GF - Alien Hives v2.50

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Background Story

Throughout the galaxy vast armies of non-sentient alien species seek to devour everything in their path. Alien Hives usually consist of multiple types of evolutionarily advanced species working together in symbiosis. Common forms of Alien Hives include insectoid and reptilian species.

It is unclear where the majority of these Alien Hives originate from and what their numbers are. Some even speculate that they might actually be bio-engineered races created by another advanced civilization sent to soften up the Sirius sector before the main battle force arrives.

Their armies have a high variety of unit types and as such can attack in many different ways. Some of the most common strategies are large swarms of basic grunts or a focus on large creatures and monsters.

These fleets pose a serious threat to all species of the galaxy, but if they bleed we can kill them!

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
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GF - Alien Hives v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Hive Lord [1]
3+
2+
3x Razor Claws (A4, AP(1)), Stomp (A4, AP(1))
Fear, Fearless, Hero, Tough(12)
A, B, C
325pts
Snatcher Lord [1]
3+
4+
Heavy Piercing Claws (A6, AP(1), Rending)
Fast, Hero, Psychic(1), Scout, Strider, Tough(3)
-
130pts
Prime Warrior [1]
4+
4+
2x Razor Claws (A4, AP(1))
Fearless, Hero, Tough(6)
A, B
95pts
Assault Grunts [10]
5+
5+
Razor Claws (A2)
Fast, Strider
D, E
130pts
Shooter Grunts [10]
5+
5+
Bio-Guns (12”, A2), Razor Claws (A1)
Strider
D, F
130pts
Winged Grunts [10]
5+
5+
Bio-Guns (12”, A2), Razor Claws (A1)
Ambush, Flying
D, F
160pts
Soul-Snatchers [5]
3+
4+
Piercing Claws (A3, AP(1), Rending)
Fast, Scout, Strider
G
195pts
Hive Warriors [3]
4+
4+
2x Razor Claws (A3)
Fearless, Tough(3)
H, I
145pts
Hive Guardians [3]
3+
3+
2x Razor Claws (A3)
Relentless, Tough(3)
H, J
180pts
Hive Swarm [3]
6+
6+
Swarm Attacks (A3, Poison)
Fearless, Tough(3)
K
65pts
Ravenous Beasts [3]
4+
4+
2x Razor Claws (A3)
Fast, Strider, Tough(3)
H, L
175pts
Venom Floaters [3]
4+
4+
Whip Limbs (A3, Poison)
Shrouding Mist, Stealth, Tough(3)
M
190pts
Synapse Floaters [3]
4+
4+
Psy-Blasts (18”, A1, Blast(3)), Psy-Shocks (A1)
Psychic Synapse, Stealth, Tough(3)
M
235pts
Shadow Hunter [1]
3+
4+
2x Razor Claws (A4, AP(1))
Ambush, Fast, Fear, Stealth, Strider, Tough(6)
A, N
195pts
A Replace any Razor Claws:
Serrated Claws (A2, Blast(3)) free
Piercing Claws (A4, AP(1), Rending) +5pts
Whip Limb and Sword Claw (A2, Rending, Deadly(3)) +5pts
Sword Claws (A2, AP(2), Deadly(3)) +15pts
Smashing Claws (A4, AP(4)) +15pts
B Replace any Razor Claws:
Bio-Carbine (18”, A3) -5pts
Twin Bio-Shooters (12”, A4, AP(1)) free
Bio-Spitter (18”, A2, Blast(3)) +10pts
Heavy Bio-Carbine (18”, A3, AP(2)) +10pts
Barb Cannon (30”, A1, Blast(3), AP(1)) +15pts
Acid Cannon (30", A1, AP(3), Deadly(3), Lock-On) +45pts
Heavy Barb Cannon (36”, A1, Blast(6), AP(1)) +55pts
Heavy Bio-Spitter (24”, A3, Blast(3), AP(1)) +60pts
Heavy Acid Cannon (36", A1, AP(3), Deadly(6), Lock-On) +120pts
Upgrade with any:
Hive Protector (Psy-Barrier) +25pts
Brood Leader (Pheromones) +45pts
Wings (AmbushFlying) +95pts
C Upgrade with:
Bio-Recovery (Regeneration) +60pts
D Upgrade all models with any:
Heavy Bite (Furious) +10pts
Adrenaline (No Retreat) +20pts
Toxic Cysts (Poison in melee) +40pts
E Replace up to two Razor Claws:
Serrated Claws (A1, Blast(3)) +5pts
Piercing Claws (A2, AP(1), Rending) +5pts
Sword Claws (A1, AP(2), Deadly(3)) +5pts
Smashing Claws (A2, AP(4)) +5pts
F Replace any Bio-Gun:
Twin Bio-Shooters (6”, A4, AP(1)) +5pts
Bio-Spike (18”, A1, AP(3)) +5pts
Bio-Carbine (18”, A3) +5pts
Replace one Bio-Gun:
Bio-Fuser (6", A1, AP(4), Deadly(3)) +5pts
Bio-Flamer (6", A6) +5pts
Bio-Shredder (9", A3, Rending) +5pts
Shock-Gun (12”, A1, AP(4)) +5pts
Bio-Rifle (18”, A1, AP(1), Sniper) +15pts
G Upgrade one model with:
Mind Snatcher (Psychic(1)) +35pts
H Replace any Razor Claws:
Piercing Claws (A3, AP(1), Rending) +5pts
Smashing Claws (A3, AP(4)) +15pts
Serrated Claws (A2, Blast(3)) +5pts
Whip Limb and Sword Claw (A2, Rending, Deadly(3)) +15pts
Sword Claws (A2, AP(2), Deadly(3)) +25pts
I Any model may replace one Razor Claws:
Twin Bio-Shooters (12”, A4, AP(1)) +5pts
Bio-Carbine (18", A3) +5pts
Bio-Spitter (18”, A2, Blast(3)) +10pts
Heavy Bio-Carbine (18”, A3, AP(2)) +15pts
Replace one Bio-Carbine:
Barb Cannon (30”, A1, Blast(3), AP(1)) +10pts
Shredder Cannon (18", A6, Rending) +20pts
Acid Cannon (30", A1, AP(3), Deadly(3), Lock-On) +35pts
Upgrade all models with:
Wings (AmbushFlying) +55pts
J Any model may replace one Razor Claws:
Shock-Gun (24", A3, AP(1)) +20pts
Bio-Harpoon (24”, A1, AP(3), Deadly(3)) +30pts
Heavy Shock-Gun (24”, A1, Blast(6), AP(1)) +40pts
K Upgrade all models with any:
Burrow Attack (Ambush) +5pts
Twin Bio-Shooters (12”, A4) +10pts
L Upgrade all models with one:
Rapid Strike (Scout) +30pts
Tunnel Attack (Ambush) +30pts
M Upgrade all models with:
Bio-Recovery (Regeneration) +45pts
N Upgrade with:
Takedown +15pts
Special Rules

No Retreat: Whenever this unit fails a morale test, you must kill one of its models, and the morale test counts as passed instead.

Pheromones: Once per activation, before attacking, pick one friendly unit within 12” of this model, which may move by up to 6".

Psy-Barrier: This model may block spells as if it had the Psychic(2) special rule. If it is a Psychic then it gets +2 to spell block rolls.

Psychic Synapse: This unit counts as having Psychic(1), however only one model in the unit may cast or block spells each round. When the unit tries to cast or block spells, roll as many dice as models with this rule in it, and pick the highest result.

Shrouding Mist: Once per activation, pick 2 friendly units within 6”, which get the Stealth rule next time they are shot at.

Takedown: When in melee, may pick one model from the enemy unit and roll one die. On a 2+ it takes 1 hit with Deadly(3).

Psychic Spells
Psychic Blast (4+): Target enemy unit within 12” takes 1 hit with AP(2) and Deadly(3).
Terror (4+): Target enemy unit within 12” gets -2 its next morale test roll.
Infuse Life (5+): Target friendly unit within 12” gets Regeneration next time it takes wounds.
Shriek (5+): Target 2 enemy units within 6” take 3 automatic hits with AP(2) each.
Animate Flora (6+): Target piece of terrain within 6” may be moved by up to 6” in any direction or may be removed from play.
Overwhelm (6+): Target enemy model within 12” takes 3 automatic hits with AP(2).
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GF - Alien Hives v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Carnivo-Rex [1]
4+
2+
2x Razor Claws (A3, AP(1)), Stomp (A4, AP(1)), Vicious Jaws (A3, AP(4))
Fear, Fearless, Tough(12)
A, B, C
275pts
Toxico-Rex [1]
4+
2+
Acid Spurt (12”, A2, Blast(3), Poison), Stomp (A4, AP(1)), Whip Limbs (A9, Poison)
Fear, Fearless, Shrouding Mist, Stealth, Tough(12)
B
370pts
Psycho-Rex [1]
4+
2+
Heavy Psy-Blast (18”, A2, Blast(3), AP(1)), 2x Razor Claws (A3, AP(1)), Stomp (A4, AP(1))
Fear, Fearless, Psychic(2), Stealth, Tough(12)
A, B, D
375pts
Devourer Beast [1]
3+
2+
Tongue (12”, A3, AP(2), Deadly(3), Sniper), 3x Razor Claws (A3, AP(1)), Stomp (A6, AP(2))
Fear, Tough(18)
A, E
525pts
Artillery Beast [1]
3+
2+
Shredder Bio-Artillery (36”, A3, Blast(3), Rending, Indirect), 2x Razor Claws (A3, AP(1)), Stomp (A6, AP(2))
Fear, Tough(18)
A, E, F
570pts
Tyrant Beast [1]
3+
2+
Toxic Spray (18”, A18, AP(1)), 2x Razor Claws (A3, AP(1)), Stomp (A6, AP(2))
Fear, Tough(18)
A, E, G
535pts
Spawning Beast [1]
3+
2+
Stinger Cannon (18”, A12, Rending), 2x Razor Claws (A3, AP(1)), Stomp (A6, AP(2))
Fear, Spawn Brood, Tough(18)
A, E
670pts
Burrower [1]
3+
2+
4x Razor Claws (A3, AP(1)), Stomp (A6, AP(2))
Fear, Surprise Attack, Tough(18)
A, E
540pts
Flamer Beast [1]
4+
2+
Spit Flames (18”, A6, AP(1)), Razor Claws (A3, AP(1)), Stomp (A2, AP(1))
Fear, Fearless, Tough(6)
A
175pts
Mortar Beast [1]
4+
2+
Spore Gun (24”, A1, Blast(9), Indirect, Spores), Razor Claws (A3, AP(1)), Stomp (A2, AP(1))
Fear, Fearless, Tough(6)
A
220pts
Invasion Carrier [1]
4+
2+
Razor Tendrils (A6, AP(1))
Ambush, Fear, Fearless, Tough(6), Transport(11)
H, I
190pts
Invasion Artillery [1]
4+
2+
Spore Gun (24”, A1, Blast(9), Indirect, Spores), Razor Tendrils (A6, AP(1))
Ambush, Fear, Fearless, Slow, Tough(6)
H, I
225pts
Rapacious Beast [1]
4+
2+
Stinger Cannon (18”, A12, Rending), Caustic Cannon (12”, A12)
Aircraft, Fearless, Tough(6)
H, J
225pts
Hive Titan [1]
3+
2+
Titanic Jaws (A3, AP(4), Deadly(6)), Titanic Stomp (A12, AP(2))
Fear, Regeneration, Tough(24)
K
735pts
Spores [3]
6+
6+
Explode(1)
-
45pts
Massive Spore [1]
6+
6+
Explode(3), Tough(3)
-
45pts
A Replace any Razor Claws:
Piercing Claws (A3, AP(1), Rending) +5pts
Serrated Claws (A2, Blast(3)) +5pts
Smashing Claws (A3, AP(4)) +10pts
Sword Claws (A2, AP(2), Deadly(3)) +20pts
B Upgrade with any:
Battering Tusks (Impact(3)) +10pts
Bio-Recovery (Regeneration) +60pts
C Replace any Razor Claws:
Heavy Bio-Carbine (18”, A3, AP(2)) +10pts
Heavy Barb Cannon (36”, A1, Blast(6), AP(1)) +45pts
Heavy Bio-Spitter (24”, A3, Blast(3), AP(1)) +50pts
Heavy Acid Cannon (36", A1, AP(3), Deadly(6), Lock-On) +95pts
D Upgrade with any:
Hive Protector (Psy-Barrier) +25pts
Brood Leader (Pheromones) +45pts
E Upgrade with any:
Battering Tusks (Impact(6)) +20pts
Bio-Recovery (Regeneration) +90pts
F Replace Shredder Bio-Artillery:
Shock Bio-Artillery (36”, A3, Blast(3), AP(1), Indirect) +15pts
Explosive Bio-Artillery (36", A3, Blast(6), Indirect) +75pts
Acid Bio-Artillery (36”, A3, AP(3), Deadly(3), Indirect) +115pts
G Replace Toxic Spray:
Bio-Pods (24”, A24) +40pts
Fracture Cannon (30”, A3, AP(3), Deadly(6)) +135pts
Upgrade with:
Stinger Cannon (18”, A12, Rending) +95pts
H Upgrade with:
Bio-Recovery (Regeneration) +30pts
I Upgrade with one:
Barb Cannon Array (30”, A3, Blast(3), AP(1)) +80pts
Bio-Spitter Array (24”, A6, Blast(3)) +90pts
Shredder Cannon Array (18", A18, Rending) +115pts
Acid Cannon Array (30", A3, AP(3), Deadly(3), Lock-On) +150pts
J Replace Caustic Cannon:
Twin Heavy Barb Cannon (36”, A2, Blast(6), AP(1)) +75pts
Twin Heavy Acid Cannon (36", A2, AP(3), Deadly(6), Lock-On) +175pts
Upgrade with one:
Missile Bugs (36", A2, AP(3), Lock-On) +45pts
Spore Bombs (6”, A2, Blast(9), Spores) +45pts
K Upgrade with any:
Toxic Breath (12”, A12, Poison) +70pts
Explosive Spit (36”, A2, Blast(6), AP(2)) +195pts
Upgrade with one:
Hive Carrier (Transport(21)) +65pts
Acid Blood (Corrosive) +95pts
Special Rules

Corrosive: Whenever this model takes a wound in melee, the attacker takes 1 hit.

Explode(X): If this model is ever 1" away from an enemy unit, it is immediately killed, and the enemy takes X*3 hits. This model automatically passes all morale tests.

Pheromones: Once per activation, before attacking, pick one friendly unit within 12” of this model, which may move by up to 6".

Psy-Barrier: This model may block spells as if it had the Psychic(2) special rule. If it is a Psychic then it gets +2 to spell block rolls.

Shrouding Mist: Once per activation, pick 2 friendly units within 6”, which get the Stealth rule next time they are shot at.

Spawn Brood: When this model is activated, you may place a unit of 5 Assault Grunts. 5 Shooter Grunts or 3 Hive Swarms fully within 6” of it.

Spores: If this weapon misses you may place a unit of 3 Spores or 1 Massive Spore 12” away from the target, but the position is decided by your opponent. Note that this new unit can’t be activated on the round in which it is placed.

Surprise Attack: This models counts as having the Ambush rule, and may be deployed up to 1” away from enemy units. Once deployed roll 4 dice, for each 4+ it deals 3 hits with AP(1) to one enemy unit within 3” (this may target multiple units).

Psychic Spells
Psychic Blast (4+): Target enemy unit within 12” takes 1 hit with AP(2) and Deadly(3).
Terror (4+): Target enemy unit within 12” gets -2 its next morale test roll.
Infuse Life (5+): Target friendly unit within 12” gets Regeneration next time it takes wounds.
Shriek (5+): Target 2 enemy units within 6” take 3 automatic hits with AP(2) each.
Animate Flora (6+): Target piece of terrain within 6” may be moved by up to 6” in any direction or may be removed from play.
Overwhelm (6+): Target enemy model within 12” takes 3 automatic hits with AP(2).
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