Special Abilities
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Xenomorph (This character cannot be in a squad with non-Xenomorph characters)
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Melee Attack (Can attack only adjacent enemies)
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Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
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Double Attack (On its turn, this character can make 1 extra attack instead of moving)
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Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.)
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Corrosive Blood (When this character is damaged by an adjacent enemy, that enemy suffers 20 damage; save 11)
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Cocoon (When this character would defeat a Medium or Small living enemy character, or when it starts its turn adjacent to an allied living non-Xenomorph character, it can instead move up to double speed and must end this movement adjacent to a wall. The enemy character regains 10 hit points and is placed in an empty square adjacent to the wall. It cannot move, attack, use special abilities or Force powers in this state. A character in this state automatically fails to save against a Facehugger Attack. An adjacent enemy character can save 11 to free them; success allows this character to move, attack, use special abilities and Force powers.)
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Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
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Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
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Stable Footing (Not slowed by difficult terrain or low objects)
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Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
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Swarm +2 (+2 Attack against a target for each allied character with Swarm adjacent to that target)
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Vicious Attack (Triple damage instead of double on a critical hit)
"End this affront to our ancestry! Slay the Abomination!" -- Spartan, to Dark