CardFirst The NameDoctor g
MH
Subtitle Time Lord l Renegade : L A I C E P S
(2), Luck (6), Repair, Lige 1 Leader (2), Invent, Lige t2Vacuum (3+), Sonic Screwdriver Resist Resis Lige 1 Surprise/Confuse Spacer, Surprise/Confuse,, TAR ARDI DISS Lige 2Lord Time
Move
Def
Hits
Str
Agi
Int
Morale
6
46
x3
x3
4x
10 x
x9
Weapon
Range
Hit
Lige 1Screwdriver Sonic Lige 2 Lige 3 Lige 4
Lige 6” 1 Lige 2 Lige 3 Lige 4
Lige 4+ 1 Lige 2 Lige 3 Lige 4
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes Lige – 1 Stuns Lige 1Controlled/ Lige 2 Mechanoid Lige 2 models. models. Lige 3 Models Lige 3 get +1 to lose Lige 4 this Ligestatus 4 effect.
Model Unique Special Rules
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 (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 even if the Doctor has activated this turn already.
The Second Doctor
H
Renegade Time Lord l : L A I C E P S
(2), Luck (6), Repair, Invent, Leader (2), Resistt Vacuum (3+), Sonic Screwdriver Resis Spacer, Surprise/Confuse Surprise/Confuse,, TAR ARDI DISS Time Lord
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
3
4
10
9
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 (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 even if the Doctor has activated this turn already.
The Third Doctor
H
Renegade Time Lord l : L A I C E P S
(2), Luck (6), Repair, Invent, Leader (2), Resistt Vacuum (3+), Sonic Screwdriver Resis Spacer, Surprise/Confuse Surprise/Confuse,, TAR ARDI DISS Time Lord
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
3
4
10
9
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 (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 even if the Doctor has activated this turn already.
The Fourth Doctor
H
Renegade Time Lord l : L A I C E P S
(2), Luck (6), Repair, Invent, Leader (2), Resistt Vacuum (3+), Sonic Screwdriver Resis Spacer, Surprise/Confuse Surprise/Confuse,, TAR ARDI DISS Time Lord
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
3
4
10
9
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 (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 even if the Doctor has activated this turn already.
The Fifth Doctor
H
Renegade Time Lord l : L A I C E P S
(2), Luck (6), Repair, Invent, Leader (2), Resistt Vacuum (3+), Sonic Screwdriver Resis Spacer, Surprise/Confuse Surprise/Confuse,, TAR ARDI DISS Time Lord
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
3
4
10
9
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 (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 even if the Doctor has activated this turn already.
The Sixth Doctor
H
Renegade Time Lord l : L A I C E P S
(2), Luck (6), Repair, Invent, Leader (2), Resistt Vacuum (3+), Sonic Screwdriver Resis Spacer, Surprise/Confuse Surprise/Confuse,, TAR ARDI DISS Time Lord
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
3
4
10
9
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 (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 even if the Doctor has activated this turn already.
The Seventh Doctor
H
Renegade Time Lord l : L A I C E P S
(2), Luck (6), Repair, Invent, Leader (2), Resistt Vacuum (3+), Sonic Screwdriver Resis Spacer, Surprise/Confuse Surprise/Confuse,, TAR ARDI DISS Time Lord
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
3
4
10
9
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 (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 even if the Doctor has activated this turn already.
The Eighth Doctor
H
Renegade Time Lord l : L A I C E P S
(2), Luck (6), Repair, Invent, Leader (2), Resistt Vacuum (3+), Sonic Screwdriver Resis Spacer, Surprise/Confuse Surprise/Confuse,, TAR ARDI DISS Time Lord
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
3
4
10
9
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 (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 even if the Doctor has activated this turn already.
Susan Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream,, Time Lord Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 9 / 120
Barbara Scientist Companion
H
l
: L A I C E P S
Companion, Compani on, Invent, Luck (3), Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
9
8
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 10 / 120
Ian Strongarm Companion
H
l
: L A I C E P S
A Good Offense, Offense, Companion, Luck (3)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 11 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn. Luck cannot cannot be used to further reroll this dice.
Katerina Screamer Companion
H
l
: L A I C E P S
Devoted,, Luck (1) Companion, Devoted Monster Magnet, M agnet, Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 12 / 120
ability on Katerina at a distance of up to 12”. Devoted: The Doctor can use his Leader ability
Vicki Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 13 / 120
Steven Strongarm Companion
H
l
: L A I C E P S
A Good Offense, Offense, Companion, Luck (3) Spacer
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 14 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn. Luck cannot cannot be used to further reroll this dice.
Dodo Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 15 / 120
Polly Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 16 / 120
Ben Strongarm Companion
H
l
: L A I C E P S
A Good Offense, Offense, Compani Companion, on, Luck (3)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 17 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn. Luck cannot cannot be used to further reroll this dice.
Jamie Strongarm Companion
H
l
: L A I C E P S
A Good Offense, Offense, Companion, Luck (3)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 18 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn. Luck cannot cannot be used to further reroll this dice.
Victoria Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 19 / 120
Zoe Scientist Companion
H
l
: L A I C E P S
Compani on, Invent, Luck (3), Repair Companion, Spacer
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
9
8
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 20 / 120
Liz Scientist Companion
H
l
: L A I C E P S
Companion, Compani on, Invent, Luck (3), Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
9
8
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 21 / 120
Jo Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 22 / 120
Sarah Jane Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 23 / 120
Harry Strongarm Companion
H
l
: L A I C E P S
A Good Offense, Offense, Companion, Luck (3) Medic
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 24 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn. Luck cannot cannot be used to further reroll this dice.
Leela Strongarm Companion
H
l
: L A I C E P S
A Good Offense, Offense, Companion, Luck (3)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Str Notes
Brawl Knife Blowpipe
Melee Melee 8”
4+ 4+ 3+
3 3 –
Stuns Janus Thorns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 25 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn. Luck cannot cannot be used to further reroll this dice. Janus Thorns: Leela’ Leela’ss Blowpipe suffers no hit penalty for long range shots. Against a non- Mechanoid Mechanoid model model do not use the defender’s Def – a roll of 3+ will always cause a wound.
K9 Robotic dog Companion
H
l
: L A I C E P S
Companion, Luck (3), Mechanoid, Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
1
2
7
8
Weapon Nose Laser
Range
Hit
6”
4+
Str Notes 3
1 Hit or Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 26 / 120
Romana Scientist Companion
H
l
: L A I C E P S
Academy Trai Academy Trained ned,, Companion, Invent, Luck (3), Monster Magnet, Repair Sonic Screwdriver, Screwdriver, Tim Timee Lor Lord, d, Unique
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
10
8
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 vers version ion of this card in i n play pl ay.. Your opponent gains +1VP if Romana is one of the Doctor’s companions. companions.
Romana Scientist Companion
H
l
: L A I C E P S
Companion, Invent, Luck (3) Repair, Sonic Screwdriver, Screwdriver, Tim Timee Lor Lord, d, Unique
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
10
8
Weapon Sonic Screwdriver
Range
Hit
Str Notes
6”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Stuns Controlled/ Mechanoid models. models. Models get +1 to lose this status effect.
Model Unique Special Rules
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 vers version ion of this card in i n play pl ay.. Your opponent gains +1VP if Romana is one of the Doctor’s companions. companions.
Adric Scientist Companion
H
l
: L A I C E P S
Companion, Compani on, Invent, Luck (3), Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
9
8
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 29 / 120
Tegan Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 30 / 120
Nyssa Scientist Companion
H
l
: L A I C E P S
Companion, Compani on, Invent, Luck (3), Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
9
8
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 31 / 120
Turlough Strongarm Companion
H
l
: L A I C E P S
A Good Offense, Offense, Cat’s Paw, Paw, Companion, Luck (3)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
8
7
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 32 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn. Luck cannot cannot be used to further reroll this dice. Cat’s Paw: Once per game Turlough can be activated by the monster player by using two activation activation tokens. Turlough cannot attack when he is activated this this way. way. Next turn the heroic player player gains an additional additional activation token. token.
Peri Screamer Companion
H
l
: L A I C E P S
Companion, Luck (3), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
6
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 33 / 120
Mel Screamer Companion
H
l
: L A I C E P S
Companion, Luck (2), Monster Magnet Scream
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
4
7
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 34 / 120
Ace Strongarm Companion
H
l
: L A I C E P S
A Good Offense, Offense, Companion, Luck (3) Nitro-9
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl Grenade
Melee 8”
4+ 4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 3 4
Stuns Blast Bla st 2”, Scatte Sca tterr, Thr Thrown own
Model Unique Special Rules
2CR 35 / 120
A Good Offense: One hit or damage roll made by this model can be rerolled each turn. Luck cannot 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 Scientist Companion
H
l
: L A I C E P S
Compani on, Invent, Luck (3), Medic Companion, Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
9
8
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 36 / 120
Time Lord President Big time cheese
H
l
: L A I C E P S
Artifacts of Rassilon, Rassilon, Invent, Leader (2), (2), President,, Time Lord President
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
10
9
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 37 / 120
Gallifreyan an Artifacts of Rassilon: The Time Lord President has access to several ancient Gallifrey Artifacts artifacts – see page 29 of the DWMG rulebook. Leader (2): This ability can only affect Gallifreyan Gallifreyan models. models. President: All Gallifreyan Gallifreyan models models can reroll one failed Morale check per turn tur n if the President is within 12”.
Time Lord
H
Master of the universe? : L A I C E P S
Gallifreyan, Invent, Repair, Gallifreyan, Re pair,Tim Timee Lor Lordd
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
2
3
9
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 38 / 120
Gallifreyan: This model can be affected by other special rules which affect Gallifreyan models.
Chancellery Guard
H
Capitol fellow : L A I C E P S
Body Ar Armour, mour, Gallifreyan Guard Commanders gain Leader (2)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
Weapon
Range
Hit
Brawl Staser Pistol
Melee 12”
4+ 4+
Str Notes 3 4
Stuns Laser, Pistol
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 39 / 120
Gallifreyan: This model can be affected by other special rules which affect Gallifreyan models. Leader (2): The Guard Commander’s Leader ability ability can only affect Chancellery Guard models.
Outsider
H
Gallifreyan gone native : L A I C E P S
Gallifreyan Outsider Leaders gain +1 Morale and Leader (3)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
Weapon Brawl Primitive Pri mitive Weapons Weapons
Range
Hit
Melee Melee/8”
4+ 4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 3 3
Stuns Str 2 vs Mechanoids vs Mechanoids or Body Armour
Model Unique Special Rules
2CR 40 / 120
Gallifreyan: This model can be affected by other special rules which affect Gallifreyan models. Leader (3): The Outsider Leader’s Leader ability ability can only affect Outsider models.
The Master Villainous Time Lord
M
l
: L A I C E P S
Hypnotis e , Invent, Luck (3), Obey Me! Hypnotise Repair, Safer Behind Bars, Bars, TAR ARDI DISS Time Lord, Unique You Have Tri ricked cked Us Us!!
Move
Def
Hits
Str
Agi
Int
Morale
6
3
3
3
4
10
6
Weapon Tissue Compression Eliminator
Range
Hit
6”
3+
Str Notes 4
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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 player’s 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 leave the table table by the shortest short est route. The Master does not count as being in play on the monster player’s side when this occurs.
The Master Villainous Time Lord
M
l
: L A I C E P S
Hypnotis e , Invent, Luck (3), Obey Me! Hypnotise Repair, Safer Behind Bars, Bars, TAR ARDI DISS Time Lord, Unique You Have Tri ricked cked Us Us!!
Move
Def
Hits
Str
Agi
Int
Morale
6
3
3
3
4
10
6
Weapon Tissue Compression Eliminator
Range
Hit
6”
3+
Str Notes 4
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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 player’s 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 leave the table table by the shortest short est route. The Master does not count as being in play on the monster player’s side when this occurs.
Omega Anti-matter megalomaniac
M
l
: L A I C E P S
Force of Will Will,, Invent, Invulnerable (3) Leader (1), Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
4
3
10
9
Weapon
Range
Hit
Str Notes
Anti-m atter Touch Anti-matter Force of Will
Melee 12”
2+ 2+
3 –
Disruptor See reverse
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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. Sur Survivors vivors cannot activate in their next action phase.
The Brigadier UNIT commander
H
l
: L A I C E P S
Inspirational, Leader (2), Inspirational, (2), Luck (1)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl Pistol
Melee 12”
3+ 4+
Str Notes 3 3
Stuns Pistol
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 44 / 120
Inspirational: UNIT models and Companions Companions within within 12” of the Brigadier may use his Morale for tests if required. Leader (2): The Brigadier can use his Leader ability ability on any other UNIT models or friendly Civilians or Scientists.
Captain Yates UNIT ofcer
H
l
: L A I C E P S
Easily Convinced, Convinced, Leader (2), (2), Luck (1)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl Pistol Grenade
Melee 12” 8”
4+ 4+ 4+
Str Notes 3 3 4
Stuns Pistol 2” Blast, Scatter
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 45 / 120
Easily Convinced: Rolls made on behalf of an opposing model to gain control of Captain Yates may reroll the dice if the rst r st attempt does not succeed. Leader (2): Captain Yates can use his Leader ability ability on any UNIT models except The Brigadier, or friendly Civilians or Scientists.
Sergeant Benton UNIT ofcer
H
l
: L A I C E P S
Leader (1), (1), Luck (1)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
8
Weapon
Range
Hit
Brawl SMG Grenade
Melee 16” 8”
4+ 4+ 4+
Str Notes 3 3 4
Stuns Burst, Cannot aim 2” Blast, Scatter
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 46 / 120
Leader (1): Sergeant Benton can use his Leader ability ab ility on UNIT Serge Sergeants, ants, Trooper roopers, s, Heavy Weapon Teams, or frie friendly ndly Civilians or Scientis Scientists. ts.
UNIT Sergeant
H
UNIT ofcer : L A I C E P S
Leader (1)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
8
Weapon
Range
Hit
Brawl SMG Grenade
Melee 16” 8”
4+ 4+ 4+
Str Notes 3 3 4
Stuns Burst, Cannot aim 2” Blast, Scatter
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 47 / 120
Leader (1): The Unit Sergeant can use his Leader ability a bility on UNIT Trooper roopers, s, heavy Weapon Teams, or friend f riendly ly Civilians Civi lians or Scientist Scientists. s.
UNIT Soldier
H
First line of defence : L A I C E P S
UNIT Kit
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
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
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 48 / 120
UNIT Kit: UNIT Soldiers carry either a Rie or a SMG. 1 in 3 Unit Soldiers may carry grenades. All equipment must be clearly marked or visible.
UNIT Heavy Weapon Team
H
Hard hitter hitter s : L A I C E P S
2 Ma Mann Tea eam m, Heavy Weapo Weaponn Restricted Use
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
7
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
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 49 / 120
2 Man Team: The UNIT U NIT Heavy He avy Weapon Team consists con sists of 2 models on a single base base.. It can function at full effectiveness until it loses it’s last Hit. Heavy Weapon: Each UNIT Heavy Weapon Team is equipped with one heavy weapon – choose Bazooka, Bazooka, Heavy Machine Machine Gun or Mortar Mort ar.. The heavy heavy weapon cannot cannot be aimed.
Mor tar res over the heads of other models, do does not require a line Mortar: The Mortar of sight to a target. Shots red at targets tar gets not in line of sight to another UNIT model suffer a –1 hit penalty. Restricted Use: One UNIT U NIT Heavy Weapon Team or Sniper S niper can be elded e lded per 8 standard UNIT Soldiers.
UNIT Sniper
H
Crack shot : L A I C E P S
Restricted Use, Use, Sniper Scope Well Concealed
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
Weapon
Range
Hit
Brawl Sniper Rifle
Melee 24”
4+ 4+
Str Notes 3 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 50 / 120
Restricted Use: One UNIT U NIT Heavy Weapon Team or Sniper S niper can be elded e lded per 8 standard UNIT Soldiers. Sniper Scope: Aimed shots using the sniper rie r ie can be red at up to 30”, do not suffer the –1 hit penalty for long long range shots, and count as Str 4 hits. Well Concealed: If the UNIT Sniper is in cover, he cannot be targeted until the rer is within 12”.
Administrator Bureaucratic leader
H
l
: L A I C E P S
Leader (2), Sceptical Administrators fear Alien fear Alien models models
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
7
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 51 / 120
Sceptical: Roll 1D6 when the Administrator is activated. On On 5+ both the Administrator and one friendly model within 6” (opponents choice) count as having been activated this turn, and can take no actions. This rule ceases to have any effect once any monster models get within 12” of the Administrator.
Administrator Bureaucratic leader
M
l
: L A I C E P S
Leader (2), Sceptical Administrators fear Alien fear Alien models models
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
7
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 52 / 120
Sceptical: Roll 1D6 when the Administrator is activated. On On 5+ both the Administrator and one friendly model within 6” (opponents choice) count as having been activated this turn, and can take no actions. This rule ceases to have any effect once any monster models get within 12” of the Administrator.
Civilian
H
Helpless monster bait : L A I C E P S
Civilians fear Alien fear Alien models models
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
7
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 53 / 120
Civilian
M
Helpless monster bait : L A I C E P S
Civilians fear Alien fear Alien models models
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
7
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 54 / 120
Scientist
H
White coated monster food food : L A I C E P S
Invent, Repair Scientists fear Alien fear Alien models models
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
8
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 55 / 120
Scientist
M
White coated monster food food : L A I C E P S
Invent, Repair Scientists fear Alien fear Alien models models
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
8
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 56 / 120
Security Guard
H
Friend or foe? : L A I C E P S
Body Armour (option) Suitably Equipped Security Guards fear Alien fear Alien models models until they pass a Morale test
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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
M
Friend or foe? : L A I C E P S
Body Armour (option) Suitably Equipped Security Guards fear Alien fear Alien models models until they pass a Morale test
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
Weapon
Range
Hit
Brawl
Melee
4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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
H
Historical ghter : L A I C E P S
Low-tech Warriors fear non-native Alien non-native Alien models models Warrior Leaders gain +1 Morale & Leader (3)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
6
7
Weapon
Range
Hit
Brawl Suitable Weaponr Weaponry y
Melee
3+ 4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 59 / 120
Leader (3): Warrior Leaders Leader s may only use their Leader on on friendly Warrior models. Low-tech: Warrior arriorss ghting technological enemies count their Def and Str at –1. They may add +1 Def if they carr car r y shields, and some Warrior arriorss may be equipped with the equivalent of Body Armour Ar mour..
Warrior
M
Historical ghter : L A I C E P S
Low-tech Warriors fear non-native Alien non-native Alien models models Warrior Leaders gain +1 Morale & Leader (3)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
6
7
Weapon
Range
Hit
Brawl Suitable Weaponr Weaponry y
Melee
3+ 4+
Str Notes 3
Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 60 / 120
Leader (3): Warrior Leaders Leader s may only use their Leader on on friendly Warrior models. Low-tech: Warrior arriorss ghting technological enemies count their Def and Str at –1. They may add +1 Def if they carr car r y shields, and some Warrior arriorss may be equipped with the equivalent of Body Armour Ar mour..
Alien Lackey
M
Foolish manipulator : L A I C E P S
Bad Influence, Influence, In The Th e Way Way, Infiltrator, Leader (1), Sabotage
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
7
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 61 / 120
Bad Influence: The Alien Lackey’s 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. model.
Ambassador of Death
M
Radioactive alien : L A I C E P S
Alien (unhelmeted) Infiltrator (unhelmeted), Invulnerable Invulnerable Radioactive
Move
Def
Hits
Str
Agi
Int
Morale
4
3
1
3
3
8
7
Weapon
Range
Hit
Radioa ctive Touch Radioactive Radioactive Blast
Melee 6”
3+ 3+
Str Notes 4 4
Disruptor Disruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 62 / 120
Radioactive: During the end phase all non- Mechanoid Mechanoid , non-Ambassador models within 6” of any Ambassadors will take an automatic Str 2 hit from the alien’s radioactive bodies.
Nestene Intelligence Tentacled ter terror ror
M
l
: L A I C E P S
Controller,, Leader (3), (3), Plastic Alien, Controller Resistt Vacuum Resis Vacuum
Move
Def
Hits
Str
Agi
Int
Morale
0
4
3
4
0
9
9
Weapon
Range
Hit
Tentacle Crush
Melee
4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 4
1D6 attacks – roll each turn
Model Unique Special Rules
2CR 63 / 120
Controller: The Nestene Intelligence controls all Autons Autons (including Copies) on the table. If it is destroyed destroyed all Autons count as uncontrolled. uncontrolled. Leader (3): The Nestene Intelligence can use its Leader ability ability on Autons and Auton Copy models. models. It can use this ability on these models at any range. range . Plastic: Any hit caused by bullets or other blunt weapons can be disregarded by rolling 2+ on 1D6.
Auton
M
Living plastic automaton : L A I C E P S
Controlled,, Plastic Plastic,, Steady Alien, Controlled Resistt Vacuum Resis Vacuum
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
2
7
8
Weapon
Range
Hit
Crushing Blow Blaster
Melee 12”
4+ 4+
Str Notes 4 4
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 64 / 120
Controlled: Uncontrolled Autons do not count as being in play and cannot activate. activate . While uncontrolled they are hit automatically 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. r un.
Auton Copy
M
Living plastic duplicate : L A I C E P S
Controlled, Infiltrator, Leader (1), Plastic Controlled, Steady,, Resis Steady Re sistt Vacuum, Wax Copy
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
2
8
8
Weapon
Range
Hit
Crushing Blow Blaster
Melee 12”
4+ 4+
Str Notes 4 4
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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. r un. Wax Copy: Auton Copies may replace any non-unique enemy model with no more than 2 starting star ting Hits in any end end phase, the ‘original’ having been detained by by the Nestene previously previously.. The replaced rep laced model mo del now uses this prole prole.. The player p layer who has h as just lost their model gains gains a number of VP equal to the replaced replaced model’s model’s original Hits.
Animated Plastic
M
Auton consumer object : L A I C E P S
Controlled, Plastic Controlled, Plastic,, Resis Resistt Vacuum Vacuum Temporary Control
Move
Def
Hits
Str
Agi
Int
Morale
2
3
1
3
3
0
0
Weapon
Range
Hit
Plastic Attack
Melee
4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 3
Models in melee may not break free
Model Unique Special Rules
2CR 66 / 120
Controlled: Uncontrolled Animated Plastic models do not count as being in play and cannot activate. While uncontrolled they are hit automaticall automaticallyy 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.
player can expend one activation if the Nestene Temporary Control: Cont rol: The Auton player 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)
M
Golden benefactor : L A I C E P S
Form, Fair Form Alien, Change Form, Group Mind, Mind, Invulnerable (2)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
9
9
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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)
M
Tr ue form for m of Axos : L A I C E P S
Form, Group Mind Alien, Change Form, Invulnerable (2), (2), Natural Form, Form, Slow
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
4
2
9
9
Range
Hit
6”
2+
Weapon Explosive Explos ive Tentacl Tentaclee
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 5
Target may roll Agi test to avoid. avoid. May also be used as a melee attack
Model Unique Special Rules
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 Ax on Copy Copy
M
Servant Ser vant of Axos Axos l : L A I C E P S
Change Form, Form, Group Mind, Mind, Infiltrator Invulnerable (2), (2), Replacement
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
9
9
Weapon As original model
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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 t aking any actions. actio ns. Acon Copies which change form cannor change back to Axon 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 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 Tenta entacled cled Axon. Axo n.
Celestial Celesti al Toymaker Shall we play a game?
M
l
: L A I C E P S
Createe Toy Creat oy,, Invulnerable (4), Luck (4) Plaything
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
9
9
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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 Toymak oymaker er each turn. After 6 successful tests the Toymak oymaker er and all his Toys are removed from play.
Toy
M
Deadly Automaton : L A I C E P S
Game me Of Toys Toys Blocker, Controlled, Ga Invulnerable (2)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
7
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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 oy,, with the highest roll succeeding. succeeding. Toys are natural natural cheats and can add +1 to t o their thei r rolls on any of their th eir tests. tes ts. The Celestial Celes tial Toymaker can also use us e his Luck to to inuence 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 oymaker..
Cyberman (CyberMondasian)
M
Balaclavas On : L A I C E P S
Director, Mechanoid Alien, Cyber Director, Mind Control
Move
Def
Hits
Str
Agi
Int
Morale
6
4
1
5
2
8
8
Weapon
Range
Hit
Crushing Blow Heat Lamp
Melee 12”
3+ 3+
Str Notes 5 4
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 72 / 120
Cyber Director: The off-table of f-table Cyber Director Dir ector is helping he lping to plan pla n your str strategy ategy.. 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 if it fails.
Cyberman (Early Cyberfaction)
M
Fans of Radio : L A I C E P S
Director, Mechanoid Alien, Cyber Director, Mind Control
Move
Def
Hits
Str
Agi
Int
Morale
6
5
1
5
3
8
8
Weapon
Range
Hit
Crushing Blow Sonic Blaster Energy Rifle
Melee 8” 12”
3+ 3+ 3+
Str Notes 5 3 4
Distruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 73 / 120
Cyber Director: The off-table of f-table Cyber Director Dir ector is helping he lping to plan pla n your str strategy ategy.. 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 if it fails.
Cyberman (CyberNeomorph)
M
Upgraded model : L A I C E P S
Alien, Mechanoid
Move
Def
Hits
Str
Agi
Int
Morale
6
5
1
5
3
8
8
Weapon
Range
Hit
Crushing Blow Cyber-Gun
Melee 16”
3+ 3+
Str Notes 5 4
Distruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 74 / 120
Cyber Lieutenant
M
CyberNeomorph 2nd : L A I C E P S
Alien, Leader (1), Mechanoid
Move
Def
Hits
Str
Agi
Int
Morale
6
5
1
5
3
8
8
Weapon
Range
Hit
Crushing Blow Cyber-Gun Cyber-Grenade
Melee 16” 12”
3+ 3+ 4+
Str Notes 5 4 4
Distruptor Blast 2”, Scatter
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 75 / 120
Cyber Leader (CyberNeomorph) Cyber Force Commander
l
: L A I C E P S
Alien, Leader (2), Mechanoid
Move
Def
Hits
Str
Agi
Int
Morale
6
5
2
5
3
8
8
Weapon
Range
Hit
Crushing Blow Cyber-Gun Cyber-Grenade
Melee 16” 12”
3+ 3+ 4+
Str Notes 5 4 4
Distruptor Blast 2”, Scatter
M © D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 76 / 120
Cyber Controller (CyberNeomorph) Big head l : L A I C E P S
Communicator,, Leader (2) Alien, Communicator Mechanoid
Move
Def
Hits
Str
Agi
Int
Morale
6
5
2
6
3
9
9
Weapon
Range
Hit
Crushing Blow Cyber-Gun
Melee 16”
3+ 3+
Str Notes 6 4
Distruptor
M © D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 77 / 120
Communicator: The Cyber Controller’s Leader ability ability has an unlimited range.
Cyber Slave Partiall Par tiallyy conver converted ted unfor unfortunat tunate e : L A I C E P S
Controlled, Unwilling Conscript
Move
Def
Hits
Str
Agi
Int
Morale
6
4
1
4
3
7
6
Weapon
Range
Hit
Crushing Blow
Melee
4+
Str Notes 4
M © D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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
M
Cybernetic pest : L A I C E P S
Noticed, Mechanoid Alien, Hardly Noticed, Sabotage Sabota ge,, Small, Surprise
Move
Def
Hits
Str
Agi
Int
Morale
4
2
1
1
3
6
10
Weapon
Range
Hit
Poisonous Bite
Melee
4+
Str Notes 4
Does not effect Mechanoids
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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. model. This Cybermat can do nothing else this turn. Surprise: On the turn tur n Cybermats move into melee, their opponent must count their Def at –1.
Tobia obiass Vaughn Electronics Genius
M
l
: L A I C E P S
Commanding, Hypnotise, Leader (1) Commanding,
Move
Def
Hits
Str
Agi
Int
Morale
6
4
2
4
3
9
6
Range
Hit
Weapon None
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 80 / 120
Commanding: Models activated by Tobias Vaughn’s Vaughn’s Leader ability ability may reroll failed Morale tests. Leader (1): Tobia obiass Vaughn’s Leader ability ability only affects International Inter national Electromatics personnel.
Packer Hapless Head of Security
M
l
: L A I C E P S
Bungling, Leader (2) Bungling,
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
Weapon
Range
Hit
Brawl Pistol
Melee 12”
3+ 3+
Str Notes 3 3
Stuns Pistol
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 81 / 120
Bungling: If a heroic model expends a Luck point point within 6” of Packer, roll 1D6. On the roll of 5+ the effects of the Luck are are as normal, but the point is not considered to be spent. Leader (2): Packer’s Leader ability ability only affects International Inter national Electromatics security personnel.
Dalek (Imperial) Mutant Xenophobic Exterminator : L A I C E P S
Alien, Armoured Shell Dalekinium Armour, Armour, Hover, Mechanoid Dalek Patrol Leaders gain Leader gain Leader (1)
Move
Def
Hits
Str
Agi
Int
Morale
6
5
1
2
2
8
8
Weapon Dalek Blaster
Range
Hit
16”
4+
M © D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 4
Cannot aim, Disruptor Laser, 2 Shots
Model Unique Special Rules
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 weapon’s Str on 1D6.
Dalek Mutant Xenophobic Exterminator : L A I C E P S
Alien, Armoured Shell Dalekinium Armour, Armour, Hover, Mechanoid Dalek Patrol Leaders gain Leader gain Leader (1)
Move
Def
Hits
Str
Agi
Int
Morale
6
5
1
2
2
8
8
Weapon Dalek Blaster
Range
Hit
16”
4+
M © D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 4
Cannot aim, Disruptor Laser, 2 Shots
Model Unique Special Rules
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 weapon’s Str on 1D6.
Dalek Engineer
M
Wheeled Toolbox : L A I C E P S
Alien, Armoured Shell Dalekinium Armour, Armour, Hover, Invent Mechanoid, Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
5
1
2
2
8
8
Weapon
Range
Hit
Manipulator Arm Dalek Blaster
Melee 16”
4+ 4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 2 4
Cannot aim, Disruptor Laser, 2 Shots
Model Unique Special Rules
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 weapon’s Str on 1D6.
Dalek Emperor Ultimate commander
M
l
: L A I C E P S
Absolute Command, Command, Al Alie ien, n, Communicator,, Dalekinium Armour Communicator Force Field (4+), Immobile Immobile,, Leader (2) Mechanoid, Unstoppable Destiny
Move
Def
Hits
Str
Agi
Int
Morale
0
6
3
0
0
9
0
Weapon Cannot Attack
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 85 / 120
Absolute Command: Friendly Dalek forces automatically 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 model’s model’s Leader ability 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 weapon’s 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 player 2 points of Luck per per turn. These points cannot be saved from tun to turn.
Dalek Emperor’s Guard
M
Elite Dalek bodyguard : L A I C E P S
Alien, Armoured Shell Dalekinium Armour, Armour, Elite Guard, Guard, Hover Mechanoid
Move
Def
Hits
Str
Agi
Int
Morale
6
5
1
2
2
8
8
Weapon
Range
Hit
Dalek Blaster
16”
4+
4
Disintegrator
12”
4+
4
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes Cannot aim, Disruptor Laser, 2 Shots 1D3 hits, Str 5 vs Mechanoids
Model Unique Special Rules
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 weapon’s Str on 1D6. Elite Guard: This model can reroll one missed attack roll each turn. The Dalek Emperor’ss Guard can elect to only shoot once with its Blaster to gain one attack Emperor’ with its Disintegrator.
Dalek Supreme Force commander
M
l
: L A I C E P S
Alien, Absolute Command Armoured Shell, Shell, Communicator Dalekinium Armour, Armour, Hover, Leader (2) Mechanoid
Move
Def
Hits
Str
Agi
Int
Morale
6
5
3
2
2
8
9
Weapon Dalek Blaster
Range
Hit
16”
4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 4
Cannot aim, Disruptor Laser, 2 Shots
Model Unique Special Rules
2CR 87 / 120
Absolute Command: Friendly Dalek forces automatically 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 model’s model’s Leader ability 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 weapon’s Str on 1D6.
Davros Kaled scientist
M
l
: L A I C E P S
Shell, Crippled Alien, Armoured Shell, Fanatic Leadership, Leadership, Hover, Invent Leader (2) Mechanoid
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
1
2
9
6
Weapon Per ersonal sonal Blaster
Range
Hit
6”
4+
Str Notes 3
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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.
Special Weapon Dalek Mobile tank
M
l
: L A I C E P S
Alien, Armoured Shell Dalekinium Armour, Armour, Defenceless Mechanoid, Targeting Computer
Move
Def
Hits
Str
Agi
Int
Morale
6
6
2
2
2
8
8
Weapon Dalek Destructor
Range
Hit
12”
4+
Str Notes 6
Laser
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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 weapon’s 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
M
Human collaborator : L A I C E P S
Body Armour
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
Weapon
Range
Hit
Brawl Dalek Blaster
Melee 16”
4+ 4+
Str Notes 3 4
Stuns Disruptor Disr uptor,, Laser
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 90 / 120
Draconian
M
Reptilian conqueror : L A I C E P S
Alien, Honour Bound, Bound, Rival Empire
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
8
Weapon
Range
Hit
Brawl Laser Rifle
Melee 24”
3+ 4+
Str Notes 3 4
Stuns Laser
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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
M
Protoplasmic Protop lasmic servant ser vant : L A I C E P S
Alien, Anti-matter Creature, Creature, Controlled Creation Of Will Will,, Slow
Move
Def
Hits
Str
Agi
Int
Morale
4
4
1
4
1
5
9
Weapon
Range
Hit
Anti-matter Claw Anti-matter Blast
Melee 12”
3+ 3+
Str Notes 4 4
Disruptor Disruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 92 / 120
Anti-matter Creature: Gel Guards in the positive matter universe (i.e. (i.e . Ear Earth) th) gain the Invulnerable (2) ability. (2) ability. Creation Of Will: While in the anti-matter universe, universe , a successful hit on a Gel Guard can be negated if Omega forfeits his next action.
Ice Warrior
M
Martian Mar tian conqueror conqueror : L A I C E P S
Intolerant, Slow Alien, Heat Intolerant, Ice Warrior Squad Leaders gain Leader (1)
Move
Def
Hits
Str
Agi
Int
Morale
5
5
1
4
2
8
8
Weapon
Range
Hit
Mar tian Claw Martian Claw Sonic Blaster Sonic Rifle
Melee 20” 24”
4+ 4+ 4+
Str Notes 4 4 5
Sonic Weapon Sonic Weapon, Special Issue
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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 otherwise it cannot take any actions, but still counts as having been activated. Sonic Weapon: Compare this weapon’s Str to the target’s Def or Str, whichever is lower. Special Issue: Only 1 Ice Warrior in every ever y 2 squads may carry carr y a Sonic Rie.
Ice Lord
M
Noble Nob le Martian Mar tian leader l : L A I C E P S
Alien, Heat Intolerant, Intolerant, Leader (2), Slow
Move
Def
Hits
Str
Agi
Int
Morale
6
4
2
4
2
8
8
Weapon
Range
Hit
Mar tian Claw Martian Claw Sonic Blaster
Melee 20”
4+ 4+
Str Notes 4 4
Sonic Weapon
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
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 otherwise it cannot take any actions, but still counts as having been activated. Sonic Weapon: Compare this weapon’s Str to the target’s Def or Str, whichever is lower.
K1 Robot Abused electronic creation
M
l
: L A I C E P S
Compassion,, Living Metal, Compassion Metal, Mechan Mechanoid oid
Move
Def
Hits
Str
Agi
Int
Morale
6
6
4
6
1
6
8
Weapon
Range
Hit
Giant Pincers
Melee
4+
Str Notes 6
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 95 / 120
Compassion: The K1 Robot will not harm har m Screamer companions, unless they attack it rst. Living Metal: The rst time the K1 Robot is hit by an advanced or invented weapon weapon roll 1D6. On the roll of 3+ it will gain 1D6 and now counts as Large Large..
Morbius Reanimated Time Lord criminal
l
: L A I C E P S
Alien, Rage
Move
Def
Hits
Str
Agi
Int
Morale
6
4
3
4
2
10
0
Weapon
Range
Hit
Massive Pincer
Melee
4+
Str Notes 5
M © D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 96 / 120
Rage: If Morbius defeats all his opponents in melee, he can immediately move 1D6” towards the nearest nearest opponent.
Kettlewell K1 creator
M
l
: L A I C E P S
Infiltrator, In The Th e Way Way, Invent, Leader (1) Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
9
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 97 / 120
In The Way: The monster player gains +1VP if they kill this model. model. Leader (1): This ability only works on the K1 Robot, and only on the 1D6 roll of 4+.
Solon Exiled criminal scientist
M
l
: L A I C E P S
In The The Way, Way, Invent, Leader (1), (1), Medic Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
9
6
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 98 / 120
In The Way: The monster player gains +1VP if they kill this model. model. Leader (1): This ability only works on Morbius, and only on the 1D6 roll of 4+.
Movellan
M
Disco Android : L A I C E P S
Great Strength, Strength, Mechanoid Mechanoid,, Power Pack Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
5
1
4
4
8
9
Weapon
Range
Hit
Brawl Movellan Blaster
Melee 20”
3+ 4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 4 4
Disruptor. 1 Hit or Stuns
Model Unique Special Rules
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 model’s model’s melee attacks. Mechanoid: Mov Movellans ellans can use both actions to run. Power Pack: Attackers may forgo a normal attack to tr t r y to grab a Movellan’s Movellan’s 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 ability is successfully used on a captured power pack it can be reinser reinserted ted into a deactivated Movellan with a special action. This Movellan will now count as a friendly model with Infltrator.
Ogron
M
Brutal Hireling : L A I C E P S
Alien, Great Strength
Move
Def
Hits
Str
Agi
Int
Morale
6
4
2
4
2
5
7
Weapon
Range
Hit
Crushing Blow Blaster
Melee 16”
4+ 4+
Str Notes 4 3
Disruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 100 / 120
Great Strength: This model can use a special action to gain +1 Str for one turn. This also affects the Str of this model’s model’s melee attacks.
Robot of Death (Voc/Dum) Perfect Crewmember : L A I C E P S
First Principle, Principle, Mechanoid Dums have Int 6
Move
Def
Hits
Str
Agi
Int
Morale
6
4
2
4
3
7
8
Weapon
Range
Hit
Crushing Grip
Melee
3+
Str Notes 4
? © D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 101 / 120
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 roll at a –2 penalty.
Robot of Death (Super Voc) Perfect Crewmember
l
: L A I C E P S
First Principle, Principle, Leader (2), (2), Mechano Mechanoid id
Move
Def
Hits
Str
Agi
Int
Morale
6
4
2
4
3
8
8
Weapon
Range
Hit
Crushing Grip
Melee
3+
Str Notes 4
? © D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 102 / 120
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 roll at a –2 penalty. Leader (2): A Super S uper Voc can ca n use u se it’s i t’s Leader ability ability only on other Robots of Death.
Servitor Robot
?
Metall servant Meta ser vant : L A I C E P S
Autonomous,, Mechanoid, Programmed Autonomous Servitor Robots can have up to 2 of the weapons options listed below
Move
Def
Hits
Str
Agi
Int
Morale
6
5
2
5
1
5
10
Weapon
Range
Hit
Str Notes
Grapple Capture Cables Blaster
Melee 4” 12”
3+ 4+ 4+
4 – 4
Tar arget get captur captured ed Disruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 103 / 120
Autonomous: Servitor Robots can activate without an activation counter. Programmed: A Servitor Ser vitor Robot must always obey one of the following programs. It can change its program by using a special action and rolling 4+ on 1D6. It can have its program changed by a Repair roll, roll, or be shut down with a Repair or or Sabotage Sabotage roll. roll. Capture/Destroy: The Robot must attempt to capture or destroy a single model or group of models. Captured models must be returned retur ned to a specic location.
t o attack any Guard: The Robot must remain within 6” of a designated location. It can choose to models if it’s weapons are in range. Protect: The Robot will protect a specied model or models, or item. It must remain within 2” and can choose to attack any other model(s) if it’s weapons are in range.
fur ther than 2” from a specied route/series of waypoints. It Patrol: The Robot cannot move further can choose to attack any other model(s) if it’s weapons are in range.
Sea Devil
M
Amphibian menace : L A I C E P S
Alien,, Aquatic Alien
Move
Def
Hits
Str
Agi
Int
Morale
6
4
1
4
3
7
8
Weapon
Range
Hit
Slimy Arm Sea Devil Ray Disc
Melee 16”
4+ 4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 4 4
Can also fire with Str 3 and Blast 2”
Model Unique Special Rules
2CR 104 / 120
Sea Devil Elite Group One
M
Amphibian assault unit : L A I C E P S
Alien,, Aquatic Alien Aquatic,, Body Armour Armo ur
Move
Def
Hits
Str
Agi
Int
Morale
5
4
1
4
3
7
9
Weapon
Range
Hit
Slimy Arm Sea Devil Ray Disc
Melee 16”
4+ 4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 4 4
Can also fire with Str 3 and Blast 2”
Model Unique Special Rules
2CR 105 / 120
Silurian
M
Ancient reptilian race : L A I C E P S
Alien Silurians can be given Body Armour
Move
Def
Hits
Str
Agi
Int
Morale
5
4
1
4
2
8
8
Weapon
Range
Hit
Reptilian Grip Third Eye
Melee 12”
4+ 3+
Str Notes 4 4
1 Hit or Stuns
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 106 / 120
The Myrka Lethal Sea Devil pet
M
l
: L A I C E P S
Aquati c, Alien, Deep Ocean Dweller Aquatic, Slow
Move
Def
Hits
Str
Agi
Int
Morale
6
5
3
4
2
5
8
Weapon
Range
Hit
Electrical Charge
Melee
2+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 6
All models in base contact or moving into base contact suffer this attack
Model Unique Special Rules
2CR 107 / 120
Deep Ocean Dweller: If the Myrka Myr ka is activated within any area which can be considered bright light, it counts as Morale Mor ale 5 and requires 2 activations must be spent in order to activate it.
Sontaran
M
Cloned Clone d warrior war rior : L A I C E P S
Alien, Body Armour High Gravity Homeworld, Homeworld, Probic Vent 1 in 4 Sontarans can carry a Battle Rifle
Move
Def
Hits
Str
Agi
Int
Morale
6
4
1
4
3
8
8
Weapon
Range
Hit
Grapple Sontaran Blaster Sontaran Battle Rifle
Melee 18” 24”
4+ 4+ 4+
Str Notes 5 4 5
Disruptor Disruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 108 / 120
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 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 probic vent has been been struck and the Sontaran counts as Def 2 against this attack.
Sontaran Sontar an Commander Commander
M
Cloned leader : L A I C E P S
Alien, Body Armour High Gravity Homeworld, Homeworld, Leader (2) Probicc Vent Probi Vent
Move
Def
Hits
Str
Agi
Int
Morale
6
4
2
4
3
8
8
Weapon
Range
Hit
Grapple Sontaran Blaster
Melee 18”
4+ 4+
Str Notes 5 4
Disruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 109 / 120
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 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 probic vent has been been struck and the Sontaran counts as Def 2 against this attack.
Sontaran Sontar an Field Field Agent Agent
M
Cloned trailblaze tr ailblazerr l : L A I C E P S
Alien, Body Armour High Gravity Homeworld, Homeworld, Invent Probicc Vent Probi Vent,, Repair
Move
Def
Hits
Str
Agi
Int
Morale
6
4
2
4
3
8
9
Weapon
Range
Hit
Grapple Sontaran Blaster
Melee 18”
4+ 4+
Str Notes 5 4
Disruptor
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 110 / 120
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 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 probic vent has been been struck and the Sontaran counts as Def 2 against this attack.
Thal
H
Blonde surviv sur vivor or : L A I C E P S
Pacifist
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
3
7
7
Weapon None
Range
Hit
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 111 / 120
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
M
Unfriendly ora : L A I C E P S
Slow, Varga Thorns Th orns
Move
Def
Hits
Str
Agi
Int
Morale
2
3
1
0
1
0
0
Weapon Poisonous Spine
Range
Hit
Str Notes
4”
4+
–
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Var arga ga Poison status. s tatus. Does not affect Mechanoids
Model Unique Special Rules
2CR 112 / 120
Varga Thorns: Models struck by a Varga Plant’s Poisonous Spines attack are affected by the status effect Varga Poison (see 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. s tatus. Varga Poison: If this status is removed the affected model is immediately replaced with a Varga Plant model.
Yeti
M
Shaggy robot : L A I C E P S
Alien , Contro Alien, Controlled, lled, Mechanoid, Roar Roar,, Slow Web Fungus
Move
Def
Hits
Str
Agi
Int
Morale
6
5
2
5
2
4
8
Weapon
Range
Hit
Yeti Claws Web Gun
Melee 6”
4+ 4+
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Str Notes 5 5
Blast 5”. Web stays on the table
Model Unique Special Rules
2CR 113 / 120
Roar: A Yeti can use both actions to roar roar.. All Yeti now cause cau se fear for the t he remainder of the turn. Web Fungus: Web Fungus templates stay on the table. The template counts as difcult ground and inict a Str 5 hit on models who pass through it after they complete their move move action.
Zygon
M
Aquatic refugee : L A I C E P S
Alien,, Aquatic Alien Aquatic,, Body Print, Print, Sting
Move
Def
Hits
Str
Agi
Int
Morale
6
4
1
3
2
8
8
Weapon
Range
Hit
Stinging Arms
Melee
4+
Str Notes 3
Sting – see over
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 114 / 120
Body Print: Using a special action, a Zygon can take on the appearance of any model they have have captured, either during the game or previously previously,, as specied in a scenario. scenario. Replace the Zygon model and prole with that of a Zygon Body Print. Body prints revert to standard Zygon proles 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 Mechanoid model model roll 2D6 and count the highest result when rolling to wound.
Zygon Body Print
M
Fishy duplicate : L A I C E P S
Bad Influence, Influence, Body Print, Print, Infiltrator, Leader (1), (1), Sabotag Sabotagee
Move
Def
Hits
Str
Agi
Int
Morale
6
4
1
3
2
8
8
Weapon
Range
Hit
Stinging Arms +1 additional weapon as original model
Melee
4+
Str Notes 3
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR 115 / 120
Body Print: Using a special action, a Zygon can take on the appearance of any model they have have captured, either during the game or previously previously,, as specied in a scenario. scenario. Replace the Zygon model and prole with that of a Zygon Body Print. Body prints revert to standard Zygon proles 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 ability on any model within 6” which has not activated this turn already.
: L A I C E P S
Move Weapon
Def
Hits
Str Range
Agi Hit
Int
Morale
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR
: L A I C E P S
Move Weapon
Def
Hits
Str Range
Agi Hit
Int
Morale
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR
: L A I C E P S
Move Weapon
Def
Hits
Str Range
Agi Hit
Int
Morale
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR
: L A I C E P S
Move Weapon
Def
Hits
Str Range
Agi Hit
Int
Morale
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR
: L A I C E P S
Move Weapon
Def
Hits
Str Range
Agi Hit
Int
Morale
Str Notes
© D o 2 c 0 t 0 o 6 r -2 W 0 h 1 o 4 M G i r n i a e a m t u e r e D s a G w a s o m n e
Model Unique Special Rules
2CR