140
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Melee +10/+10 (25 armour piercing) or +10 (20 armour piercing +
stun DC15; melee reach 3)
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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)
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17. Apone, Al - Master Sergeant (16pts)
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Medium (Human) Cmnd 3
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19. Crowe, Tip - Private (12pts)
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Medium (Human)
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20. Dietrich, Cynthia - Corporal (12pts)
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Medium (Human)
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Save
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5
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AC
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10
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Spd
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6
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HP
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50
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Melee +8 (5)
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Ranged +10/+10 (20 armour piercing)
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CFX: Steady People (followers gain +4 to Morale
checks)
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DR5
Grenade [] (range 6; radius 4; 60 damage; DC20)
Unique
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Concentrated Fire [] (sight; replaces activation;
60 armour piercing damage; DC20)
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Save
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8
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AC
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12
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Spd
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6
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HP
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100
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Melee +8 (10)
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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
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Save
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4
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AC
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14
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Spd
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6
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HP
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40
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Melee +8 (5)
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Ranged +10/+10 (20 armour piercing)
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DR5
Grenade [] (range 6; radius 4; 60 damage; DC20)
Unique
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Concentrated Fire [] (sight; replaces activation;
60 armour piercing damage; DC20)
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Save
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3
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AC
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10
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Spd
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6
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HP
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30
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Melee +7 (5)
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Ranged +9 (10 armour piercing)
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DR5
Unique
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Flame Thrower (line 12; replaces attacks; 10 fire
damage; DC20)
Medic (adjacent; replaces activation; heal 10hps to
target figure)
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21. Drake, Mark - Private (16pts)
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Medium (Human)
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22. Ferro, Colette - Corporal (8pts)
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Medium (Human)
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23. Frost, Ricco - Private (12pts)
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Medium (Human)
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24. Gorman, William - Lieutenant (12pts)
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Medium (Human) - Cmnd 2
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