Xenos Rampant – German Army List 24 points
Commander – Light Infantry, medic
Points 2
Attack 6+ Attack Value 6
Move Free (5+) Defence Value 5+
Shoot 6+ Shoot Value 6 / 18”
Courage 4+ Maximum Movement 8”
Armour 2 Strength Points 5
Special:
Medic – can restore one strength point to a unit within 6” on a roll of 4+ (or 5+ after medic is below half
strength)
STAFF CAR (for Commander) - Soft-skin vehicle
Points 2
Attack 6+ Attack Value 6
Move Free (6+) Defence Value 6
Shoot 7+ Shoot Value 6 / 6”
Courage 4+ Maximum Movement 12”
Armour 3 Strength Points 5
Special:
Vehicle – subject to all Vehicle rules
Transport (5)
ARMOURED CAR Sd Kfz 221
Points 3
Attack 6+ Attack Value 6
Move Free (6+) Defence Value 5+
Shoot 6+ Shoot Value 4+ / 18”
Courage 3+ Maximum Movement 12”
Armour 5 Strength Points 5
Special:
Light Armoured Vehicle – subject to all Vehicle rules
All Terrain – does not halve movement in difficult terrain
High-powered blades – count target’s armour as one point lower when Attacking or Defending
Light Infantry Squad 1
Points 3
Attack 6+ Attack Value 5+
Move Free (5+) Defence Value 4+
Shoot 6+ Shoot Value 5+ / 18”
Courage 4+ Maximum Movement 8”
Armour 2 Strength Points 10
Special:
Increased Squad Size (10)
Firefight – may attempt Firefight reaction against first enemy unit to fire on it each turn
Go to Ground – may Go To Ground as a Move action instead of moving
Half-track Sd Kfz 251 for first squad
Points 5
Attack 6+ Attack Value 6
Move Free (6+) Defence Value 6
Shoot 6+ Shoot Value 5+ / 12”
Courage 4+ Maximum Movement 10”
Armour 5 Strength Points 5
Special:
Vehicle – subject to all Vehicle rules
All Terrain – does not halve movement in difficult terrain
High-powered blades – count target’s armour as one point lower when Attacking or Defending
Transport (10) – can carry an infantry unit of up to 10 strength points
Light Infantry Squad 2
Points 3
Attack 6+ Attack Value 5+
Move Free (5+) Defence Value 4+
Shoot 6+ Shoot Value 5+ / 18”
Courage 4+ Maximum Movement 8”
Armour 2 Strength Points 10
Special:
Increased Squad Size (10)
Firefight – may attempt Firefight reaction against first enemy unit to fire on it each turn
Go to Ground – may Go To Ground as a Move action instead of moving
Opel Blitz for second squad
Points 2
Attack 6+ Attack Value 6
Move Free (6+) Defence Value 6
Shoot 6+ Shoot Value 6 / 6”
Courage 4+ Maximum Movement 10”
Armour 3 Strength Points 5
Special:
Vehicle – subject to all Vehicle rules
Transport (10) – can carry an infantry unit of up to 10 strength points
Tripod Mounted MMG Support Infantry
Points 5
Attack - Attack Value -
Move 6+ Defence Value 5+
Shoot (Free) 7+ Shoot Value 4+ / 24”
Courage 4+ Maximum Movement 6”
Armour 2 Strength Points 5
Special:
Firefight – may attempt Firefight reaction against first enemy unit to fire on it each turn
Spotters – if a unit of Support Infantry targets an enemy that is within 12” of a friendly unit that has not been activated this turn, that unit may forgo its action this turn to act as spotters. Spotters improve the Support Infantry’s Shoot Value to 3+ for this action only. Support Infantry must be able to draw line of sight to the enemy as normal.
Never Attacks.
Xenos Rampant – Sorcerer’s Army List 24 points
Sorcerer (Commander/Beta Class Psychic)
Points 5
Attack 6+ Attack Value 6
Move 5+ Defence Value 5+
Shoot Free (6+) Shoot Value 6 / 18”
Courage 4+ Maximum Movement 6”
Armour 3 Strength Points 5
Special:
SMU
Firefight – may attempt Firefight reaction against first enemy unit to fire on it each turn
Go to Ground – may Go To Ground as a Move action instead of moving
Beta Class Psychic
Psychic Powers Table
Name Difficulty Target Duration Effect
Visions of Enemy Unit within 18” Until Unit Suppresses target unit.
Terror 7+ that is not suppressed rallies May not be used on a
suppressed unit
Tranportation 7+ Self or any unit within 18” Instantaneous Roll two dice, the
target unit is moved up
to that many inches in
the direction chosen by
the manifesting unit’s
player
Paralysis (create 7+ Enemy unit within 18” Instantaneous Movement or combat
counts as rough terrain
– only effects target
unit muddy ground)
Orcs (Primitive Infantry) 1
Points 2
Attack 5+ Attack Value 4+
Move Free (6+) Defence Value 5+
Shoot - Shoot Value -
Courage 4+ Maximum Movement 8”
Armour 1 (2) Strength Points 10
Special:
Go to Ground – may Go To Ground as a Move action instead of moving
Open Order – does not halve movement in difficult terrain
Armoured – counts as Armour 2 in attack/defence, but armour 1 against shooting.
Increased Squad Size (10)
Savages – subject to Wild Charge special rule
Orcs (Primitive Infantry) 2
Points 2
Attack 5+ Attack Value 4+
Move Free (6+) Defence Value 5+
Shoot - Shoot Value -
Courage 4+ Maximum Movement 8”
Armour 1 (2) Strength Points 10
Special:
Go to Ground – may Go To Ground as a Move action instead of moving
Open Order – does not halve movement in difficult terrain
Armoured – counts as Armour 2 in attack/defence, but armour 1 against shooting.
Increased Squad Size (10)
Savages – subject to Wild Charge special rule
Orc Bows (Primitive Infantry)
Points 4
Attack 5+ Attack Value 3+
Move Free (6+) Defence Value 5+
Shoot 6+ Shoot Value 6 / 12”
Courage 4+ Maximum Movement 8”
Armour 1 Strength Points 10
Special:
Go to Ground – may Go To Ground as a Move action instead of moving
Open Order – does not halve movement in difficult terrain
Armoured – counts as Armour 2 in attack/defence, but armour 1 against shooting.
Increased size (10)
Bows – target unit’s armour value is increased by 1
Giants (greater xenomorph)
Points 6
Attack 5+ Attack Value 3+
Move Free (6+) Defence Value 6
Shoot - Shoot Value -
Courage 3+ Maximum Movement 10”
Armour 4 Strength Points 5
Special:
Open Order – does not halve movement in difficult terrain
Ranger – uses normal Attack/Defence profile in rough terrain
Wild Charge – subject to Wild Charge special rule
Fearsome – Courage tests caused by the Giants suffer an additional -1 to the total
High-powered blades – count target’s armour as one point lower when Attacking or Defending
Giant Spiders (lesser xenomorph)
Points 6
Attack 5+ Attack Value 3+
Move Free (6+) Defence Value 5+
Shoot 6+ Shoot Value 5+ / 12”
Courage 4+ Maximum Movement 12”
Armour 3 Strength Points 10
Special:
Open Order – does not halve movement in difficult terrain
Ranger – uses normal Attack/Defence profile in rough terrain
Swarm – 10 strength points
Stun weapons (webs) – hits from shooting do not cause strength point loss, but have double impact for
courage tests