Aliens Stats for GASLIGHT
Alien Queen
Move 12"
Shoot 6" 12 (tail slap)
Scuffle 2 @ 16 Hits are regarded with a further 1D6 roll = 1-4 victim is grabbed, 5 victim is incapacitated, 6 victim is killed outright.
Save 16 with 3 hits/ Hits cause an acid spray 3" using shoot 6.
SRM +8
(3 activation cards in the scenario deck)
Sentry Alien (linked telepathically to the queen)
This alien functions as the pod leader of a group of alien warriors.
Move 12"
Shoot 0
Scuffle 14 Hits are regarded with a further 1D6 roll = 1-4 victim is grabbed, 5 victim is incapacitated, 6 victim is killed outright.
Save 12 with 2 hits/ Hits cause a 3" acid shoot 6
SRM +4
(2 activation cards in the scenario deck and this activates the pod or group that they control)
Warrior Alien (linked telepathically to the sentry)
This alien functions as the regular extras of a group of alien warriors.
Move 9"
Shoot 0
Scuffle 12 Hits are regarded with a further 1D6 roll = 1-4 victim is grabbed, 5 victim is incapacitated, 6 victim is killed outright.
Save 0 Hits cause a 3" acid shoot 6
SRM +2
(activated on the card draw of their leader)
Facehugger pod
Move 0
Shoot 3" @8
Scuffle 8 Hits are regarded with an additional 1D6 roll of 1-3 wounded, 4-5 incapacitated 6 killed.
Save 0
SRM 0
Pods are activated like a mine field if a human is within 3" of a pod model.
Colonial Marines
M577 APC
Move 12
Shoot 14
Scuffle 10
Save 14 Vehicle has 5 Hit points, Individual hatches have 3 hit points each.
SRM +4 from Laser Cannon
(3 activation cards in the scenario deck)
The APC is represented by a model and a schematic of the vehicle interior. On the vehicle interior is a command control console that has a sustain of 16 for each squad in the scenario. These chits will record the HUD of the commander and give +2 benefit in morale rolls if the sustain roll is effective.
APC twin turret Lase Cannon
Shoot 14
1D6 hits are recorded in a 6" burst circle.
Colonial Marines
Leader
Move 6"
Shoot 12
Scuffle 10
Save 9
(2 activation cards will activate the squad this model controls)
Pvt
Move 6"
Shoot 10
Scuffle 8
Save 0
(activated with the leader card in the pertinent squad)
Weapon additions:
10mm Pulse Rifle
Shoot 18" @ 10
Scuffle 8
10mm Smart Gun (squad support weapon)
Shoot 36" @ 14 and hits a 6" area for 1D6 hits.
Scuffle 12
Flamer
Shoot 12" @ 10 and hits a 6" circle for 1D6 hits and continues to burn for that number of turns.
Scuffle 10 and does not cause acid reaction in alien targets.
Sentry Gun Tripod
Move -2"
Shoot 14
Scuffle 0
Sustain 14 or runs out of ammo
Can be moved and set up by 2 crew.
Components: gun, tripod, ammo crates.
(Activated on the reaction to alien movement within a preset field of fire)