D E R E L I C T 
ENEMY CHARTS FOR DERELICT


In a typical game of DERELICT, all enemies are GENESTEALERS.  But for variety, why not try out some other enemy types?  To use the other enemy types on this chart, be sure to print out a set of the EXTENDED ENEMY BLIPS, and follow the special rules listed for each blip type in place of the normal blip rules.
All enemies have a points value listed right after the name.  This is the value of the enemy when killed, the number of hits the model has, and the number of dice it rolls (shooting, meleeing, defending) unless otherwise noted. 
EMPTY BLIPS:   Blips with nothing on them are just that- no enemy appears when revealed, they're just bogus blips!

GENESTEALERS AND HYBRIDS
blip 1 Place 1 GENESTEALER.
Genestealer 2 Melee only.  +1 die in melee!  POUNCE: You may attack an enemy that is 2 squares away in melee, IF the square between is occupied by a friendly model.
blip 2
Place 2 HYBRIDS.
Hybrid 2                           

blip 3
Place 3 GENESTEALERS.
Genestealer 2 Melee only.  +1 die in melee!  POUNCE: You may attack an enemy that is 2 squares away in melee, IF the square between is occupied by a friendly model.


Place 2 HYBRIDS.
Hybrid 2                           


Place 1 HYBRID with a random HEAVY WEAPON.
Heavy Weapon Hybrid
2
Melee -1.  Heavy.  Choose a weapon below.

Autocannon
3 dice.  Rapid Fire.
Conversion Beamer target pts) dice.  Burn.  Overheat.
Missile Launcher 3 dice.  Blast.
Flamer 2 dice.  Burn.  Area.  Persist.

Place1 MAGUS.
Magus 3
Force Blast: 3 dice, blast, 12 square range, no Line of Sight Required (max once per turn).



Place1 PATRIARCH, and draw and place 1 other blip!
Patriarch 4 Melee only.  +1 die in melee!



TYRANIDS
blip 1 Place 1 WARRIOR.
Warrior
3
Heavy.

blip 2
Place 2 GARGOYLES.
Gargoyle 2 Fly- may move past enemy units.

blip 3 Place 3 TERMAGANTS.  One may have a SPECIAL WEAPON.
Termagant
1
1 in 3 may have a special weapon (see below).
 
SMALL:  Friendly models may shoot past.

Barbed Strangler
2 dice.  Blast. 
Devourer 2 dice.  Rapid Fire.
Venom Cannon 2 dice.  Burn.
Place 1 LICTOR.
Lictor
3
Melee +1 die.   CHAMELEON: may reroll 1 opponent ranged attack die.  POUNCE: You may attack an enemy that is 2 squares away in melee, IF the square between is occupied by a friendly model.

Place 1 WARRIOR with a SPECIAL WEAPON.
Warrior
3
Heavy.  Choose one below.

Scything Talons Melee +1.  No shooting.
Barbed Strangler
4 dice.  Blast. 
Devourer 4 dice.  Rapid Fire.
Venom Cannon 4 dice.  Burn.
Place1 RAVENER.
Ravener 3
+1 free move!


Place1 ZOANTHROPE.
Zoanthrope 3
Force Blast: 3 dice.  Blast.  12 square range, no LOS required.  Max once per turn.




ORKS

blip 1 Place 1 ORK with Shoota.
Ork with Shoota
2
Melee 1 die.  Waaagh.  Dakka.
WAAAGH: Even when wounded, ALL Orks still attack with their normal dice  (but they lose 1 die per hit when defending as normal).
DAKKA: ALL shooting weapons will EXPLODE if they roll doubles.  The weapon is lost, and the user takes 1 hit.
blip 2
Place 2 ORKS with Choppas.
Ork with Choppa
2
Shooting 1 die.  Waaagh.

blip 3

Place 3 ORKS with Shootas or Choppas (choose randomly), or a NOB (see below) if there are already 3 or more orks on the board.
Ork with Shoota
2
Melee 1 die.  Waaagh.  Dakka.
Ork with Choppa 2 Shooting 1 die.  Waaagh.


Place 4 GROTS.
Grot     
1
SMALL:  Friendly models may shoot past.             


Place 1 MEKBOY with a random 'EAVY WEAPON.
Mekboy 3
Melee 1 die.  Heavy.   Waaagh.  Dakka.   Choose a weapon below.
'Eavy Shoota
3 dice.  Rapid Fire.
Blasta
3 dice.  Burn.
Rokkit Launcha
3 dice.  Blast.
Burna
2 dice.  Burn.  Area.  Persist.
Place1 NOB.
Nob
3
Waaagh.   Dakka.


Place1 BOSS, plus draw and place an additional blip with him!
Boss
4 Reroll ranged or melee.  Waaagh.  Dakka.





NECRONS
victim



Place a FLAYED ONE that ambushes in addition to the blip!

Flayed One
2
+1 die when ambushing or reanimating.  Reanimate.

REANIMATE
:
When a Necron is killed, leave the model in place until the enemy turn and roll one die for each of its original points value.  It will recover 1 hit for each 6 rolled.  If no 6s are rolled, remove it from the board.
blip 1



Place 1 WARRIOR with a Special Weapon.
Warrior
2
 Choose 1 special weapon from the list below.  Reanimate.
Gauss Flayer
3 dice. Burn.
Tesla Carbine
3 dice.  Rapid Fire.

blip 2
Place 2 WARRIORS.
Warrior
2
 Reanimate.

blip 3
Place 3 WARRIORS.
Warrior
2
 Reanimate.



Place 3 SCARABS.
Scarab
1 ATTACH only.  Does not reanimate. SMALL:   Friendly models may shoot past. 
ATTACH: If it can move onto an enemy model, it attaches!  Target is at -1 die while attached.  Any attacks on a scarab while attached will also hit the target, except by an Apothecary or Techmarine.
Place1 IMMORTAL with a Special Weapon.
Immortal
3
Choose a Special Weapon.  Reanimate.

Gauss Blaster
4 dice. Burn.
Tesla Rifle
4 dice.  Rapid Fire.
Place 1 WRAITH.
Wraith
5
Melee only.   Phase.   Fragile: any overkill destroys it.  Does not reanimate.
PHASE:  May move through doors, barricades, and enemy models (must end in empty square).

Place1 LORD.
Lord
4 +1 to all Reanimate rolls while active.  Reanimate.

Staff of Light
4 dice. Area.




DARK ELDAR

All DARK ELDAR have the following abilities unless noted.
HIT AND RUN: May take an additional free 3 square move at the end of their turn.
LIGHT: Any overkill damage against Dark Eldar does +1 hit.
blip 1



Place 1 SCOURGE with a Special Weapon.
Scourge
2
 Choose 1 special weapon from the list below.  Reanimate.
Dark Lance
3 dice. Burn.
Splinter Cannon
3 dice.  Rapid Fire.

blip 2
Place 2 WYCHES.
Wych
2
 Surgical: When attacking in melee, roll +2 dice and remove the lowest 2.

blip 3
Place 3 WARRIORS.
Warrior
2
 Rapid Fire: may fire twice at targets within 6 squares.  Any doubles on the second roll will JAM: must spend an action and roll no doubles to unjam.



Place 2 WARP BEASTS.
Warp Beast
3
Melee only.  POUNCE: You may attack an enemy that is 2 squares away in melee, IF the square between is occupied by a friendly model.

Place1 MANDRAKE.  
Mandrake
3
  Melee onlyHIDE: after attacking, if it can move out of sight, it will- flip its blip over to show that it is hidden.  AMBUSH: If a model moves into line of sight of a hidden Mandrake, it may immediately move and attack as an AMBUSH blip!

Place 1 HAEMONCULUS.
Haemonculus
3
Any tie or win in combat will also STUN the target.


Place 1 ARCHON and 2 INCUBI.
Archon
3
Surgical: When attacking in melee, roll +2 dice and remove the lowest 2.

Incubi
3
  Melee only.   NOT light, may NOT Hit and Run.


more enemies coming soon...

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