Roaming Horrors
Roaming Horrors
Underhive Zombie
There are many strange and disturbing things lurking down in the depths of the hive, from brainleaf thralls and sump virus victims, to spider venom madmen and plague zombies.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
2D6" | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 4+ | 12+ |
Skills: Iron Jaw
Special Rules: Zombie
Special Rules
Zombie:
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Underhive Zombies cannot be Pinned and automatically pass any Cool checks they are required to take.
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Underhive Zombies cannot be made insane.
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If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror. However, Treat Flesh Wounds as Seriously Injured results.
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In the Recovery phase, Seriously Injured Underhive Zombies stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.
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Zombies subject to the Blaze condition are not automatically Broken and cannot attempt to put out the fire.
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Underhive Zombies can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack.
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Any enemy fighter taken Out of Action by an Underhive Zombie is replaced with an Underhive Zombie in the End Phase. (Roll a lasting injury for them as usual but apply it after the battle)
Underhive Rat
Scuttling through the tunnels in endless numbers, Underhive Rats are more than vermin, they’re a living tide of teeth and hunger. Drawn to blood, noise, and the scent of scrap, these creatures erupt from the dark in frenzied swarms, overwhelming the careless and dragging them down beneath a chittering mass.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6" | 4+ | 6+ | 2 | 2 | 1 | 2+ | 2 | 12+ | 10+ | 12+ | 12+ |
Skills: Evade, Dodge
Special Rules: Critter
Special Rules
Critter: This model never grants XP/Benefits/Bonuses for being Seriously Injured or taken Out of Action.
Big Game Hunter
Big Game Hunters are bounty hunters chasing one massive score. They are singularly focused on bringing down the most valuable target on the battlefield, before vanishing without a trace.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 3+ | 2+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 5+ | 5+ | 6+ |
Skills: Evade, Nerves of Steel, Lie Low
Equipment: Cameoline Cloak, Needle long rifle, infra-sight, Power Knife, Needle Pistol, Light Carapace Armour
Special Rules: Big Game Hunter
Special Rules
Big Game Hunter:
- Deployment: When the Big Game Hunter enters the battle, place it in the most suitable elevated or concealed position, at least 12" from all other models (except Roaming Horrors). If no suitable position is available, agree on a location with your opponent.
- Designated Target: When the Big Game Hunter is deployed, nominate the highest-ranking enemy fighter as its target (Leader first, or a Champion if no Leader is present).
- Lurking Threat: This model does not activate during the Action Phase like other fighters or Roaming Horrors.
If it has not acted during the round, it may instead be activated once in the end phase by the Player that placed it. - Target Sighted: Once per round if their designated target goes within this fighters line of sight at any point during their activation, the Big Game Hunter immediately makes a ranged attack against them.
- Fight Back: If engaged in close combat, it will fight back. If it is targeted by a ranged attack, it will attempt to return fire against the attacker once the attack has been resolved.
- Vanishing Act: Once its designated target has been taken Out of Action, the Big Game Hunter immediately leaves the battlefield and takes no further part in the battle.