Katastroféis
Last version updated: 0.0.18
13 years ago, a exploration team was exploring Sh3-210 in the Cygnus arm when they spotted several unoidentified space objects, following no orbit. Research showed that they were inhabited by a staggering number of life forms and reacted aggressively against the researchers. Since then, the aliens have attacked multiple planets, completely consuming them to the point of desolation. Several lesser races have been wiped since they advent, and their ever growing numbers, unknown technology and disregard for their own losses has worried most of the galaxy organizations. However, due to distance and lack of unified command, there is no unified policy to fight back this menace.
TODO: Group by type or something
Army characteristics (25pts)
TL | Initiative | Supply level |
---|---|---|
1 | D8 | Normal |
Acantophis Rex (Leader, 164pts)
TQ | Morale | Weapon | Armor | Characteristics |
---|---|---|---|---|
D10 | D10 | Claws, Spit | Natural Armor | Big Monster, Regeneration, Hard to Kill D10, Pain resistant, Hungry, Skeletal Augmentation, Leader+1 |
5 + 7 + 71 + 14 + 15 + 30 + 15 + 25 + 15 - 10 + 51 + 34
Acantophis (Infantry, 102pts)
TQ | Morale | Qty | Weapons | Armor | Characteristics |
---|---|---|---|---|---|
D6 | D6 | 6 | Claws, Spit | Natural Armor | Group Entity, Hungry, Skeletal Augmentation, Cavemen CASEVAC, Tyrant |
- The unit may be of 8 for +21 points, gaining the Large unit doctrine characteristic
- The unit may be of 10 for +42 points, gaining the Very large unit doctrine characteristic.
- The unit may convert to Acantophis Subterraneis subspecies, worm-like creatures, for +30 points. Can't be taken if size of unit is increased. The unit loses Skeletal Augmentation but gains Infilltration characteristic.
- The unit may convert to Acantophis Volatilis, winged creatures, for +15 points. Can't be taken if the unit size is increased. The unit gains Jump Troops.
10 + 3 + 3 6 + 6 + 15 + 30 - 10 + 56 + 5 - 10 + 5
Ophiophagus Rex (Leader, 132pts)
TQ | Morale | Weapon | Armor | Characteristics |
---|---|---|---|---|
D10 | D10 | Large resonance attack | Natural Armor | Very Large, Regeneration, Hard to Kill D6, Skeletal Augmentation, Leader+1, Domination |
5 + 7 + 71 + 14 + 15 - 10 + 15 + 10 + 51 + 30 34
Dendroaspis (Infantry, 107pts)
TQ | Morale | Qty | Weapons | Armor | Characteristics |
---|---|---|---|---|---|
D6 | D6 | 6 | Resonance attack | Natural Armor | Group Entity, Cavemen CASEVAC, Designated Marksman |
- The unit may be of 8 for +11 points, gaining the Large unit doctrine characteristic
- The unit may be of 10 for +22 points, gaining the Very large unit doctrine characteristic.
10 + 3 + 3 * 6 + 6 + 15 + 30 + 5 + 10 + 10
Micropechis (Infantry, 92pts)
TQ | Morale | Qty | Weapons | Armor | Characteristics |
---|---|---|---|---|---|
D6 | D6 | 6 | Claws, Spit | Natural Armor | Group Entity, Hungry, Small target, Cavemen CASEVAC, Tyrant |
- The unit may be of 8 for +11 points, gaining the Large unit doctrine characteristic
- The unit may be of 10 for +22 points, gaining the Very large unit doctrine characteristic.
10 + 3 + 3 * 6 + 6 + 15 + 30 - 10 + 20 + 5 - 10 + 5
Gárgola (temporal) (Leader, 99pts)
TQ | Morale | Weapon | Armor | Characteristics |
---|---|---|---|---|
D10 | D10 | Grenade Launcher | Natural Armor | Very Large, Regeneration, Hard to Kill D6, Skeletal Augmentation, Jump Troops |
5 + 7 + 71 + 14 + 15 - 10 + 15 + 10 + 51 + 15 + 16
Spore (Infantry, 142pts)
TQ | Morale | Qty | Weapons | Armor | Characteristics |
---|---|---|---|---|---|
D6 | D6 | 6 | Resonance attack | Natural Armor | Group Entity, Designated Marksman, Cavemen CASEVAC, Explode, Hot Drop |
10 + 3 + 3 * 6 + 6 + 15 + 30 + 5 + 10 + 10 + 10 + 25
Scorpion (Leader, 136pts)
TQ | Morale | Weapon | Armor | Characteristics |
---|---|---|---|---|
D10 | D10 | Light Mortar | Natural Armor | Very Large, Regeneration, Hard to Kill D6, Skeletal Augmentation |
5 + 7 + 71 + 14 + 15 - 10 + 15 + 10 + 51 + 68
List example (1500pts)
Troop | Points |
---|---|
Army base cost | 25 |
Reference
Description | |
---|---|
Claws | Melee weapon, +1 Firepower in Close Assault. |
Highly Venomous Spit | Shotgun, +1 Firepower at Optimum Range and Close Assault. Use D6 outside Optimum Range. |
Spit | Damage Projectors, behaves like a ranged attack with the creature's Optimum Range. -1 to the enemy armor. |
Large resonance attack | +1 Firepower to squad, gain the sniper rule (all in Optimum range, can designate 1 casualty, Intimidating). |
Resonance attack | Rifles, the squad also has Designated Marksman |
Dominator | Action. The enemy unit must be within 8". Resolve 6D8 vs Morale of the unit. If the dominator rolls more successes, the unit is dominated. Otherwise, the dominator must make a Morale check to not become Pinned. The dominated units can be activated (even if they have already), moving and/or shooting. Dominated units cant take no further actions or reactions (other than return fire). It ends at the end of the turn. The dominator can only make one domination attempt per turn. |
Explode | Pyrrhic Attacks. When the unit has received casualties in close assault, they receive a D6 attack equal to half of the casualties (rounded up). The enemy units throws defense as normal. Any result is resolved inmediatelly. |
Group Entity | TQ and morale depends on the number of aliens. With 1, the unit is brain dead and counts as wiped out. 2 = D6, 4 = D8, 6+ = D10. |
Hard to Kill D10 | When taking casualties, roll a D10. With a 4+, they are unhurt. Weapons with unmodified firepower of 3D make a dieshift in the hard to kill test. If dropped below D6, they can't make the roll. |
Hard to Kill D6 | Same but D6 |
Hot Drop | When deploying as reinforcement, choose any point on the board. The unit deploys there and follows the rules for hot drops. |
Hungry | When defeating a unit in Close Assault or coming into cohesion with (enemy, if not cannibals) wounded , they must make a TQ to avoid eating them. If they eat the tasty flesh, they must make no further actions other than return fire or Close Assault. They suffer a negative die shift in those cases. |
Infiltration | After deployment, and following the deployment order, they may move up to 24", as long as they end 6" away from any enemy unit. Can only be taken by Leaders and Weapon Teams. |
Natural Armor | TL1, 1D armor. Can't be taken if the unit uses normal armor. Since they are considered race-specific, all units in the force must use Natural Armor. |
Pain resistant | Treat Light wounds as OK. |
Regeneration | Active trauma treatment, they can make First Aid Checks without healthy units around. They are always counted as if being treated by a medic. |
Skeletal Augmentation | +1 Armor die, stacks with armor. |
Tyrant | One of the member of the unit is considered a Tyrant. If it dies, and no Leader is in the troops Optimum Range, the unit sufferes a Negative Die Shift to the TQ and Morale, and must pass a TQ test before they can be activated or react. Can't be taken by leaders. |
Big Monster | Units in close combat against this suffer a -1 Die Shift to their morale. Units firing this have +1 Firepower. Can't join units of other sizes. +4 Firepower or AT 3 in close assault. Basic defense of 4D. |