Académique Documents
Professionnel Documents
Culture Documents
The
NameDoctor
g
MH
Def Hits
Str
Agi
Int
Morale
46
x3
4x
10x
x9
x3
Weapon
Range
Hit
Sonic1Screwdriver
Lige
Lige 2
Lige 3
Lige 4
Lige
6 1
Lige 2
Lige 3
Lige 4
Lige
4+ 1
Lige 2
Lige 3
Lige 4
Move
SPECIAL:
Str Notes
Lige
1
Lige 2
Lige 3
Lige 4
Stuns1Controlled/
Lige
Lige 2
Mechanoid
models.
Lige 3 get +1 to lose
Models
Ligestatus
this
4 effect.
2CR 1 / 120
Leader (2): If the Doctor uses this ability on any model other than his Companions, it
only counts as Leader (1) for the turn.
Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Surprise/Confuse: The Doctor may take an immediate free activation once per game.
This can be done at any point in the turn, even if the Doctor has activated this turn
already.
Def Hits
Str
Agi
Int
Morale
10
Weapon
Sonic Screwdriver
Range
Hit
4+
Move
SPECIAL:
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 2 / 120
Leader (2): If the Doctor uses this ability on any model other than his Companions, it
only counts as Leader (1) for the turn.
Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Surprise/Confuse: The Doctor may take an immediate free activation once per game.
This can be done at any point in the turn, even if the Doctor has activated this turn
already.
Def Hits
Str
Agi
Int
Morale
10
Weapon
Sonic Screwdriver
Range
Hit
4+
Move
SPECIAL:
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 3 / 120
Leader (2): If the Doctor uses this ability on any model other than his Companions, it
only counts as Leader (1) for the turn.
Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Surprise/Confuse: The Doctor may take an immediate free activation once per game.
This can be done at any point in the turn, even if the Doctor has activated this turn
already.
Def Hits
Str
Agi
Int
Morale
10
Weapon
Sonic Screwdriver
Range
Hit
4+
Move
SPECIAL:
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 4 / 120
Leader (2): If the Doctor uses this ability on any model other than his Companions, it
only counts as Leader (1) for the turn.
Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Surprise/Confuse: The Doctor may take an immediate free activation once per game.
This can be done at any point in the turn, even if the Doctor has activated this turn
already.
Def Hits
Str
Agi
Int
Morale
10
Weapon
Sonic Screwdriver
Range
Hit
4+
Move
SPECIAL:
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 5 / 120
Leader (2): If the Doctor uses this ability on any model other than his Companions, it
only counts as Leader (1) for the turn.
Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Surprise/Confuse: The Doctor may take an immediate free activation once per game.
This can be done at any point in the turn, even if the Doctor has activated this turn
already.
Def Hits
Str
Agi
Int
Morale
10
Weapon
Sonic Screwdriver
Range
Hit
4+
Move
SPECIAL:
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 6 / 120
Leader (2): If the Doctor uses this ability on any model other than his Companions, it
only counts as Leader (1) for the turn.
Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Surprise/Confuse: The Doctor may take an immediate free activation once per game.
This can be done at any point in the turn, even if the Doctor has activated this turn
already.
Def Hits
Str
Agi
Int
Morale
10
Weapon
Sonic Screwdriver
Range
Hit
4+
Move
SPECIAL:
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 7 / 120
Leader (2): If the Doctor uses this ability on any model other than his Companions, it
only counts as Leader (1) for the turn.
Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Surprise/Confuse: The Doctor may take an immediate free activation once per game.
This can be done at any point in the turn, even if the Doctor has activated this turn
already.
Def Hits
Str
Agi
Int
Morale
10
Weapon
Sonic Screwdriver
Range
Hit
4+
Move
SPECIAL:
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 8 / 120
Leader (2): If the Doctor uses this ability on any model other than his Companions, it
only counts as Leader (1) for the turn.
Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Surprise/Confuse: The Doctor may take an immediate free activation once per game.
This can be done at any point in the turn, even if the Doctor has activated this turn
already.
Susan
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 9 / 120
Barbara
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Scientist Companion l
2CR 10 / 120
Ian
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes
3
Stuns
Move
SPECIAL:
Strongarm Companion l
2CR 11 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn.
Luck cannot be used to further reroll this dice.
Katerina
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 12 / 120
Devoted: The Doctor can use his Leader ability on Katerina at a distance of up to 12.
Vicki
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 13 / 120
Steven
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes
3
Stuns
Move
SPECIAL:
Strongarm Companion l
2CR 14 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn.
Luck cannot be used to further reroll this dice.
Dodo
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 15 / 120
Polly
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 16 / 120
Ben
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes
3
Stuns
Move
SPECIAL:
Strongarm Companion l
2CR 17 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn.
Luck cannot be used to further reroll this dice.
Jamie
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes
3
Stuns
Move
SPECIAL:
Strongarm Companion l
2CR 18 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn.
Luck cannot be used to further reroll this dice.
Victoria
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 19 / 120
Zoe
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Scientist Companion l
2CR 20 / 120
Liz
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Scientist Companion l
2CR 21 / 120
Jo
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 22 / 120
Sarah Jane
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 23 / 120
Harry
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes
3
Stuns
Move
SPECIAL:
Strongarm Companion l
2CR 24 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn.
Luck cannot be used to further reroll this dice.
Leela
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Knife
Blowpipe
Melee
Melee
8
4+
4+
3+
Str Notes
3
3
Stuns
Janus Thorns
Move
SPECIAL:
Strongarm Companion l
2CR 25 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn.
Luck cannot be used to further reroll this dice.
Janus Thorns: Leelas Blowpipe suffers no hit penalty for long range shots. Against
a non-Mechanoid model do not use the defenders Def a roll of 3+ will always
cause a wound.
K9
6
Weapon
Nose Laser
Def Hits
Str
Agi
Int
Morale
Range
Hit
4+
Str Notes
3
1 Hit or Stuns
Move
SPECIAL:
2CR 26 / 120
Romana
Def Hits
Str
Agi
Int
Morale
10
Range
Hit
4+
Weapon
Sonic Screwdriver
Move
SPECIAL:
Scientist Companion l
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 27 / 120
Academy Trained: Once per game Romana can reroll any failed Intelligence test.
Sonic Screwdriver: Romana may use a special action to use her Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Unique: You cannot have more than one version of this card in play. Your opponent
gains +1VP if Romana is one of the Doctors companions.
Romana
Def Hits
Str
Agi
Int
Morale
10
Range
Hit
4+
Weapon
Sonic Screwdriver
Move
SPECIAL:
Scientist Companion l
Str Notes
Stuns Controlled/
Mechanoid models.
Models get +1 to lose
this status effect.
2CR 28 / 120
Sonic Screwdriver: Romana may use a special action to use her Sonic Screwdriver to
open any door or lock within 2 on the 1D6 roll of 4+.
Unique: You cannot have more than one version of this card in play. Your opponent
gains +1VP if Romana is one of the Doctors companions.
Adric
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Scientist Companion l
2CR 29 / 120
Tegan
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 30 / 120
Nyssa
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Scientist Companion l
2CR 31 / 120
Turlough
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes
3
Stuns
Move
SPECIAL:
Strongarm Companion l
2CR 32 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn.
Luck cannot be used to further reroll this dice.
Cats Paw: Once per game Turlough can be activated by the monster player by using
two activation tokens. Turlough cannot attack when he is activated this way. Next
turn the heroic player gains an additional activation token.
Peri
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 33 / 120
Mel
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Screamer Companion l
2CR 34 / 120
Ace
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Grenade
Melee
8
4+
4+
Move
SPECIAL:
Strongarm Companion l
Str Notes
3
4
Stuns
Blast 2, Scatter, Thrown
2CR 35 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn.
Luck cannot be used to further reroll this dice.
Nitro-9: Ace begins the game with 1D6 grenades. oooooo
If Ace is chosen the Doctor may not take any other companions.
Grace
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Scientist Companion l
2CR 36 / 120
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
10
Range
Hit
Str Notes
Move
SPECIAL:
2CR 37 / 120
Artifacts of Rassilon: The Time Lord President has access to several ancient Gallifreyan
artifacts see page 29 of the DWMG rulebook.
Leader (2): This ability can only affect Gallifreyan models.
President: All Gallifreyan models can reroll one failed Morale check per turn if the
President is within 12.
Time Lord
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
2CR 38 / 120
Gallifreyan: This model can be affected by other special rules which affect Gallifreyan
models.
Chancellery Guard
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Staser Pistol
Melee
12
4+
4+
Str Notes
3
4
Stuns
Laser, Pistol
Move
SPECIAL:
Capitol fellow
2CR 39 / 120
Gallifreyan: This model can be affected by other special rules which affect Gallifreyan
models.
Leader (2): The Guard Commanders Leader ability can only affect Chancellery Guard
models.
Outsider
Def Hits
Str
Agi
Int
Morale
Weapon
Brawl
Primitive Weapons
Range
Hit
Melee
Melee/8
4+
4+
Move
Gallifreyan
Outsider Leaders gain +1 Morale and
Leader (3)
SPECIAL:
Str Notes
3
3
Stuns
Str 2 vs Mechanoids
or Body Armour
2CR 40 / 120
Gallifreyan: This model can be affected by other special rules which affect Gallifreyan
models.
Leader (3): The Outsider Leaders Leader ability can only affect Outsider models.
The Master
Def Hits
Str
Agi
Int
Morale
10
Weapon
Tissue Compression
Eliminator
Range
Hit
3+
Str Notes
4
Move
SPECIAL:
2CR 41 / 120
Obey Me!: If an enemy model ends a move action within 6 of the Master, you may
activate any monster model within 6 of the Master if that model has not yet
activated this turn.
Safer Behind Bars: This model is worth +2VP to the heroic side if he can be captured.
Unique: You cannot have more than one version of this card in play.
You Have Tricked Us!: Once the monster players forces have been wiped out they gain
+1VP for eliminating the Master. At this point the Master will activate for free each
turn and will attempt to leave the table by the shortest route. The Master does not
count as being in play on the monster players side when this occurs.
The Master
Def Hits
Str
Agi
Int
Morale
10
Weapon
Tissue Compression
Eliminator
Range
Hit
3+
Str Notes
4
Move
SPECIAL:
2CR 42 / 120
Obey Me!: If an enemy model ends a move action within 6 of the Master, you may
activate any monster model within 6 of the Master if that model has not yet
activated this turn.
Safer Behind Bars: This model is worth +2VP to the heroic side if he can be captured.
Unique: You cannot have more than one version of this card in play.
You Have Tricked Us!: Once the monster players forces have been wiped out they gain
+1VP for eliminating the Master. At this point the Master will activate for free each
turn and will attempt to leave the table by the shortest route. The Master does not
count as being in play on the monster players side when this occurs.
Omega
Def Hits
Str
Agi
Int
Morale
10
Weapon
Range
Hit
Anti-matter Touch
Force of Will
Melee
12
2+
2+
Str Notes
3
Disruptor
See reverse
Move
SPECIAL:
Anti-matter megalomaniac l
2CR 43 / 120
Force of Will: Models affected by this attack must roll half their Int (round up) or less
on 2D6 or lose 1 Hit. Survivors cannot activate in their next action phase.
The Brigadier
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Pistol
Melee
12
3+
4+
Str Notes
3
3
Stuns
Pistol
Move
SPECIAL:
UNIT commander l
2CR 44 / 120
Inspirational: UNIT models and Companions within 12 of the Brigadier may use his
Morale for tests if required.
Leader (2): The Brigadier can use his Leader ability on any other UNIT models or
friendly Civilians or Scientists.
Captain Yates
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Pistol
Grenade
Melee
12
8
4+
4+
4+
Str Notes
3
3
4
Stuns
Pistol
2 Blast, Scatter
Move
SPECIAL:
UNIT officer l
2CR 45 / 120
Sergeant Benton
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
SMG
Grenade
Melee
16
8
4+
4+
4+
Str Notes
3
3
4
Stuns
Burst, Cannot aim
2 Blast, Scatter
Move
SPECIAL:
UNIT officer l
2CR 46 / 120
Leader (1): Sergeant Benton can use his Leader ability on UNIT Sergeants, Troopers,
Heavy Weapon Teams, or friendly Civilians or Scientists.
UNIT Sergeant
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
SMG
Grenade
Melee
16
8
4+
4+
4+
Str Notes
3
3
4
Stuns
Burst, Cannot aim
2 Blast, Scatter
Move
Leader (1)
SPECIAL:
UNIT officer
2CR 47 / 120
Leader (1): The Unit Sergeant can use his Leader ability on UNIT Troopers, heavy
Weapon Teams, or friendly Civilians or Scientists.
UNIT Soldier
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Rifle
SMG
Grenade
Melee
24
16
8
4+
4+
4+
4+
Str Notes
3
3
3
4
Stuns
Burst, Cannot aim
2 Blast, Scatter
Move
UNIT Kit
SPECIAL:
2CR 48 / 120
UNIT Kit: UNIT Soldiers carry either a Rifle or a SMG. 1 in 3 Unit Soldiers may carry
grenades. All equipment must be clearly marked or visible.
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Bazooka
Heavy Machine Gun
Mortar
Melee
24
40
18-36
4+
4+
4+
4+
Str Notes
3
6
4
4
Stuns
1D6 damage
Burst
See reverse
Move
SPECIAL:
Hard hitters
2CR 49 / 120
2 Man Team: The UNIT Heavy Weapon Team consists of 2 models on a single base. It
can function at full effectiveness until it loses its last Hit.
Heavy Weapon: Each UNIT Heavy Weapon Team is equipped with one heavy weapon
choose Bazooka, Heavy Machine Gun or Mortar. The heavy weapon cannot be
aimed.
Mortar: The Mortar fires over the heads of other models, do does not require a line
of sight to a target. Shots fired at targets not in line of sight to another UNIT model
suffer a 1 hit penalty.
Restricted Use: One UNIT Heavy Weapon Team or Sniper can be fielded per 8
standard UNIT Soldiers.
UNIT Sniper
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Sniper Rifle
Melee
24
4+
4+
Str Notes
3
3
Stuns
Move
SPECIAL:
Crack shot
2CR 50 / 120
Restricted Use: One UNIT Heavy Weapon Team or Sniper can be fielded per 8
standard UNIT Soldiers.
Sniper Scope: Aimed shots using the sniper rifle can be fired at up to 30, do not suffer
the 1 hit penalty for long range shots, and count as Str 4 hits.
Well Concealed: If the UNIT Sniper is in cover, he cannot be targeted until the firer is
within 12.
Administrator
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Bureaucratic leader l
2CR 51 / 120
Administrator
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Bureaucratic leader l
2CR 52 / 120
Civilian
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
2CR 53 / 120
Civilian
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
2CR 54 / 120
Scientist
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
Invent, Repair
Scientists fear Alien models
SPECIAL:
2CR 55 / 120
Scientist
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
Invent, Repair
Scientists fear Alien models
SPECIAL:
2CR 56 / 120
Security Guard
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes
3
Stuns
Move
SPECIAL:
Friend or foe?
2CR 57 / 120
Suitably Equipped: Security Guards can be equipped with any suitable modern or
advanced weapon, depending on their historical era. These weapons hit on 4+.
Security Guard
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes
3
Stuns
Move
SPECIAL:
Friend or foe?
2CR 58 / 120
Suitably Equipped: Security Guards can be equipped with any suitable modern or
advanced weapon, depending on their historical era. These weapons hit on 4+.
Warrior
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Suitable Weaponry
Melee
3+
4+
Str Notes
3
Stuns
Move
Low-tech
Warriors fear non-native Alien models
Warrior Leaders gain +1 Morale &
Leader (3)
SPECIAL:
Historical fighter
2CR 59 / 120
Leader (3): Warrior Leaders may only use their Leader on friendly Warrior models.
Low-tech: Warriors fighting technological enemies count their Def and Str at 1. They
may add +1 Def if they carry shields, and some Warriors may be equipped with the
equivalent of Body Armour.
Warrior
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Suitable Weaponry
Melee
3+
4+
Str Notes
3
Stuns
Move
Low-tech
Warriors fear non-native Alien models
Warrior Leaders gain +1 Morale &
Leader (3)
SPECIAL:
Historical fighter
2CR 60 / 120
Leader (3): Warrior Leaders may only use their Leader on friendly Warrior models.
Low-tech: Warriors fighting technological enemies count their Def and Str at 1. They
may add +1 Def if they carry shields, and some Warriors may be equipped with the
equivalent of Body Armour.
Alien Lackey
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Foolish manipulator
2CR 61 / 120
Bad Influence: The Alien Lackeys constant wheedling causes one model within 6 to
shoot with a 1 hit penalty.
In The Way: The monster player gains +1VP if they kill this model.
Ambassador of Death
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Radioactive Touch
Radioactive Blast
Melee
6
3+
3+
Str Notes
4
4
Disruptor
Disruptor
Move
Alien (unhelmeted)
Infiltrator (unhelmeted), Invulnerable
Radioactive
SPECIAL:
Radioactive alien
2CR 62 / 120
Radioactive: During the end phase all non-Mechanoid, non-Ambassador models within
6 of any Ambassadors will take an automatic Str 2 hit from the aliens radioactive
bodies.
Nestene Intelligence
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Tentacle Crush
Melee
4+
Move
SPECIAL:
Tentacled terror l
Str Notes
4
2CR 63 / 120
Controller: The Nestene Intelligence controls all Autons (including Copies) on the
table. If it is destroyed all Autons count as uncontrolled.
Leader (3): The Nestene Intelligence can use its Leader ability on Autons and Auton
Copy models. It can use this ability on these models at any range.
Plastic: Any hit caused by bullets or other blunt weapons can be disregarded by
rolling 2+ on 1D6.
Auton
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Blaster
Melee
12
4+
4+
Str Notes
4
4
Move
SPECIAL:
2CR 64 / 120
Controlled: Uncontrolled Autons do not count as being in play and cannot activate.
While uncontrolled they are hit automatically in melee and count their Def as 2.
Plastic: Any hit caused by bullets or other blunt weapons can be disregarded by
rolling 2+ on 1D6.
Steady: An Auton must be given 2 activation counters in order to run.
Auton Copy
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Blaster
Melee
12
4+
4+
Str Notes
4
4
Move
SPECIAL:
2CR 65 / 120
Controlled: Uncontrolled Auton Copies do not count as being in play and cannot
activate. While uncontrolled they are hit automatically in melee and count their Def
as 2.
Plastic: Any hit caused by bullets or other blunt weapons can be disregarded by
rolling 2+ on 1D6.
Steady: An Auton must be given 2 activation counters in order to run.
Wax Copy: Auton Copies may replace any non-unique enemy model with no more
than 2 starting Hits in any end phase, the original having been detained by the
Nestene previously. The replaced model now uses this profile. The player who has
just lost their model gains a number of VP equal to the replaced models original
Hits.
Animated Plastic
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Plastic Attack
Melee
4+
Move
SPECIAL:
Str Notes
3
2CR 66 / 120
Controlled: Uncontrolled Animated Plastic models do not count as being in play and
cannot activate. While uncontrolled they are hit automatically in melee and count
their Def as 2.
Plastic: Any hit caused by bullets or other blunt weapons can be disregarded by
rolling 2+ on 1D6.
Temporary Control: The Auton player can expend one activation if the Nestene
Intelligence is in play. If 4+ can be rolled on 1D6 you can place an Animated Plastic
model within 2D6 of any enemy model.
Axon (humanoid)
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Golden benefactor
2CR 67 / 120
Change Form: When this model is activated it can choose to change its form to an
Tentacled Axon before taking any actions.
Fair Form: Humanoid Axons do not cause fear.
Group Mind: For each 25% of their force removed from play, each Axon model loses 1
point of Int and Morale.
Invulnerable (2): Humanoid Axons gain this ability against Primitive and Modern
weapons.
Axon (tentacled)
Def Hits
Str
Agi
Int
Morale
Range
Hit
2+
Weapon
Explosive Tentacle
Move
SPECIAL:
Str Notes
5
2CR 68 / 120
Change Form: When this model is activated it can choose to change its form to an
Humanoid Axon before taking any actions.
Group Mind: For each 25% of their force removed from play, each Axon model loses 1
point of Int and Morale.
Invulnerable (2): Tentacled Axons gain this ability against Primitive and Modern
weapons.
Natural Form: Roll 1D6 when a Tentacled Axon is activated. On the roll of 6 you can
place an activation counter on another Axon model.
Axon Copy
Def Hits
Str
Agi
Int
Morale
Range
Hit
Weapon
As original model
Str Notes
Move
SPECIAL:
Servant of Axos l
2CR 69 / 120
Change Form: When this model is activated it can choose to change its form to an
Humanoid or Tentacled Axon before taking any actions. Acon Copies which change
form cannor change back to Axon Copies.
Group Mind: For each 25% of their force removed from play, each Axon model loses 1
point of Int and Morale.
Invulnerable (2): Axon Copies gain this ability against Primitive and Modern weapons.
Replacement: If the Axon player can roll 5+ on 1D6 when they activate any Axon
model, that Axon can take on the appearance of any enemy model within 6,
becoming an Axon Copy. Jamming the Axon Copy will cause it to revert to a
Tentacled Axon.
Celestial Toymaker
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
2CR 70 / 120
Create Toy: The Toymaker can spend one action per turn to roll 1D6. On the roll of
5+ you can put one Toy model in play anywhere within 12 of the Toymaker.
Plaything: The Toymaker can force the opposing model with the highest Int to play
against him in a game of logic. The chosen model is removed from the board, and
no longer counts as being in play. The removed model must make an Int test against
the Toymaker each turn. After 6 successful tests the Toymaker and all his Toys are
removed from play.
Toy
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Deadly Automaton
2CR 71 / 120
Game Of Toys: To defeat a Toy, a model within 4 must beat it at in an opposed Int test
or Game of Luck on two consecutive turns. To play the Game of Luck roll 1D6 for
the model and the Toy, with the highest roll succeeding. Toys are natural cheats and
can add +1 to their rolls on any of their tests. The Celestial Toymaker can also use
his Luck to influence these games, no matter how far away his model is.
Defeated Toys are removed from play. Roll 1D6 when a Toy is defeated on the roll
of 5+ no more Toys can be brought into play by the Celestial Toymaker.
Cyberman (CyberMondasian)
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Heat Lamp
Melee
12
3+
3+
Str Notes
5
4
Move
SPECIAL:
Balaclavas On
2CR 72 / 120
Cyber Director: The off-table Cyber Director is helping to plan your strategy. You can
activate one additional Cyberman model each turn.
Mind Control: If this model uses a special action it can attempt to dominate an enemy
model which is within 4. Make an opposed Int test, the enemy model counts as
Controlled if it fails.
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Sonic Blaster
Energy Rifle
Melee
8
12
3+
3+
3+
Str Notes
5
3
4
Distruptor
Move
SPECIAL:
Fans of Radio
2CR 73 / 120
Cyber Director: The off-table Cyber Director is helping to plan your strategy. You can
activate one additional Cyberman model each turn.
Mind Control: If this model uses a special action it can attempt to dominate an enemy
model which is within 4. Make an opposed Int test, the enemy model counts as
Controlled if it fails.
Cyberman (CyberNeomorph)
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Cyber-Gun
Melee
16
3+
3+
Str Notes
5
4
Distruptor
Move
Alien, Mechanoid
SPECIAL:
Upgraded model
2CR 74 / 120
Cyber Lieutenant
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Cyber-Gun
Cyber-Grenade
Melee
16
12
3+
3+
4+
Str Notes
5
4
4
Distruptor
Blast 2, Scatter
Move
SPECIAL:
CyberNeomorph 2nd
2CR 75 / 120
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Cyber-Gun
Cyber-Grenade
Melee
16
12
3+
3+
4+
Str Notes
5
4
4
Distruptor
Blast 2, Scatter
Move
M
2006-2014 Graeme Dawson
SPECIAL:
2CR 76 / 120
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Cyber-Gun
Melee
16
3+
3+
Str Notes
6
4
Distruptor
Move
M
2006-2014 Graeme Dawson
SPECIAL:
Big head l
2CR 77 / 120
Cyber Slave
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Melee
4+
Str Notes
4
Move
M
2006-2014 Graeme Dawson
SPECIAL:
2CR 78 / 120
Unwilling Conscript: If at the end of any turn a Cyber Slave is not within 6 of any
Cyberman, the Cyber Slave must take a Morale test. A failed result will result in the
Cyber Slave making an immediate full move towards the nearest table edge.
Cybermat
Def Hits
Str
Agi
Int
Morale
10
Weapon
Range
Hit
Poisonous Bite
Melee
4+
Str Notes
4
Move
SPECIAL:
Cybernetic pest
2CR 79 / 120
Hardly Noticed: Two Cybermats can be activated using a single activation. Alternatively
you can relocate a single Cybermat into base contact with cover, no closer than 6
to an enemy model. This Cybermat can do nothing else this turn.
Surprise: On the turn Cybermats move into melee, their opponent must count their
Def at 1.
Tobias Vaughn
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
Electronics Genius l
2CR 80 / 120
Commanding: Models activated by Tobias Vaughns Leader ability may reroll failed
Morale tests.
Leader (1): Tobias Vaughns Leader ability only affects International Electromatics
personnel.
Packer
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Pistol
Melee
12
3+
3+
Str Notes
3
3
Stuns
Pistol
Move
SPECIAL:
2CR 81 / 120
Bungling: If a heroic model expends a Luck point within 6 of Packer, roll 1D6. On the
roll of 5+ the effects of the Luck are as normal, but the point is not considered to
be spent.
Leader (2): Packers Leader ability only affects International Electromatics security
personnel.
Dalek (Imperial)
Def Hits
Str
Agi
Int
Morale
Range
Hit
16
4+
6
Weapon
Dalek Blaster
Move
M
2006-2014 Graeme Dawson
SPECIAL:
Str Notes
4
2CR 82 / 120
Armoured Shell: Daleks are automatically destroyed if they fall from any height, and
cannot go prone. They can break from combat with no penalty.
Dalekinium Armour: Dalek casings are made from a super hard metal a Dalek can
ignore any hit it receives if it can roll more than the attacking weapons Str on 1D6.
Dalek
Def Hits
Str
Agi
Int
Morale
Range
Hit
16
4+
6
Weapon
Dalek Blaster
Move
M
2006-2014 Graeme Dawson
SPECIAL:
Str Notes
4
2CR 83 / 120
Armoured Shell: Daleks are automatically destroyed if they fall from any height, and
cannot go prone. They can break from combat with no penalty.
Dalekinium Armour: Dalek casings are made from a super hard metal a Dalek can
ignore any hit it receives if it can roll more than the attacking weapons Str on 1D6.
Dalek Engineer
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Manipulator Arm
Dalek Blaster
Melee
16
4+
4+
Move
SPECIAL:
Wheeled Toolbox
Str Notes
2
4
2CR 84 / 120
Armoured Shell: Daleks are automatically destroyed if they fall from any height, and
cannot go prone. They can break from combat with no penalty.
Dalekinium Armour: Dalek casings are made from a super hard metal a Dalek can
ignore any hit it receives if it can roll more than the attacking weapons Str on 1D6.
Dalek Emperor
Def Hits
Str
Agi
Int
Morale
Range
Hit
Weapon
Cannot Attack
Str Notes
Move
SPECIAL:
Ultimate commander l
2CR 85 / 120
Absolute Command: Friendly Dalek forces automatically pass all Morale tests while this
model is in play. If destroyed friendly Dalek forces count as being Wiped Out.
Communicator: This range of this models Leader ability extends to cover the table.
Dalekinium Armour: Dalek casings are made from a super hard metal a Dalek can
ignore any hit it receives if it can roll more than the attacking weapons Str on 1D6.
Immobile: This model is hit automatically in melee combat, there is no need to roll.
Unstoppable Destiny: This model grants the Dalek player 2 points of Luck per turn.
These points cannot be saved from tun to turn.
Def Hits
Str
Agi
Int
Morale
6
Weapon
Range
Hit
Dalek Blaster
16
4+
Disintegrator
12
4+
Move
SPECIAL:
Str Notes
Cannot aim, Disruptor
Laser, 2 Shots
1D3 hits, Str 5 vs
Mechanoids
2CR 86 / 120
Armoured Shell: Daleks are automatically destroyed if they fall from any height, and
cannot go prone. They can break from combat with no penalty.
Dalekinium Armour: Dalek casings are made from a super hard metal a Dalek can
ignore any hit it receives if it can roll more than the attacking weapons Str on 1D6.
Elite Guard: This model can reroll one missed attack roll each turn. The Dalek
Emperors Guard can elect to only shoot once with its Blaster to gain one attack
with its Disintegrator.
Dalek Supreme
Def Hits
Str
Agi
Int
Morale
Range
Hit
16
4+
6
Weapon
Dalek Blaster
Move
SPECIAL:
Force commander l
Str Notes
4
2CR 87 / 120
Absolute Command: Friendly Dalek forces automatically pass all Morale tests while this
model is in play. If destroyed friendly Dalek forces count as being Wiped Out.
Armoured Shell: Daleks are automatically destroyed if they fall from any height, and
cannot go prone. They can break from combat with no penalty.
Communicator: This range of this models Leader ability extends to cover the table.
Dalekinium Armour: Dalek casings are made from a super hard metal a Dalek can
ignore any hit it receives if it can roll more than the attacking weapons Str on 1D6.
Davros
Def Hits
Str
Agi
Int
Morale
Weapon
Personal Blaster
Range
Hit
4+
Str Notes
3
Move
SPECIAL:
Kaled scientist l
2CR 88 / 120
Armoured Shell: Davros is automatically destroyed if he falls from any height, and
cannot go prone. He break from combat with no penalty.
Crippled: Davros is hit automatically in melee combat, there is no need to roll.
Fanatic Leadership: Friendly Daleks within 12 of Davros can reroll failed Morale tests.
Def Hits
Str
Agi
Int
Morale
Range
Hit
12
4+
Weapon
Dalek Destructor
Str Notes
6
Laser
Move
SPECIAL:
Mobile tank l
2CR 89 / 120
Armoured Shell: Davros is automatically destroyed if he falls from any height, and
cannot go prone. He break from combat with no penalty.
Dalekinium Armour: Dalek casings are made from a super hard metal a Dalek can
ignore any hit it receives if it can roll more than the attacking weapons Str on 1D6.
Defenceless: The Special Weapon Dalek cannot make melee attacks.
Targeting Computer: The Special Weapon Dalek can use both its actions to shoot in one
turn.
Dalek Trooper
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Dalek Blaster
Melee
16
4+
4+
Str Notes
3
4
Stuns
Disruptor, Laser
Move
Body Armour
SPECIAL:
Human collaborator
2CR 90 / 120
Draconian
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Laser Rifle
Melee
24
3+
4+
Str Notes
3
4
Stuns
Laser
Move
SPECIAL:
Reptilian conqueror
2CR 91 / 120
Honour Bound: Draconians have a strict code of honour. They will not attack prone
models nor do they gain the +1 hit bonus when making rear attacks.
Rival Empire: In games with human models on one side and Draconians on the other,
both side can count their Morale as being +1.
Gel Guard
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Anti-matter Claw
Anti-matter Blast
Melee
12
3+
3+
Str Notes
4
4
Disruptor
Disruptor
Move
SPECIAL:
Protoplasmic servant
2CR 92 / 120
Anti-matter Creature: Gel Guards in the positive matter universe (i.e. Earth) gain the
Invulnerable (2) ability.
Creation Of Will: While in the anti-matter universe, a successful hit on a Gel Guard can
be negated if Omega forfeits his next action.
Ice Warrior
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Martian Claw
Sonic Blaster
Sonic Rifle
Melee
20
24
4+
4+
4+
Str Notes
4
4
5
Sonic Weapon
Sonic Weapon,
Special Issue
Move
SPECIAL:
Martian conqueror
2CR 93 / 120
Heat Intolerant: If this model is in a hot environment then roll 1D6 when it is activated.
On the roll of 3+ the model can activate as normal, otherwise it cannot take any
actions, but still counts as having been activated.
Sonic Weapon: Compare this weapons Str to the targets Def or Str, whichever is lower.
Special Issue: Only 1 Ice Warrior in every 2 squads may carry a Sonic Rifle.
Ice Lord
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Martian Claw
Sonic Blaster
Melee
20
4+
4+
Str Notes
4
4
Sonic Weapon
Move
SPECIAL:
2CR 94 / 120
Heat Intolerant: If this model is in a hot environment then roll 1D6 when it is activated.
On the roll of 3+ the model can activate as normal, otherwise it cannot take any
actions, but still counts as having been activated.
Sonic Weapon: Compare this weapons Str to the targets Def or Str, whichever is lower.
K1 Robot
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Giant Pincers
Melee
4+
Str Notes
6
Move
SPECIAL:
2CR 95 / 120
Compassion: The K1 Robot will not harm Screamer companions, unless they attack it
first.
Living Metal: The first time the K1 Robot is hit by an advanced or invented weapon
roll 1D6. On the roll of 3+ it will gain 1D6 and now counts as Large.
Morbius
Def Hits
Str
Agi
Int
Morale
10
Weapon
Range
Hit
Massive Pincer
Melee
4+
Str Notes
5
Move
Alien, Rage
M
2006-2014 Graeme Dawson
SPECIAL:
2CR 96 / 120
Rage: If Morbius defeats all his opponents in melee, he can immediately move 1D6
towards the nearest opponent.
Kettlewell
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
K1 creator l
2CR 97 / 120
In The Way: The monster player gains +1VP if they kill this model.
Leader (1): This ability only works on the K1 Robot, and only on the 1D6 roll of 4+.
Solon
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
SPECIAL:
2CR 98 / 120
In The Way: The monster player gains +1VP if they kill this model.
Leader (1): This ability only works on Morbius, and only on the 1D6 roll of 4+.
Movellan
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Brawl
Movellan Blaster
Melee
20
3+
4+
Move
SPECIAL:
Disco Android
Str Notes
4
4
2CR 99 / 120
Great Strength: This model can use a special action to gain +1 Str for one turn. This
also affects the Str of this models melee attacks.
Mechanoid: Movellans can use both actions to run.
Power Pack: Attackers may forgo a normal attack to try to grab a Movellans power
pack by succeeding at an opposed Str or Agi test. The Movellan gains +1 to their
roll. If the attacker succeeds, leave the Movellan in place. It now counts as a casualty
and cannot be activated. If the Invent ability is successfully used on a captured power
pack it can be reinserted into a deactivated Movellan with a special action. This
Movellan will now count as a friendly model with Infiltrator.
Ogron
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Blow
Blaster
Melee
16
4+
4+
Str Notes
4
3
Disruptor
Move
SPECIAL:
Brutal Hireling
Great Strength: This model can use a special action to gain +1 Str for one turn. This
also affects the Str of this models melee attacks.
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Grip
Melee
3+
Str Notes
4
Move
?
2006-2014 Graeme Dawson
SPECIAL:
Perfect Crewmember
First Principle: A heroic Robot model may not cause harm to a living model. This may
be disregarded if the Robot is reprogrammed with a Repair roll at a 2 penalty.
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Crushing Grip
Melee
3+
Str Notes
4
Move
?
2006-2014 Graeme Dawson
SPECIAL:
Perfect Crewmember l
First Principle: A heroic Robot model may not cause harm to a living model. This may
be disregarded if the Robot is reprogrammed with a Repair roll at a 2 penalty.
Leader (2): A Super Voc can use its Leader ability only on other Robots of Death.
Servitor Robot
Def Hits
Str
Agi
Int
Morale
10
Weapon
Range
Hit
Grapple
Capture Cables
Blaster
Melee
4
12
3+
4+
4+
Str Notes
4
Target captured
Disruptor
Move
SPECIAL:
Metal servant
Sea Devil
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Slimy Arm
Sea Devil Ray Disc
Melee
16
4+
4+
Str Notes
4
4
Move
Alien, Aquatic
SPECIAL:
Amphibian menace
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Slimy Arm
Sea Devil Ray Disc
Melee
16
4+
4+
Str Notes
4
4
Move
SPECIAL:
Silurian
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Reptilian Grip
Third Eye
Melee
12
4+
3+
Str Notes
4
4
1 Hit or Stuns
Move
Alien
SPECIAL:
The Myrka
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Electrical Charge
Melee
2+
Str Notes
6
Move
SPECIAL:
Deep Ocean Dweller: If the Myrka is activated within any area which can be considered
bright light, it counts as Morale 5 and requires 2 activations must be spent in order
to activate it.
Sontaran
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Grapple
Sontaran Blaster
Sontaran Battle Rifle
Melee
18
24
4+
4+
4+
Str Notes
5
4
5
Disruptor
Disruptor
Move
SPECIAL:
Cloned warrior
High Gravity Homeworld: Roll 1D6 at the end of this models activation if it ran or
engaged in melee combat during its activation. On the roll of 6, this model will
suffer a cumulative 1 Str penalty until it can spend a full activation inside a Sontaran
spacecraft. Sontarans reduced to Str 0 are removed from play.
Probic Vent: Roll 1D6 if this model is hit by an attack from the rear. On the roll of 6
the sensitive probic vent has been struck and the Sontaran counts as Def 2 against
this attack.
Sontaran Commander
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Grapple
Sontaran Blaster
Melee
18
4+
4+
Str Notes
5
4
Disruptor
Move
SPECIAL:
Cloned leader
High Gravity Homeworld: Roll 1D6 at the end of this models activation if it ran or
engaged in melee combat during its activation. On the roll of 6, this model will
suffer a cumulative 1 Str penalty until it can spend a full activation inside a Sontaran
spacecraft. Sontarans reduced to Str 0 are removed from play.
Probic Vent: Roll 1D6 if this model is hit by an attack from the rear. On the roll of 6
the sensitive probic vent has been struck and the Sontaran counts as Def 2 against
this attack.
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Grapple
Sontaran Blaster
Melee
18
4+
4+
Str Notes
5
4
Disruptor
Move
SPECIAL:
Cloned trailblazer l
High Gravity Homeworld: Roll 1D6 at the end of this models activation if it ran or
engaged in melee combat during its activation. On the roll of 6, this model will
suffer a cumulative 1 Str penalty until it can spend a full activation inside a Sontaran
spacecraft. Sontarans reduced to Str 0 are removed from play.
Probic Vent: Roll 1D6 if this model is hit by an attack from the rear. On the roll of 6
the sensitive probic vent has been struck and the Sontaran counts as Def 2 against
this attack.
Thal
6
Weapon
None
Def Hits
Str
Agi
Int
Morale
Range
Hit
Str Notes
Move
Pacifist
SPECIAL:
Blonde survivor
Pacifist: Thal rolls to hit can never be better than 5+. Thal models who cause an
opponent to lose their last Hit must make an immediate Morale test.
Varga Plant
Def Hits
Str
Agi
Int
Morale
Range
Hit
4+
Weapon
Poisonous Spine
Str Notes
Move
SPECIAL:
Unfriendly flora
Varga Thorns: Models struck by a Varga Plants Poisonous Spines attack are affected by
the status effect Varga Poison (see below). Models in base contact with a Varga Plant
in the end phase of any turn must pass an Agi test or gain this status.
Varga Poison: If this status is removed the affected model is immediately replaced with a Varga
Plant model.
Yeti
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Yeti Claws
Web Gun
Melee
6
4+
4+
Move
SPECIAL:
Shaggy robot
Str Notes
5
5
Roar: A Yeti can use both actions to roar. All Yeti now cause fear for the remainder of
the turn.
Web Fungus: Web Fungus templates stay on the table. The template counts as difficult
ground and inflict a Str 5 hit on models who pass through it after they complete
their move action.
Zygon
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Stinging Arms
Melee
4+
Str Notes
3
Move
SPECIAL:
Aquatic refugee
Body Print: Using a special action, a Zygon can take on the appearance of any model
they have captured, either during the game or previously, as specified in a scenario.
Replace the Zygon model and profile with that of a Zygon Body Print. Body prints
revert to standard Zygon profiles when they are hit by any attack, or when they use
a further special action.
Sting: Zygons making a successful melee attack against a non-Mechanoid model roll
2D6 and count the highest result when rolling to wound.
Def Hits
Str
Agi
Int
Morale
Weapon
Range
Hit
Stinging Arms
+1 additional weapon as
original model
Melee
4+
Str Notes
3
Move
SPECIAL:
Fishy duplicate
Body Print: Using a special action, a Zygon can take on the appearance of any model
they have captured, either during the game or previously, as specified in a scenario.
Replace the Zygon model and profile with that of a Zygon Body Print. Body prints
revert to standard Zygon profiles when they are hit by any attack, or when they use
a further special action.
Leader: A Zygon Body Print can use its Leader ability on any model within 6 which
has not activated this turn already.
SPECIAL:
Str Notes
Hit
Range
Weapon
Morale
Int
Agi
Str
Def Hits
Move
2CR
SPECIAL:
Str Notes
Hit
Range
Weapon
Morale
Int
Agi
Str
Def Hits
Move
2CR
SPECIAL:
Str Notes
Hit
Range
Weapon
Morale
Int
Agi
Str
Def Hits
Move
2CR
SPECIAL:
Str Notes
Hit
Range
Weapon
Morale
Int
Agi
Str
Def Hits
Move
2CR
SPECIAL:
Str Notes
Hit
Range
Weapon
Morale
Int
Agi
Str
Def Hits
Move
2CR