Tabletop Wargames Builder Ch 13.4: Natural Weapons
ATTRIBUTES

NATURAL WEAPON: This item can’t be dropped, given away or lost; however, a Crippled limb results in inability to use a corresponding weapon. Two-handed natural weapons can be used as one-handed by Bigger models, or “Mounted” by Average or Bigger models.


NATURAL ARMOUR: This item can’t be dropped or given away. All natural armour offers Environmental Resilience as well as Weapon Resilience. 


CORROSION: Environmental weapon with this attribute affects Constructs and Vehicles as if they were Living models.


MINE: All hits by this weapon are resolved against the Rear Armour of the target. Ground targets only.


HOOVES

  • CLASS: Natural, Bone
  • TECH: I (Common)
  • ATTRIBUTES: Short
  • CRITICAL: Stun
  • STAB


TUSKS/HORNS

  • CLASS: Natural, Bone
  • TECH: I (Common)
  • ATTRIBUTES: Short
  • CRITICAL: Massive Damage
  • STAB: AP


BITE/CLAWS

  • CLASS: Natural, Bone
  • TECH: I (Common)
  • ATTRIBUTES: Short
  • CRITICAL: Bleed 
  • STAB: +Grapple/Grab


TALONS

  • CLASS: Natural, Bone
  • TECH: I (Common)
  • ATTRIBUTES: Short
  • CRITICAL: Massive Damage
  • STAB: Bleed, +Grapple/Grab


STING

  • CLASS: Natural, Bone
  • TECH: I (Common)
  • ATTRIBUTES: Short
  • CRITICAL: AP
  • STAB: Improved AP


BONE SCYTHES

  • CLASS: Natural, Bone
  • TECH: I (Advanced)
  • ATTRIBUTES: Parry, Matched Pair
  • CRITICAL: Massive Damage
  • STAB: AP
  • SWING: Bleed


BONE MACE

  • CLASS: Natural, Bone
  • TECH: I (Advanced)
  • CRITICAL: Knock Down
  • SWING: AP, Shield Breaker, Massive Damage
  • MIGHTY BLOW*: Swing, Improved AP, Shield Breaker, Massive Damage, Strike Last


GAPING MAW

  • CLASS: Natural, Bone
  • TECH: I (Advanced)
  • ATTRIBUTES: Short
  • CRITICAL: Swallow Whole
  • STAB: Massive Damage, +Grapple/Grab 
  • SWALLOW WHOLE*: Instead of making a normal attack, this model can choose to eat a Smaller target it has Grabbed. This is an automatic success. Target is removed from play. 


GREAT CLAW

  • CLASS: Natural, Bone
  • TECH: I (Advanced)
  • CRITICAL: Cripple
  • STAB: Improved AP, Massive Damage, +Grapple/Grab
  • SWING


TENTACLE

  • CLASS: Natural
  • TECH: I (Common)
  • CRITICAL: Knock Down
  • STAB: Reach 2, Can’t be Parried, +Improved Grapple/Grab


SHOOTING SPINES

  • CLASS: Medium, Natural, Bone, Assault
  • TECH: I-IV (Advanced), V-VII (Common)
  • RANGE: 1-12 (short)
  • ATTRIBUTES: Two-handed, HtH Shot, Silenced
  • CRITICAL: AP
  • AIMED: AP 
  • BURST 3/-: AP 


SPINE CLUSTER

  • CLASS: Big, Natural, Bone, Assault
  • TECH: I-IV (Advanced), V-VII (Common)
  • RANGE: 1-12 (short)
  • ATTRIBUTES: Two-handed, HtH Shot, Silenced
  • CRITICAL: AP
  • BURST 6/1: Damage 1, AP


SPINE CANNON

  • CLASS: Big/Huge/Gigantic/Colossal, Natural, Bone, Assault
  • TECH: I-IV (Advanced), V-VII (Common)
  • ATTRIBUTES: Two-handed, Silenced
  • RANGE: 1-18 (short), 19-36 (long)
  • CRITICAL: AP
  • BURST 3/-: Improved AP


HARPOON TENDRILS

  • CLASS: Natural, Bone, Assault
  • TECH: I-IV (Advanced), V-VII (Common)
  • ATTRIBUTES: Two-handed, HtH Shot, Silenced
  • RANGE: 1-10 (short)
  • CRITICAL: Cripple
  • AIMED: +Grapple/Grab
  • COMBO: If an attack with this weapon hits, an Average target immediately makes a D6” Compulsory movement towards this model, and a Smaller target is placed Adjacent to this model. Then this model can resolve an HtH attack against the target as a FA. 


HIVE LAUNCHER

  • CLASS: Medium, Natural, Assault, Environmental
  • TECH: I-IV (Advanced), V-VII (Common)
  • ATTRIBUTES: Two-handed
  • RANGE: 1-12 (short)
  • BURST 3/-: Homing, Panic


HIVE CLUSTER

  • CLASS: Big, Natural, Assault, Environmental
  • TECH: I-IV (Advanced), V-VII (Common)
  • ATTRIBUTES: Two-handed
  • RANGE: 1-24 (short)
  • AIMED: Homing, AoE 3, Damage 1, Panic


SPORE THROWER

  • CLASS: Medium, Natural, Assault, Environmental
  • TECH: I-IV (Advanced), V-VII (Common)
  • ATTRIBUTES: Two-handed
  • RANGE: 1-12 (short)
  • CRITICAL: Slow
  • AIMED: Scattershot


SPORE CANNON

  • CLASS: Big/Huge/Gigantic/Colossal, Natural, Assault,
  • Environmental
  • TECH: I-IV (Advanced), V-VII (Common)
  • ATTRIBUTES: Two-handed
  • RANGE: 1-12 (short), 13-24 (long)
  • CRITICAL: Slow
  • BURST 3/-: Suppressive Fire


SPORE BOMB LAUNCHER

  • CLASS: Huge/Gigantic/Colossal, Natural, Environmental
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed, Move or Fire
  • CRITICAL: Slow
  • RANGE: 12-60 (long)
  • INDIRECT: AoE 4/2D6, Suppressive Fire


FLAME SPRAY

  • CLASS: Big/Huge/Gigantic/Colossal, Natural, Assault,   
  • Energy (Fire), Siege
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed, HtH Shot
  • SPRAY 8/8/10/10: Burst in Flames, Panic


FIRE SPITTER

  • CLASS: Big/Gigantic/Colossal, Natural, Assault, Energy (Fire)
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • RANGE: 2-18 (short), 19-36 (long)
  • BURST 3/1: Burst in Flames


FIREFLY LAUNCHER

  • CLASS: Medium, Natural, Assault, Energy (Fire)
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed, Homing
  • RANGE: 1-24
  • CRITICAL: Burst in Flames
  • AIMED: Blast
  • BURST 3/-: Blast


FIREFLY CANNON

  • CLASS: Big, Natural, Assault, Energy (Fire)
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed, Homing
  • RANGE: 1-36
  • CRITICAL: Burst in Flames
  • BURST 6/1: Blast


TOXIC SPRAY

  • CLASS: Big/Huge/Gigantic/Colossal, Natural, Assault, 
  • Environmental, Gas 
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed, HtH Shot, Corrosion
  • SPRAY 8/8/10/10: Ignore all Cover, Panic


TOXIC CANNON

  • CLASS: Big/Gigantic/Colossal, Natural, Assault, 
  • Environmental
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed, Corrosion
  • RANGE: 2-18 (short), 19-36 (long)
  • BURST 3/1: Panic


DEATH SHRIEKER

  • CLASS: Big/Huge/Gigantic/Colossal, Natural, Assault, Power, Siege
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed
  • SPRAY 8/8/10/10: Blast, Ignore all Cover, Stun


STATIC CANNON

  • CLASS: Big/Gigantic/Colossal, Natural, Assault, Energy (Electrical)
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed
  • RANGE: 3-36 (short)
  • AIMED: Scattershot, Stun, EMP, Conjunction, Ignore All Cover 
  • OVERCHARGE*: Blast 4/-, Stun, EMP, One shot per Round, Ignore All Cover, Suppressive Fire


CRYO SPRAY

  • CLASS: Big/Huge/Gigantic/Colossal, Natural, Assault, Energy (Cold)
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed, HtH Shot
  • SPRAY 8/8/10/10: Freeze


CRYO CANNON

  • CLASS: Big/Gigantic/Colossal, Natural, Assault, Energy (Cold)
  • TECH: I-IV (Superior), V (Advanced), VI-VII (Common)
  • ATTRIBUTES: Two-handed 
  • RANGE: 2-18 (short), 19-36 (long)
  • BURST 3/1: Freeze


BIOPLASMA CANNON

  • CLASS: Huge/Gigantic/Colossal, Natural, Assault, Energy (Fire + Electrical), Siege
  • TECH: I-IV (Ultimate), V (Superior), VI (Advanced), VII (Common)
  • ATTRIBUTES: Two-handed 
  • RANGE: 4-24 (short), 25-36 (long)
  • AIMED: AoE 3/-, Blast, EMP


HUNTER

  • CLASS: Big, Natural, Assault
  • TECH: I-IV (Ultimate), V (Superior), VI (Advanced), VII (Common)
  • ATTRIBUTES: Two-handed, Homing, Anti-Air
  • RANGE: 2-U
  • AIMED: Improved AP+1, Massive Damage


HUNTER POD

  • CLASS: Huge, Natural, Assault
  • TECH: I-IV (Ultimate), V (Superior), VI (Advanced), VII (Common)
  • ATTRIBUTES: Two-handed, Homing, Anti-Air
  • RANGE: 2-U
  • BURST 3/-: Improved AP


BURROWER

  • CLASS: Big, Natural, Assault
  • TECH: I-IV (Ultimate), V (Superior), VI (Advanced), VII (Common)
  • ATTRIBUTES: Two-handed, Homing, Mine
  • RANGE: 2-48
  • AIMED: Improved AP+1, Massive Damage


BURROWER CLUSTER

  • CLASS: Huge, Natural, Assault
  • TECH: I-IV (Ultimate), V (Superior), VI (Advanced), VII (Common)
  • ATTRIBUTES: Two-handed, Homing, Mine
  • RANGE: 2-48
  • BURST 3/-: Improved AP


INFECTOR

  • CLASS: Medium, Natural, Assault, Environmental
  • TECH: I-IV (Advanced), V-VII (Common)
  • ATTRIBUTES: Two-handed, HtH Shot, Silenced
  • RANGE: 1-12 (short)
  • AIMED: Non-Lethal, Panic
  • BURST 3/-: Non-Lethal, Panic
  • SPECIAL: Place a “Crippled” token on the target damaged by this weapon. This condition can’t be removed. Each round the target model must make a Save. If the save is failed, the model suffers 1 Damage. When the target model is OoA, it is Destroyed and each Adjacent model, friend or foe, suffers an automatic Environmental hit.


POSSESSOR

  • CLASS: Medium, Natural, Assault, Environmental
  • TECH: I-IV (Advanced), V-VII (Common)
  • ATTRIBUTES: Two-handed, HtH Shot, Silenced
  • RANGE: 1-12 (short)
  • AIMED: Non-Lethal
  • BURST 3/-: Non-Lethal
  • SPECIAL: Place a “Confused” token on the target damaged by this weapon. Any action by the target is Interrupted. Each round the target model must make a Save. If failed, it resolves an attack against an Adjacent friendly model chosen by the model’s owner. When the target succeeds its save against Confusion, it is removed as OoA. 


NATURAL WEAPON ADD-ONS 


CAUSTIC SLIME

  • CLASS: Weapon Add-On (Spine, Hive, Spore, all HtH)
  • TECH: I (Advanced)
  • SWING/STAB/AIMED/BURST: +Corrosive
  • Class: +Environmental
  • This model gains Resilience (Corrosion).


BARBED

  • CLASS: Weapon Add-On (Spine, all HtH)
  • TECH: I (Common)
  • SWING/STAB/AIMED/BURST: +Cripple


VORACIOUS

  • CLASS: Weapon Add-On (Hive)
  • TECH: I (Advanced)

If this attack puts the initial target OoA, immediately make another attack against another enemy model within 6” from the initial target as part of the same action. 


MIND FOG POISON

  • CLASS: Weapon Add-On (Spine, Hive, Spore, all HtH)
  • TECH: I-IV (Advanced), V-VII (Common)
  • All attacks by this weapon gain +Poison (Confuse)


SLEEPING POISON

  • CLASS: Weapon Add-On (Spine, Hive, Spore, all HtH)
  • TECH: I-IV (Advanced), V-VII (Common)
  • All attacks by this weapon gain +Poison (Stun)


NERVE POISON

  • CLASS: Weapon Add-On (Spine, Hive, Spore, all HtH)
  • TECH: I-IV (Advanced), V-VII (Common)
  • All attacks by this weapon gain +Poison (Cripple)


GAS BOMBS

  • CLASS: Weapon Add-On (Spore Bomb Launcher)
  • TECH: I-IV (Advanced), V-VII (Common)
  • CRITICAL: Stun
  • INDIRECT: +Ignore all Cover
  • Class: +Gas


FIRE BOMBS

  • CLASS: Weapon Add-On (Spore Bomb Launcher)
  • TECH: I-IV (Advanced), V-VII (Common)
  • CRITICAL: -
  • INDIRECT: +Burst in Flames, Panic
  • Class: Huge/Gigantic/Colossal, Natural, Environmental, Energy (Fire)


SPINE SHRAPNEL BOMBS

  • CLASS: Weapon Add-On (Spore Bomb Launcher)
  • TECH: I-IV (Advanced), V-VII (Common)
  • CRITICAL: Cripple
  • INDIRECT: AoE 5/2D6, Improved AP, Suppressive Fire
  • Class: Huge/Gigantic/Colossal, Natural


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NATURAL ARMOUR

 

TOUGH HIDE

  • CLASS: Natural, Medium/Big/Huge/Gigantic/Colossal
  • ATTRIBUTES: Resilience -/0.5/0.9/1.5/2


SCALY SKIN

  • CLASS: Natural, Medium/Big/Huge/Gigantic/Colossal
  • ATTRIBUTES: Resilience 0.5/1/1.5/2/3 


CARAPACE

  • CLASS: Natural, Medium/Big/Huge/Gigantic/Colossal
  • AC: 4
  • ATTRIBUTES: Resilience 0.5/1/1.5/2/3 


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NATURAL ADAPTATIONS 


FAST

  • TECH I (Advanced)
  • This model has “Fast” attribute.


LEAPING

  • TECH I (Common)
  • This model can make Combat Jumps (see Ch.9) but doesn’t count as Fast for this purpose unless it also has “Fast” attribute.


COMBAT JUMP

  • TECH I (Advanced)
  • This model can perform Combat Jumps (see Ch.9) and Drop Insertions (see Ch.8).


AMPHYBIOUS

  • TECH I (Common)
  • This model treats water as Open Ground.


FLOATING

  • TECH I (Common)
  • This model is Floating (see Ch.4½).


SKITTERING/SERPENTINE

  • TECH I (Advanced)
  • This model treats Broken terrain as Open Ground and can’t be Knocked Down or forced to make a Compulsory movement.


BURROWING

  • TECH I (Advanced)
  • This model can Infiltrate (see Ch.8) and Bail Out (see Ch.9).


WALK ON WALLS

  • TECH I (Advanced)
  • This model treats vertical surfaces as Open Ground and can be Deployed on top of terrain features that are accessible by climbing. 
  • Interruption of movement results in the model falling.


FLYING

  • TECH I (Superior)
  • This model has Class: Flying.


ADAMANTIUM SKELETON

  • TECH: I (Superior)
  • All attacks by this model’s Bone weapons gain +Improved AP. 
  • This model’s Resilience improves by 0.5/0.5/1/1/2. 
  • Carapace AC becomes 6.


MONOMOLECULAR WEAPON

  • TECH: I (Superior)
  • All attacks by this model’s Bone weapons ignore Armour and Resilience.


CHAMELEON SKIN

  • TECH: I-IV (Superior), V-VII (Advanced)
  • This model has Advanced Camouflage (see Ch.8).


INVISIBILITY

  • TECH: I-V (Ultimate), VI-VII (Superior)
  • This model is Invisible until it performs any action other than movement. After being revealed the model must Hide to restore Invisibility.


NIGHT VISION

  • TECH: I (Advanced)
  • This model ignores all Night Fighting restrictions.


INFRAVISION

  • TECH: I (Superior)
  • This model ignores all Night Fighting restrictions and can automatically detect Invisible models, including those hidden behind solid Obstacles, etc.


TELEPAHY

  • TECH: I-V (Superior), VI-VII (Common)
  • Communication Network (see Ch.8). 


BLIND SIGHT

  • TECH: I (Ultimate)
  • This model ignores all Night Fighting restrictions, Advanced Camouflage and can automatically detect Invisible models, including those hidden behind solid Obstacles, etc. 
  • This model has Immunity (Blind).


TOUGHNESS

  • TECH: I (Advanced)
  • If this model is OoA, it is not removed from play until it resolves all actions declared earlier this Round, unless they are Interrupted or the model suffers an Overkill. 


FEEL NO PAIN

  • TECH: I (Advanced)
  • This model has Immunity (Cripple, Bleed).


RESILIENCE 

  • TECH: I (Common)
  • This model’s Resilience and Natural armour can be applied against attacks by one of the following: Fire/Electricity/Cold/Radiation/Corrosion. 
  • This adaptation can be chosen more than once, select a new type of resilience each time.


ENERGY RESILIENCE

  • TECH: I (Superior)
  • This model’s Resilience and Natural armour can be applied against attacks by all four types of Energy: Fire, Electrical, Cold and Radiation.


IMMUNITY

  • TECH: I (Superior)
  • This model has Immunity (Fire/Electricity/Cold/Radiation/Corrosion). 
  • This adaptation can be chosen more than once, select a new type of immunity each time.


REGENERATION

  • TECH: I (Superior)
  • This model gains Resilience +1/+1/+1/+2/+2 and always recovers after battle if OoA, unless it suffers an Overkill or is Destroyed. 
  • Damage caused by Energy, Power, Corrosive or Magical attacks can’t be regenerated unless this model also has Resilience to the appropriate type of Damage.


MINDLESS

  • TECH: I (Advanced)
  • This model has Immunity (Fear, Suppression). The model can’t be a Leader, provide FoV or issue Orders, but will benefit from team FoV and receive orders as normal. 


GLOWING

  • TECH: I (Superior)
  • This model has Immunity (Radiation). All Living models, friend or foe, must succeed a PH Attempt or suffer this model’s Base Damage (Radiation). A target makes the attempt when it becomes Adjacent to this model and each Round it begins Adjacent to it. 


BLOOD DRINKER

  • TECH: I (Advanced)
  • When this model deals damage to a Living target in HtH, it gains a Blood Token. The token can be expended at any time in exchange for one of the following:  

        - remove one negative Condition from this model;

        - regain 1 charge for a skill or ability which has a limited number of uses;

        - add +1D6 to any single Attempt which you have to declare before rolling any dice.

  • Only one blood token can be stored at a time.