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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.

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Presentation on theme: "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."— Presentation transcript:

1 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 mecha’s 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. 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.

2 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 up to 3 mecha from one specific squadron that were set aside are returned to the game as new reinforcements for that squadron. 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 units are removed from play.

3 Base Point Cost = 60 Base Command Points = 1
Invid Air Core: Reconnaissance Patrol Squadron Base Point Cost = 60 Base Command Points = 1 Fighter Leader Fighters x5 Scouts x6 L 1 2 3 4 5  Brawler, Claws, Block(2), Flight, Life is Cheap, Protoculture Scope, Weakness HTH: BB, GB, K, P, PP, Stmp 1 2 3 4 5 6 Unit SPD PIL GUN DF LDR Invid Fighter Leader 14 2 5 1 Invid Fighter Invid Scout * Type RN MDC Spec Fighter Leader/Fighter Dual Light Plasma Cannons 12 2 Rapid Fire

4 Base Point Cost = 65 Base Command Points = 1
Invid Air Core: Aerial Patrol Squadron Base Point Cost = 65 Base Command Points = 1 L 2 3 Trooper Leader x1 Troopers X2 Fighter Scouts x6  Brawler, Claws, Block(2), Flight, Life is Cheap, Bury (Trooper) , Protoculture Scope, Weakness HTH: BB, GB, K, P, PP, Stmp 1 2 3 4 5 6 Unit SPD PIL GUN DF LDR Invid Trooper Leader 8 2 5 1 Invid Trooper * Invid Fighter 14 Type RN MDC Spec Fighter Dual Light Plasma Cannons 12 2 Rapid Fire

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

6 Base Point Cost = 90 Base Command Points = 6
Invid Air Core: Assault Squadron Base Point Cost = 90 Base Command Points = 6 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 Invid ShockTrooper 8 2 3 5 1 Type RN MDC Spec Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire

7 Base Point Cost = 90 Base Command Points = 1 1 2 3 4 5 1 2 3 4 5 6
Invid Air Core: Space Patrol Squadron Base Point Cost = 90 Base Command Points = 1 Fighter Leader Fighter Scouts x5 Scouts x6 HTH: BB, GB, P, PP L 1 2 3 4 5  Brawler, Claws, Block(1), Flight, Afterburner, Life is Cheap , Protoculture Scope, Weakness, Space Only 1 2 3 4 5 6 Unit SPD PIL GUN DF LDR Invid Fighter Leader W/Booster 16 3 5 1 Invid Fighter W/Booster Invid Scout W/Booster 2 Type RN MDC Spec Fighter Leader/Fighter Dual Light Plasma Cannons 12 2 Rapid Fire

8 Base Point Cost = 65 Base Command Points = 3
Invid Air Core: Hive Perimeter Patrol Squadron Base Point Cost = 65 Base Command Points = 3 ShockTroopers X3 Fighter Scouts x3 1 2 3  Brawler, Claws, Block(2), Flight, Life is Cheap, Bury (ShockTrooper) , Protoculture Scope, Weakness 1 2 3 HTH: BB, CB, GB, K, P, PP, Stmp Unit SPD PIL GUN DF LDR Invid ShockTrooper 8 2 3 5 1 Invid Fighter 14 Type RN MDC Spec ShockTrooper Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire Accurate Fighter Dual Light Plasma Cannons 12 2

9 Base Point Cost = 30 Base Command Points = 1
Invid Support: Reconnaissance Patrol Squad Base Point Cost = 30 Base Command Points = 1 Fighter Leader Fighters x2 Scouts x3 L 1 2  Brawler, Claws, Block(2), Flight, Life is Cheap, Protoculture Scope, Weakness HTH: BB, GB, K, P, PP, Stmp 1 2 3 Unit SPD PIL GUN DF LDR Invid Fighter Leader 12 2 5 1 Invid Fighter Invid Scout * Type RN MDC Spec Fighter Leader/Fighter Dual Light Plasma Cannons 15 2 Rapid Fire

10 Base Point Cost = 30 Base Command Points = 0
Invid Air Support: Heavy Patrol Squad Base Point Cost = 30 Base Command Points = 0 1 Trooper X3 2 3  Brawler, Claws, Block(2), Flight, Life is Cheap, Bury, Protoculture Scope, Weakness HTH: BB, GB, K, P, PP, Stmp Unit SPD PIL GUN DF LDR Invid Trooper 8 2 * 5

11 Base Point Cost = 45 Base Command Points = 3
Invid Air Support: Assault Squad Base Point Cost = 45 Base Command Points = 3 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 Invid ShockTrooper 8 2 3 5 1 3 Type RN MDC Spec Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire

12 Base Point Cost = 45 Base Command Points = 1 1 2 3 1 2 3
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), Flight, Afterburner, Life is Cheap , Protoculture Scope, Weakness, Space Only 1 2 3 HTH: BB, GB, P, PP Unit SPD PIL GUN DF LDR Invid Fighter Leader W/Booster 16 3 5 1 Invid Fighter W/Booster Invid Scout W/Booster 2 Type RN MDC Spec Fighter Leader/Fighter Dual Light Plasma Cannons 15 2 Rapid Fire

13 Base Point Cost = 30 Base Command Points = 4
Invid Air Support: Enforcer Base Point Cost = 30 Base Command Points = 4 Enforcer X1  Brawler, Flight, Protoculture Scope, Weakness HTH: BB, K, P, PP, Stmp Unit SPD PIL GUN DF LDR Invid Enforcer 10 4 3 6 Type RN MDC Spec Dual Particle Beam Cannons 24 6 Accurate Rapid Fire Mini Plasma Cannons 1

14 Base Point Cost = 55 Base Command Points = 5
Invid Air Special: Royal Command Battloid Base Point Cost = 55 Base Command Points = 5 8 Royal Command Battloid X1  Brawler, Hover, Block(2), Flight, Protoculture Scope, Weakness 6 Type RN MDC Spec Invid RCB Plasma Cannon : Particle Beam 18 4 Rapid Fire Accurate : Plasma Discs 12 6 Concealed Lasers 2 Dual Missile Launchers (Upper) * Missile Ammo(8) Volley(8) Anti-Missile Rear Fire Dual Missile Launchers (Lower) Ammo(7) Volley(6) HTH: All Unit SPD PIL GUN DF LDR Invid RCB 13 4 6

15 Base Point Cost = 80 Base Command Points = 6
Invid Air Special: Overlord Base Point Cost = 80 Base Command Points = 6 Royal Command Battloid X1 8  Brawler, Claws, Flight, Protoculture Scope, Weakness  Block(2) – Gerwalk and Battloid  Hover - Guardian 8 Type RN MDC Spec Invid Overlord Arm Plasma Cannons : Particle Beam 18 8 Rapid Fire Accurate : Plasma Discs 12 Dual Heavy Plasma Cannon Pods 15 4 Dual Missile Launchers (Upper) * Missile Ammo(9) Volley(8) Anti-Missile Rear Fire Dual Missile Launchers (Lower) Ammo(7) HTH: All Unit MV PIL GUN DF LDR Overlord: Battloid 5 4 6 Overlord: Gerwalk 10 Overlord: Fighter 12

16 Base Point Cost = 90 Base Command Points = 3
Invid Ground Core: Hive Perimeter Patrol Squadron Base Point Cost = 90 Base Command Points = 3 ShockTroopers X3 Troopers X3 Fighter Scouts x3 1 2 3 1  Brawler, Claws, Block(2), Flight, Life is Cheap, Protoculture Scope, Weakness 2 1 2 3 3 HTH: BB, GB, K, P, PP, Stmp Unit SPD PIL GUN DF LDR Invid ShockTrooper 8 2 3 5 1 Invid Trooper * Invid Fighter 12 Type RN MDC Spec ShockTrooper Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire Accurate Fighter Dual Light Plasma Cannons 12 2

17 Base Point Cost = 70 Base Command Points = 6
Invid Ground Core: Hive Alert Patrol Squadron Base Point Cost = 70 Base Command Points = 6 Troopers X3 Invid Soldier X2 Invid Scout X3 Invid Fighter x3  Brawler, Claws, Block(2), Flight, Life is Cheap, Protoculture Scope, Weakness 1 2 3 1 2 3 1 HTH: BB, GB, K, P, PP, Stmp HTH: All 2  Block(1), Flight, Protoculture Scope, Weakness 1 2 3 Unit SPD PIL GUN DF LDR Invid Soldier 4 3 6 2 Invid Trooper 8 * 5 Invid Fighter 14 1 Invid Scout Type RN MDC Spec Soldier Concealed Laser 6 1 Heavy Plasma Beam Rifle 9 2 Rapid Fire Fighter Dual Light Plasma Cannons 12

18 Base Point Cost = 105 Base Command Points = 3
Invid Ground Core: Buried Perimeter Patrol Squadron Base Point Cost = Base Command Points = 3 ShockTroopers X3 Troopers X6 1 2 3  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 Invid ShockTrooper 8 2 3 5 1 Invid Trooper * Type RN MDC Spec ShockTrooper Dual Heavy Plasma Cannon Pods 18 4 Rapid Fire Accurate

19 Base Point Cost = 85 Base Command Points = 9
Invid Ground Core: Occupied Territory Patrol Squadron Base Point Cost = 85 Base Command Points = 9 ShockTroopers X3 Troopers X3 Invid Soldier X1 1 2 3 HTH: BB, GB, K, P, PP, Stmp  Brawler, Claws, Block(2), Flight, Life is Cheap , Protoculture Scope, Weakness 1 2 3 1  Block(1), Hover, Protoculture Scope, Weakness HTH: All Unit SPD PIL GUN DF LDR Invid ShockTrooper 8 2 3 5 1 Invid Trooper * Invid Soldier 4 6 Type RN MDC Spec ShockTrooper Dual Heavy Plasma Cannon Pods 18 4 Rapid Fire Accurate Soldier Concealed Laser 6 1 Heavy Plasma Beam Rifle 9 2

20 Base Point Cost = 30 Base Command Points = 0
Invid Ground Support: Trooper Squad Base Point Cost = 30 Base Command Points = 0 1 Trooper X3 2 3  Brawler, Claws, Block(2), Flight, Life is Cheap, Bury, Protoculture Scope, Weakness HTH: BB, GB, K, P, PP, Stmp Unit SPD PIL GUN DF LDR Invid Trooper 8 2 5

21 Base Point Cost = 45 Base Command Points = 3
Invid Ground Support: Hive Perimeter Patrol Squadron Base Point Cost = 45 Base Command Points = 3 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 Invid ShockTrooper 8 2 3 5 1 3 Type RN MDC Spec Dual Heavy Plasma Cannon Pods 15 4 Rapid Fire

22 Base Point Cost = 25 Base Command Points = 9
Invid Ground Support: Soldier Patrol Squad Base Point Cost = 25 Base Command Points = 9 1 3 2 HTH: All  Block(1), Flight, Protoculture Scope, Weakness Unit SPD PIL GUN DF LDR Invid Soldier 4 3 6 2 Type Rng MDC Spec Soldier Concealed Laser 6 1 Heavy Plasma Beam Rifle 9 2 Rapid Fire

23 Base Point Cost = 30 Base Command Points = 4
Invid Ground Support: Enforcer Base Point Cost = 30 Base Command Points = 4 Enforcer X1  Brawler, Flight, Protoculture Scope, Weakness HTH: BB, K, P, PP, Stmp Unit SPD PIL GUN DF LDR Invid Enforcer 10 4 3 6 Type RN MDC Spec Dual Particle Beam Cannons 24 6 Accurate Rapid Fire Mini Plasma Cannons 1

24 Base Point Cost = 55 Base Command Points = 5
Invid Ground Special: Royal Command Battloid Base Point Cost = 55 Base Command Points = 5 8 Royal Command Battloid X1  Brawler, Hover, Block(2), Flight, Protoculture Scope, Weakness 6 Type RN MDC Spec Invid RCB Plasma Cannon : Particle Beam 18 4 Rapid Fire Accurate : Plasma Discs 12 6 Concealed Lasers 2 Dual Missile Launchers (Upper) * Missile Ammo(8) Volley(8) Anti-Missile Rear Fire Dual Missile Launchers (Lower) Ammo(7) Volley(6) HTH: All Unit SPD PIL GUN DF LDR Invid RCB 13 4 6

25 Base Point Cost = 80 Base Command Points = 6
Invid Ground Special: Overlord Base Point Cost = 80 Base Command Points = 6 Royal Command Battloid X1 8  Brawler, Claws, Flight, Protoculture Scope, Weakness  Block(2) – Gerwalk and Battloid  Hover - Guardian 8 Type RN MDC Spec Invid Overlord Arm Plasma Cannons : Particle Beam 18 8 Rapid Fire Accurate : Plasma Discs 12 Dual Heavy Plasma Cannon Pods 15 4 Dual Missile Launchers (Upper) * Missile Ammo(9) Volley(8) Anti-Missile Rear Fire Dual Missile Launchers (Lower) Ammo(7) HTH: All Unit MV PIL GUN DF LDR Overlord: Battloid 5 4 6 Overlord: Gerwalk 10 Overlord: Fighter 12

26 Base Point Cost = 40 Base Command Points = 10
Invid Ground Special: Small Brain Base Point Cost = 40 Base Command Points = 10 Invid Small Brain X1  None HTH: None Unit MV PIL GUN DF LDR Brain * 5 10

27 Base Point Cost = 80 Base Command Points = 20
Invid Ground Special: Medium Brain Base Point Cost = 80 Base Command Points = 20 Invid Small Brain X1  None HTH: None Unit MV PIL GUN DF LDR Brain * 5 20

28 Base Point Cost = 160 Base Command Points = 40
Invid Ground Special: Large Brain Base Point Cost = Base Command Points = 40 Invid Small Brain X1  None HTH: None Unit MV PIL GUN DF LDR Brain * 5 40


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