Alien Hives • 3005pts Alien Hives 3.4.
Synapse Tyrant [1] - 205pts Soul-Snatchers [5] - 170pts Carnivo-Rex [1] - 385pts
Quality 4+ Defense 4+ Tough 6 Quality 3+ Defense 4+ Quality 4+ Defense 2+ Tough 12
Caster(3), Hero, Stealth, Tough(6), Regenerator Fast, Scout, Strider Fear(2), Fearless, Tough(12), Breath Attack, Regeneration
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Psy-Shock - A3 - - 5x Heavy Claws - A2 1 Rending Stomp - A4 1 -
Heavy Psy-Blast 18" A2 1 Blast(3) 2x Serrated Claws - A3 4 -
Shadow Leapers [3] - 185pts Upgrade SPE
Upgrade SPE
Neuro-Somatic Healing Regenerator Quality 4+ Defense 4+ Tough 3 Killing Scream Breath Attack
Ambush, Fast, Stealth, Strider, Tough(3) Bio-Recovery Regeneration
4x Shooter Grunts [10] - 125pts
Weapon RNG ATK AP SPE
Hive Titan [1] - 1170pts
Quality 5+ Defense 5+ 6x Razor Claws - A2 - -
Strider Quality 3+ Defense 2+ Tough 24
Shadow Hunter [1] - 255pts
Weapon RNG ATK AP SPE Fear(4), Regeneration, Tough(24)
10x Razor Claws - A1 - - Quality 3+ Defense 4+ Tough 6 Weapon RNG ATK AP SPE
10x Bio-Borers 12" A2 - - Ambush, Fast, Fear(1), Stealth, Strider, Tough(6), Titanic Jaw - A3 4 Deadly(6)
Takedown, Caster(2)
Titanic Stomp - A12 2 -
Support Grunts [3] - 135pts Weapon RNG ATK AP SPE
Explosive Spit 36" A2 2 Blast(6)
Quality 5+ Defense 5+ 2x Serrated Blades - A3 4 -
Upgrade SPE
Relentless, Strider
Assassin Takedown
Weapon RNG ATK AP SPE
Mind Hunter Caster(2)
3x Bio- Blast(3), Indirect,
24" A1 -
Cannons Rending
3x Razor
- A1 - -
Claws
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit
Ambush: May be set aside before deployment. At the start of any round after the without another Hero. The hero may take morale tests on behalf of the unit, but
first, may be deployed anywhere over 9” away from enemy units. Players alternate must use the unit’s Defense until all other models have been killed.
in placing Ambush units, starting with the player that activates next. Units that Indirect: Gets -1 to hit rolls when shooting after moving. May target enemies that
deploy via Ambush can’t seize or contest objectives on the round they deploy. are not in line of sight as if in line of sight, and ignores cover from sight
Blast: Ignores cover, and after resolving other special rules, each hit is multiplied obstructions.
by X, where X is up to as many hits as models in the target unit. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Breath Attack: Once per this model's activation, before attacking, roll one die. On Regenerator: Once per this unit's activation, pick one friendly unit within 12",
a 2+ one enemy unit within 6" in line of sight takes 1 hit with Blast(3) and AP(1). which gets +1 to Regeneration rolls next time it takes wounds.
Caster: Gets X spell tokens at the start of each round, but can’t hold more than 6 Relentless: When using Hold actions and shooting, unmodified rolls of 6 to hit
tokens at once. At any point before attacking, spend as many tokens as the spell’s deal one extra hit (only the original hit counts as a 6 for special rules).
value to try casting one or more spells (only one try per spell). Roll one die, on 4+ Rending: Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).
resolve the effect on a target in line of sight. Models within 18” in line of sight of
the caster’s unit may spend any number of spell tokens at the same time before Scout: May be set aside before deployment. After all other units are deployed,
rolling, to give the caster +1/-1 to the roll per token. must be deployed and may then be placed anywhere within 12” of their position.
Players alternate in placing Scout units, starting with the player that activates
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly next.
must be resolved first, and these wounds don’t carry over to other models if the
original target is killed. Stealth: Enemies get -1 to hit rolls when shooting at units where all models have
this rule from over 9" away.
Defense: Gets +X to Defense rolls.
Strider: May ignore the effects of difficult terrain when moving.
Fast: Moves +2" when using Advance, and +4” when using Rush/Charge.
Takedown: Once per game, when this model attacks in melee, you may pick one
Fear: This model counts as having dealt +X wounds when checking who won model in the unit as its target, and make 1 attack at Quality 2+ with AP(1) and
melee. Deadly(3), which is resolved as if it's a unit of 1.
Fearless: Whenever a unit where most models have this rule fails a morale test, Tough: This model must take X wounds before being killed. If a model with tough
roll one die. On a 4+ it counts as passed instead. joins a unit without it, then it is removed last when the unit takes wounds. Note
Flying: May move through units and terrain, and ignores terrain effects whilst that you must continue to put wounds on the tough model with most wounds in
moving. the unit until it is killed, before starting to put them on the next tough model
(heroes must be assigned wounds last).
Alien Hives Army Spells
Terror (1): Target 2 enemy units within 18" get -1 to their next morale test roll.
Psychic Blast (1): Target enemy unit within 12" takes 1 hit with AP(2) and Deadly(3).
Animate Flora (2): Target 2 friendly units within 12" get Flying next time they move.
Shriek (2): Target 2 enemy units within 12" take 4 hits each.
Infuse Life (3): Target 3 friendly units within 12" get Regeneration next time they take wounds.
Overwhelm (3): Target enemy model within 12" takes 3 hits with AP(4).