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Block (X): Units with this trait have large shields designed to protect themselves from enemy fire.

Units with this trait get a free chance to block


the shot with their shield at the cost of the chance to dodge. They do not pay any command points for the attempt. Units with this trait roll a
single D6. If the roll is lower than or equal to the Block value the attack is blocked. These damage point are allotted to the mechas shield MD.
Once the points that the shield has are gone excess damage will hit the unit directly. Explosive hits like those from missiles do half damage
against shields. Only attacks from the Front arc can be blocked.

Brawler: This ability allows the unit to make a second melee attack for free during each activation phase while in melee combat.

Bury: Units with this trait may bury themselves into the ground and ambush enemy forces by coming out of the ground. These units can only
come out once buried if any ground unit approaches to within 12 inches of the unit.

Claw/Spikes: Units with any one of these three traits will add +1 MD to all of their melee attacks.

Protoculture Scope: All invid mecha units have a specialized scope that gives them a +1 GUN bonus against other protoculture powered mecha.
Only a few units are not powered by protoculture. Units with Shadow Devices may nullify or ignore this advantage as the device blocks all
protoculture emanations by these units rendering them invisible to the protoculture scope.

Quick: Units with this trait are exceptionally small or agile or both. This trait allows the unit dodge without paying any Command Points.

Small: Units with small are considered small enough that the normal Hand to Hand damage in any situation is reduced by 1 point.

Weakness: There are two different effects that units may suffer if they have the Weakness trait. The effect depends upon if they also have the
Life is Cheap trait or not. Units with the Life is Cheap and this trait may be destroyed when hit with any attack that hits them with the roll of a
natural unmodified 6. When this happens the die is re-rolled. If the unmodified result is another 6 the unit hit is instantly destroyed. If the
attacker has the Accurate trait for his weapons then the second roll gets a +1 added to the total making it so that the unit can be destroyed on
a 5 or 6 on the second roll. The only defense is dodging the attack or parrying the attack with a shield as long as the shield has sufficient points
to absorb all of the damage. If even one point of damage passes through the shield the unit is destroyed.

Units that do not have the Life is Cheap trait but have the weakness trait will also re-roll any die that strikes them with a natural 6. If another 6
is rolled then the unit loses its Protoculture Scope trait and will no longer receive the +1 GUN bonus.
The Invid Swarm
The Invid Swarm is known for overtaking enemies by using massive swarms of small
but deadly mecha designed to tear the enemy limb from limb. The Regent was
especially known for taking pleasure watching through his drones eyes as the troops
tore the enemy to shreds.

In Invid armies, whenever a unit with Life is Cheap is destroyed, set the destroyed
mecha aside. At the beginning of the next turn, during the Pre-Action Effects Step of
the Command Phase, you may pay one Command Point for every three lost units set
aside as long as there is a Command Unit currently on the battlefield. This includes
Enforcers, Royal Command Battloids, Invid Soldiers, and Overlords. For each
Command Point spent, three of the destroyed mecha, up to 3 of the same mecha
from one specific squadron, that were set aside, are returned to the game as new
reinforcements for that squadron. They may move 2 inches onto the battlefield from
any point along the board edge in your deployment zone during the Pre-Action
Effects Step, after the Command Point is paid. These reinforcements become normal
members of the squadrons they have reinforced. If not brought back the next turn
the units are removed from play.
Invid Air Core: Base Point Cost = 60 Base Command Points = 1
Reconnaissance Patrol
Squadron

Fighter Leader
Fighters x5
Scouts x6
L 1 2 3 4 5
Brawler, Claws,
Block(2), Flight, Life is
Cheap, Protoculture
Scope, Weakness,
Small
HTH: BB, GB, K, P,
PP, Stmp

1 2 3 4 5 6

Unit SPD PIL GUN DF LDR Type RN MDC Spec

Invid Fighter Leader 14 2 2 5 1 Fighter Leader/Fighter


Dual Light Plasma
Invid Fighter 14 1 1 5 0 12 2 Rapid Fire
Cannons

Invid Scout 14 1 * 5 0
Invid Air Core: Base Point Cost = 65 Base Command Points = 1
Aerial Patrol
Squadron
L 2 3
Trooper Leader x1
Troopers X2
Fighter Scouts x6
Brawler, Claws,
Block(2), Flight, Life
is Cheap, Bury
(Trooper) ,
Protoculture Scope,
Weakness, Small
(Fighter Scout Only)
HTH: BB, GB,
K, P, PP, Stmp
1 2 3 4 5 6

Unit SPD PIL GUN DF LDR Type RN MDC Spec


Fighter
Invid Trooper Leader 8 2 2 5 1
Dual Light Plasma
12 2 Rapid Fire
Cannons
Invid Trooper 8 2 * 5 0

Invid Fighter 14 1 1 5 0
Invid Air Core: Heavy Base Point Cost = 60 Base Command Points = 0
Patrol Squadron

1 2 3
Trooper X6

Brawler, Claws,
Block(2), Flight, Life
is Cheap, Bury,
Protoculture Scope,
Weakness
4 5 6

HTH: BB, GB,


K, P, PP, Stmp

Unit SPD PIL GUN DF LDR

Invid Trooper 8 2 * 5 0
Invid Air Core: Base Point Cost = 90 Base Command Points = 6
Assault Squadron

1 2 3
ShockTrooper X6

Brawler, Claws,
Block(2), Flight, Life
is Cheap, Bury,
Protoculture Scope,
Weakness
4 5 6

HTH: BB, GB,


K, P, PP, Stmp

Unit SPD PIL GUN DF LDR Type RN MDC Spec

Invid ShockTrooper 8 2 3 5 1 Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire


Invid Air Core: Space Patrol Base Point Cost = 90 Base Command Points = 1
Squadron

Fighter Leader
Fighter Scouts x5
Scouts x6

HTH:
BB,
GB, L 1 2 3 4 5
P, PP

Brawler, Claws, Block(1),


Flight, Afterburner, Life is
Cheap , Protoculture Scope,
Weakness, Space Only, Small 1 2 3 4 5 6

Unit SPD PIL GUN DF LDR Type RN MDC Spec


Invid Fighter Leader W/Booster 16 3 3 5 1 Fighter Leader/Fighter
Invid Fighter W/Booster 16 3 1 5 0 Dual Light Plasma Cannons 12 2 Rapid Fire
Invid Scout W/Booster 16 2 1 5 0
Invid Air Core: Hive Perimeter Base Point Cost = 65 Base Command Points = 3
Patrol Squadron

ShockTroopers X3 1 2 3
Fighter Scouts
x3
Brawler, Claws,
Block(2), Flight, Life
is Cheap, Bury
(ShockTrooper) ,
Protoculture Scope,
Weakness, Small
(Fighter Scout Only) 1 2 3
HTH: BB, CB,
GB, K, P, PP,
Stmp

Unit SPD PIL GUN DF LDR Type RN MDC Spec


ShockTrooper
Invid ShockTrooper 8 2 3 5 1
Dual Heavy Plasma Cannon
15 4 Rapid Fire Accurate
Pods
Invid Fighter 14 1 1 5 0 Fighter

Dual Light Plasma Cannons 12 2 Rapid Fire


Invid Support: Reconnaissance Base Point Cost = 30 Base Command Points = 1
Patrol Squad

Fighter Leader
Fighters x2
Scouts x3

L 1 2
Brawler, Claws,
Block(2), Flight, Life is
Cheap, Protoculture
Scope, Weakness,
Small
HTH: BB, GB, K, P,
PP, Stmp

1 2 3

Unit SPD PIL GUN DF LDR Type RN MDC Spec

Invid Fighter Leader 12 2 2 5 1 Fighter Leader/Fighter


Dual Light Plasma
Invid Fighter 12 1 1 5 0 15 2 Rapid Fire
Cannons

Invid Scout 12 1 * 5 0
Invid Air Support: Heavy Base Point Cost = 30 Base Command Points = 0
Patrol Squad

1
Trooper X3

Brawler, Claws, HTH: BB, GB,


Block(2), Flight, Life K, P, PP, Stmp
is Cheap, Bury,
Protoculture Scope,
Weakness

Unit SPD PIL GUN DF LDR

Invid Trooper 8 2 * 5 0
Invid Air Support: Base Point Cost = 45 Base Command Points = 3
Assault Squad

1
ShockTrooper X3

Brawler, Claws,
Block(2), Flight, Life
is Cheap, Bury,
Protoculture Scope,
Weakness 2

HTH: BB, GB,


K, P, PP, Stmp

Unit SPD PIL GUN DF LDR


3
Invid ShockTrooper 8 2 3 5 1

Type RN MDC Spec

Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire


Invid Air Support: Space Patrol Squad Base Point Cost = 45 Base Command Points = 1

Fighter Leader
Fighter Scouts x2
Scouts x3
1 2 3

Brawler, Claws, Block(1), 1 2 3


Flight, Afterburner, Life is
Cheap , Protoculture Scope,
Weakness, Space Only, Small HTH: BB, GB, P, PP

Unit SPD PIL GUN DF LDR Type RN MDC Spec


Invid Fighter Leader W/Booster 16 3 3 5 1
Fighter Leader/Fighter
Invid Fighter W/Booster 16 3 1 5 0
Invid Scout W/Booster 16 2 1 5 0 Dual Light Plasma Cannons 15 2 Rapid Fire
Invid Ground Core: Hive Perimeter Base Point Cost = 90 Base Command Points = 3
Patrol Squadron

1 2 3 1
ShockTroopers X3
Troopers X3
Fighter Scouts x3

Brawler, Claws, Block(2),


Flight, Life is Cheap,
Protoculture Scope, Weakness, 2
Small (Fighter Scout Only)

1 2 3

HTH: BB, GB, K, P,


PP, Stmp

Unit SPD PIL GUN DF LDR Type RN MDC Spec

Invid ShockTrooper 8 2 3 5 1 ShockTrooper

Invid Trooper 8 2 * 5 0 Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire Accurate

Invid Fighter 12 1 1 5 0 Fighter

Dual Light Plasma Cannons 12 2 Rapid Fire


Invid Ground Core: Hive Base Point Cost = 70 Base Command Points = 6
Alert Patrol Squadron

Troopers X3
Invid Soldier X2
Invid Scout X3
Invid Fighter x3

Brawler, Claws, 1 2 3 1 2 3
Block(2), Flight, Life
is Cheap, 1
Protoculture Scope,
Weakness, Small
HTH: BB, GB, K, P, (Scouts Only)
PP, Stmp

HTH: All 2

Block(1), Flight,
Protoculture Scope, Weakness 1 2 3

Unit SPD PIL GUN DF LDR Type RN MDC Spec


Soldier
Invid Soldier 4 3 3 6 2
Concealed Laser 6 1
Invid Trooper 8 2 * 5 0
Heavy Plasma Beam Rifle 9 2 Rapid Fire
Invid Fighter 14 1 1 5 0
Invid Scout 14 1 * 5 0 Fighter
Dual Light Plasma Cannons 12 2 Rapid Fire
Invid Ground Core: Buried Base Point Cost = 105 Base Command Points = 3
Perimeter Patrol Squadron
ShockTroopers X3
1 2 3
Troopers X6
Brawler, Claws,
Parry(2), Flight,
Life is Cheap,
Bury, ,
Protoculture
Scope, Weakness

HTH: BB, GB, K, P,


PP, Stmp

1 2 3 4 5 6

Unit SPD PIL GUN DF LDR Type RN MDC Spec


Invid ShockTrooper 8 2 3 5 1 ShockTrooper
Dual Heavy Plasma Cannon
Invid Trooper 8 2 * 5 0 18 4 Rapid Fire Accurate
Pods
Invid Ground Core: Occupied Base Point Cost = 85 Base Command Points =
Territory Patrol Squadron 9

ShockTroopers X3 1 2 3
Troopers X3
Invid Soldier X1
HTH: BB, GB, K, P,
PP, Stmp
Brawler,
Claws, Block(2),
Flight, Life is
Cheap ,
Protoculture 1 2 3 1
Scope,
Weakness

Block(1), Hover,
Protoculture Scope, HTH: All
Weakness

Type RN MDC Spec


Unit SPD PIL GUN DF LDR
ShockTrooper
Invid ShockTrooper 8 2 3 5 1 Dual Heavy Plasma Cannon Pods 18 4 Rapid Fire Accurate
Soldier
Invid Trooper 8 2 * 5 0
Concealed Laser 6 1
Invid Soldier 4 3 3 6 2 Heavy Plasma Beam Rifle 9 2 Rapid Fire
Invid Ground Support: Base Point Cost = 30 Base Command Points = 0
Trooper Squad

1
Trooper X3

Brawler, Claws, HTH: BB, GB,


Block(2), Flight, Life K, P, PP, Stmp
is Cheap, Bury,
Protoculture Scope,
Weakness

Unit SPD PIL GUN DF LDR

Invid Trooper 8 2 2 5 0
Invid Ground Support: Hive Base Point Cost = 45 Base Command Points = 3
Perimeter Patrol Squadron

1
ShockTrooper X3

Brawler, Claws,
Block(2), Flight, Life
is Cheap, Bury,
Protoculture Scope,
Weakness 2

HTH: BB, GB,


K, P, PP, Stmp

Unit SPD PIL GUN DF LDR


3
Invid ShockTrooper 8 2 3 5 1

Type RN MDC Spec

Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire


Invid Ground Support: Soldier Base Point Cost = 25 Base Command Points = 9
Patrol Squad
1 3

2
HTH: All

Block(1), Flight,
Protoculture Scope, Weakness,
Small, Hands

Unit SPD PIL GUN DF LDR Type Rng MDC Spec

Invid Soldier 4 3 3 6 2 Soldier


Concealed Laser 6 1

Heavy Plasma Beam Rifle 9 3 Rapid Fire


Invid Ground Support: Royal Base Point Cost = 35 Base Command Points = 9
Guard Patrol Squad
1 3

2
HTH: All

Block(1), Flight,
Protoculture Scope, Weakness,
Small, Hands

Unit SPD PIL GUN DF LDR Type Rng MDC Spec


Concealed Heavy Laser 6 2
Invid Royal Guard 5 3 3 7 2
Large Heavy Plasma Beam Rifle 15 5 Rapid Fire
Core: Invid Speeder Squadron Base Point Cost = 70 Base Command Points = 9

Invid Assault Speeder x3

HTH: BB

The Ram ability allows the unit to add one


damage to any Body Block for every 4
inches moved before striking a target. The
unit may select a target and move
through the target and end its
Block(1), Flight, Aircraft, Protoculture movement away from a target that is has
Scope, Weakness, Forward Energy Sheild performed a Body Block on. Damage
(8), Regenerate (3), Brawler, Ram, added to the attack from the movement is
Afterburner also attributed to the attacking unit as they
connect at high speed.
Forward Energy Shield, the speeders have an energy shield
that absorbs all damage from a single arc before the unit
does. The shield regenerates up to its regenerate level at the Type Rng MDC Spec
start of every game turn.
Soldier
Unit SPD PIL GUN DF LDR
Concealed Laser 6 1
Invid Assault
12 3 3 6 2 Heavy Plasma Beam Rifle 9 2 Rapid Fire
Speeder
Support: Invid Speeder Base Point Cost = 25 Base Command Points = 3

The Ram ability allows the unit to add one


damage to any Body Block for every 4
Invid Assault Speeder x1 inches moved before striking a target. The
unit may select a target and move
through the target and end its
HTH: BB
movement away from a target that is has
performed a Body Block on. Damage
added to the attack from the movement is
also attributed to the attacking unit as they
connect at high speed.

Block(1), Flight, Aircraft, Protoculture


Scope, Weakness, Forward Energy Sheild
(8), Regenerate (3), Brawler, Ram,
Afterburner

Forward Energy Shield, the speeders have an energy shield


that absorbs all damage from a single arc before the unit
does. The shield regenerates up to its regenerate level at the Type Rng MDC Spec
start of every game turn.
Soldier
Unit SPD PIL GUN DF LDR
Concealed Laser 6 1
Invid Assault
12 3 3 6 2 Heavy Plasma Beam Rifle 9 2 Rapid Fire
Speeder
Invid Ground Special: Small Brain Base Point Cost = 40 Base Command Points = 10

Invid Small Brain X1

HTH: None

Inorganic Control, Invid Brains can take direct command of any Inorganic mecha that are in play at the same time that they are. On each
Inorganic that the Brain takes direct control over, increase the GN and PIL by 1, and all Crossfire and Rear attack bonuses are negated. These
command points are paid for at the start of the turn. Place command point marker or token on the base of each unit that is under control. This
includes units that have multiple units per base.

Inorganic Assistance, the Invid Brain can also provide combat assistance to all other Invid mecha. When it does so the player will pay one
command point at the start of the turn and place it next to that mecha. As with inorganics that unit will also get any Crossfire or Rear Fire
bonuses against it negated but will not receive the PIL and GN bonuses. The unit must also have a friendly unit that has the attacker within his
Field of View.
Unit SPD PIL GN DF LDR
Brain * * * 5 10
Invid Ground Special: Medium Brain Base Point Cost = 80 Base Command Points = 20

Invid Medium Brain X1

None

HTH: None

Unit SPD PIL GN DF LDR

Brain * * * 5 20
Invid Ground Special: Large Brain Base Point Cost = 160 Base Command Points = 40

Invid Large Brain X1

None

HTH: None

Unit SPD PIL GN DF LDR

Brain * * * 5 40
Unique: Invid Regent Base Point Cost = 120 Base Command Points = 11

Teleport: Instead of moving normally the Regent can


Teleport himself up to 36 inches to any location within Shield
his field of view. He may do so even if engaged in Hand
HTH: All to Hand combat. Cost 6 Command Points.

Teleport Troops: When activated the Regent may


Teleport any squadron that has not been activated
previously to any location within 30 inches of himself.
Both locations where the squadron is at and where it
Armor
will be moved to must be within his Field of View. Once
moved the squadron can activate normally and move
Block(1), Flight,
at 1/2 their normal SPD. Cost 10 Command Points.
Brawler, Hands
Bio-Transmutation: The Regent may heal any non-
Inorganic Invid mecha within 36 inches and within his
Field of View by 2 points, per Command Point used. Body
This power can be used on multiple mecha during the
same activation.

Transmutation: The Regent can alter any Friendly Invid


mecha within 12 inches and his field of view to one
level higher. This can only be done once per turn.
Induce Frenzy: All units with weapons that have the Rapid Costs 8 Command Points.
Fire trait may fire them twice, until the next activation by 1. Scout
the Regent, for no cost. All units on the table have their DF 2. Armored Scout
rating reduced by 1 while Frenzy is in effect. Units in Hand 3. Trooper
to Hand combat get a +1 to their strike rolls. Cost 10 4. Shocktrooper
Command Points. 5. Soldier
6. Royal Guard

Type RN MD Spec
Unit SPD PIL GN DF LDR
Concealed Heavy Laser 6 2
Regent 5 4 4 7 10 Large Heavy Plasma Beam Rifle 15 5 Rapid Fire
Core: Invid Inorganic: Scout Party Base Point Cost = 60 Base Command Points = 0

Cougars X12
Crann X6

Invid Cougar: Leap,


Claws(Whip Tongue),
Brawler, Life is Cheap,
Protoculture Scope,
Quick 1 2 3 4 5 6
Crann: Brawler,
Claws, Life is Cheap, 1 2 3 4 5 6
Hands, Protoculture
Scope

HTH: All

7 8 9 10 11 12

Type RN MD Spec Upgrade


Unit SPD PIL GN DF LDR
Crann: Plasma Cannon 18 1 Accurate
Laser Pistol 9 2 Rapid Fire Anti-Missile 3
Invid Cougar 4 2 2 6 -
Crystal Laser Pistol 12 3 Rapid Fire 4 Crann 7 2 2 5 -
Core: Invid Inorganic: Hunting Party Base Point Cost = 65 Base Command Points = 0

Cougar X6
Scrimm X6
Crann X3
Invid Cougar:
Leap, Claws,
Brawler, Life is
Cheap, Protoculture 1 2 3 4 5 6
Scope, Quick

Scrimm:
Brawlers, Claws, 1 2 3 4 5 6
Protoculture Scope,
Life is Cheap, Hands

Crann: Brawler,
Claws, Life is Cheap,
Hands, Protoculture
Scope 1 2 3

HTH: All

Unit MV PIL GN DF LDR Type RN MD Spec Upgrade


Crann: Plasma Cannon 18 1 Accurate
Invid Cougar 4 2 2 6 -
Laser Pistol 9 2 Rapid Fire Anti-Missile 1
Scrimm 6 2 2 5 - Crystal Laser Pistol 12 3 Rapid Fire 2
Scrimm: Nerve Gas 5 1 Blast Anti-Infantry
Crann 7 2 2 5 - Missiles 12 2 Missile Anti-Missile Volley(8) 14
Core: Invid Inorganic: Extermination Pack Base Point Cost = 85 Base Command Points = 0

Invid Cougar: Leap,


Claws(Whip Tongue),
Brawler, Life is Cheap,
Protoculture Scope, Quick

Odeon: Protoculture HTH: All


Scope, Life is Cheap, Hands
1 2 3 1 2 3
Scrimm: Brawlers, Claws,
Protoculture Scope, Life is
Cheap, Hands

Crann: Brawler, Claws, Life


is Cheap, Protoculture Scope
Cougar X3
Odeon X6 HTH: All
Scrimm X3 1 2 3 4 5 6
Crann X3

1 2 3

Type RN MD Spec Upgrade


Crann: Plasma Cannon 18 1 Accurate
Laser Pistol 9 2 Rapid Fire Anti-Missile 1
Unit MV PIL GN DF LDR Crystal Laser Pistol 12 3 Rapid Fire 2
Invid Cougar 4 2 2 6 - Scrimm: Nerve Gas 5 1 Blast Anti-Infantry
Odeon 3 2 2 6 - Missiles 12 2 Missile Anti-Missile Volley(8) 7
Scrimm 7 3 3 5 - Odeon: Laser Pistol 9 2 Rapid Fire Anti-Missile 3
Crann 6 3 3 5 - Crystal Laser Pistol 12 3 Rapid Fire 4
Core: Invid Inorganic: Combat Pack Base Point Cost = 85 Base Command Points = 0

Invid Cougar: Leap,


Claws(Whip Tongue),
Brawler, Life is Cheap,
Protoculture Scope, Quick
Odeon: Protoculture
Scope, Life is Cheap,
Hands
Scrimm: Brawlers, 1 2 3 4 5 6
Claws, Protoculture
Scope, Life is Cheap,
Hands
Crann: Brawler, Claws,
Life is Cheap, 2
Protoculture Scope
Odeon X9
Crann X3
7 9

1 3

HTH: All 8

Type RN MD Spec Upgrade


Unit MV PIL GN DF LDR
Crann: Plasma Cannon 18 1 Accurate
Invid Cougar 4 2 2 6 -
Laser Pistol 9 2 Rapid Fire Anti-Missile 1
Odeon 3 2 2 6 - Crystal Laser Pistol 12 3 Rapid Fire 2
Scrimm 7 3 3 5 - Odeon: Laser Pistol 9 2 Rapid Fire Anti-Missile 4
Crann 6 3 3 5 - Crystal Laser Pistol 12 3 Rapid Fire 6
Core: Invid Inorganic: Assault Pack Base Point Cost = 75 Base Command Points = 0

Cougar X12
Odeon X6

HTH: All
Invid Cougar: Leap,
Claws, Brawler, Life is 1 2 3 4 5 6
Cheap

Odeon: Protoculture
Scope, Life is Cheap, 1 2 3 4 5 6
Hands

7 8 9 10 11 12

Unit MV PIL GN DF LDR Type RN MD Spec Upgrade


Invid Cougar 4 2 2 6 - Odeon: Laser Pistol 9 2 Rapid Fire Anti-Missile 3
Odeon 3 2 2 6 - Crystal Laser Pistol 12 3 Rapid Fire 4
Support: Invid Inorganic: Cougar Squad Base Point Cost = 30 Base Command Points = 0

Cougar X12
1 2 3 4 5 6
HTH: All

Invid Cougar:
Leap, Claws(Whip
Tongue), Brawler,
Life is Cheap,
Protoculture Scope,
Quick

7 8 9 10 11 12

Unit MV PIL GN DF LDR


Invid
4 2 2 6 -
Cougar
Support: Invid Inorganic: Odeon Squad Base Point Cost = 45 Base Command Points = 0

Odeon X6

HTH: All 1 2 3
Odeon: Protoculture
Scope, Life is Cheap,
Hands

4 5 6

Unit MV PIL GN DF LDR Type RN MD Spec Upgrade


Odeon 3 2 2 6 - Odeon: Laser Pistol 9 2 Rapid Fire Anti-Missile 4
Crystal Laser Pistol 12 3 Rapid Fire 6
Support: Invid Inorganic Scrimm Squad Base Point Cost = 35 Base Command Points = 0

Scrimm X6

HTH: All

Scrimm:
Brawlers, Claws,
Protoculture Scope, 1 2 3
Life is Cheap, Hands

4 5 6

Unit MV PIL GN DF LDR Type RN MD Spec Upgrade


Scrimm: Nerve Gas 5 1 Blast Anti-Infantry
Scrimm 6 2 2 5 - Missiles 12 2 Missile Anti-Missile Volley(8) 14
Support: Invid Inorganic: Crann Squad Base Point Cost = 30 Base Command Points = 0

1 2 3
Crann X6

HTH: All

Crann: Brawler,
Claws, Life is Cheap,
Hands, Protoculture
Scope

4 5 6

Type RN MD Spec Upgrade


Unit SPD PIL GN DF LDR
Crann: Plasma Cannon 18 1 Accurate
Laser Pistol 9 2 Rapid Fire Anti-Missile 3 Crann 7 2 2 5 -
Crystal Laser Pistol 12 3 Rapid Fire 4

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