Faction Codex

BioMeld

"Every corpse is a seed. Every world is soil."

Lore

"Every corpse is a seed. Every world is soil."

The BioMeld are not an empire, species, government, or civilization in the traditional sense.

They are a living ecosystem of flesh, spores, instinct, hunger, memory, and directed adaptation. They do not conquer worlds in order to rule them. They consume worlds in order to become them.

To the BioMeld, individuality is meaningless. Every corpse, every fragment of tissue, every drop of blood, every patch of soil, every splintered bone, every ruined machine, and every polluted river is raw material waiting to be repurposed.

Their armies do not manufacture weapons.

They grow them.

Their soldiers are not trained.

They hatch.

Their fortifications are not built.

They root, swell, harden, and begin to breathe.

The battlefield itself becomes part of the hive. Spores ride the wind. Digestive roots split stone. Blood-moss creeps over metal. Nerve-fungi pulse beneath ruined ground. Broken bodies vanish into slurry pits and return later as claws, bile sacs, armored growths, or something worse.

The BioMeld do not simply invade a battlefield.

They infect it.

The longer the BioMeld remain entrenched, the stronger they become. Neutral ground becomes living ground. Dead units become fuel. Failed attacks become Biomass. Every delay feeds the hive.

By the time most enemies understand what is happening, the world beneath their boots is already hungry.

1.1 The Hunger That Learned

The BioMeld are not mindless.

They are not intelligent in the way humans, machines, or post-human cults understand intelligence. They do not debate, negotiate, command, or remember through names and records. They remember through pattern, appetite, infection, and recurrence.

A failed organism is not a mistake.

It is data.

A corpse is not a loss.

It is stored possibility.

A battlefield is not a place.

It is a digestive system waiting to be completed.

The BioMeld learns through hunger. Every wound teaches it what armor must become. Every death teaches it what should hatch next. Every world consumed becomes a library of flesh.

1.2 Battlefield Identity

The BioMeld are a biological expansion and attrition faction built around:

  • Infected Terrain.
  • Temporary Biomass generation.
  • Longer, feed-dependent incubation.
  • Living buildings grown by Worker organisms.
  • Swarm pressure.
  • Mutation-based adaptation.
  • Short-term resource substitution.
  • Delayed but explosive production.
  • Destroyed Zone recycling through Digestion Pits.
  • Regeneration and terrain control.
  • Powerful late-game monsters.
  • The constant choice of what deserves to be fed.

1.3 Strategic Style

The BioMeld win by turning neutral ground into living ground.

They are strongest when they can:

  • Spread Infected Terrain.
  • Generate Biomass each turn.
  • Build Biomass Nodes, BioSeeders, and Digestion Pits.
  • Feed incubating organisms through Spawning Vats.
  • Mutate units in response to threats.
  • Fight on Infected Terrain.
  • Recycle destroyed organisms back into the Deployment List.
  • Hatch a Mutalith after the infestation matures.
  • Force the opponent to fight inside the infection.

They are weakest when enemies:

  • Kill BioDrones early.
  • Destroy BioSeeders and Biomass Nodes.
  • Destroy Digestion Pits before recycling begins.
  • Fight outside Infected Terrain.
  • Deny Crystal Nodes.
  • Force Biomass to be wasted or lost.
  • Destroy Spawning Vats mid-incubation.
  • Pressure the BioCore before the hive matures.
  • Make the BioMeld choose between feeding the next brood and surviving the current turn.

1.4 The Price of Growth

Nothing in the BioMeld is free.

A brood that hatches too quickly leaves other organisms unfed. A mutation given to one beast denies another mutation elsewhere. A BioDrone spared from being consumed may cost

Biomass that could have finished a brood. A dead creature may return through digestion, but only if the hive spends enough living matter to rebuild it.

The BioMeld do not have industry.

They have appetite.

And appetite must be paid.

Mechanics Summary

2.1 BioMeld Core Infrastructure

The BioMeld use the following replacement Command Center.

Core Role

BioMeld Name

Notes

Command Center

BioCore

Core Infrastructure. Replaces the normal Command Center.

The BioCore:

  • Is not included in the Deployment List.
  • Costs 0 Deployment Points.
  • Is always available as Command Center Infrastructure.
  • May be rebuilt if destroyed, following normal Command Center rebuilding rules.
  • Does not permanently enter the Destroyed Zone.

2.2 BioMeld Workers

BioDrones are Workers.

BioDrones are not Core Infrastructure.

Each BioMeld player may always have up to 3 BioDrones on the battlefield. These first 3 BioDrones cost 0 Deployment Points.

Additional BioDrone capacity must be purchased in the Deployment List. Each additional BioDrone costs 5 Deployment Points and increases the player’s Worker Limit by 1.

If a BioDrone is destroyed while its controller has 3 or fewer BioDrones on the battlefield, it does not permanently enter the Destroyed Zone. The BioMeld player may train back up to 3 BioDrones if they have the resources, Supply, and production capacity.

If a BioDrone is destroyed while its controller has more than 3 BioDrones on the battlefield, one purchased BioDrone capacity is moved to the Destroyed Zone. That capacity no longer increases the player’s Worker Limit unless a rule returns it.

BioDrones have Presence 0. They never control objectives, contest objectives, or contribute Presence.

2.3 Starting Force

A BioMeld player begins with:

  • 1 BioCore
  • 3 BioDrones
  • 5 maximum Supply
  • 50 Carbon
  • 0 Crystals

The 3 starting BioDrones use 3 of the starting 5 Supply.

2.5 BioMeld Presence Philosophy

The BioMeld control territory through infestation, not discipline.

BioDrones have Presence 0 and cannot control or contest objectives.

Skirrkin and Spitters provide cheap Presence through bodies.

Bilebeasts, Sporecasters, Synapse Broodlords, and Mutaliths provide high Presence through mass, pheromone pressure, and terror.

Buildings normally have Presence 0, but they create Infected Terrain that helps BioMeld units hold ground.

2.6 Destroyed Zone Rules

BioMeld assets follow the normal Destroyed Zone rules.

Destroyed non-Worker units enter the Destroyed Zone.

Destroyed non-Core buildings enter the Destroyed Zone.

Destroyed BioCores remain available through Command Center Infrastructure.

Destroyed non-Worker, non-Core assets cannot normally be used again unless a rule returns them.

BioDrones follow the Worker Limit rules.

2.7 Supply

BioMeld Supply costs follow the core defaults unless a datasheet says otherwise.

Unit Type

Supply Cost

Worker

1

Field Unit

1

Heavy Unit

2

Special Unit

3

Buildings do not cost Supply unless their datasheet says otherwise.


Unit Roster

Command Infrastructure

AssetDP
BioCore0

Workers

AssetDP
First 3 BioDrones0
Additional BioDrone capacity5 each

Buildings

AssetDP
Crystal Harvester15
Biomass Node15
BioSeeder20
Spawning Vat25
Chitin Bastion25
Digestion Pit30
Mutation Chamber35

Units

AssetDP
Skirrkin Brood10
Spitter Brood20
Bilevore40
Sporecaster45
Synapse Broodlord50
Mutalith90

Faction Resources

Biomass
Temporary, lost between turns. Spent on incubation, mutation, resource substitution, infection growth, supply bursts, and recycling.

Mechanics & Rules

3. Faction Resource: Biomass

3.1 Biomass Is Temporary

Biomass is not stored between turns.

This means BioMeld players are rewarded for planning how to spend Biomass before they generate it. With Deep Incubation, this choice becomes more important. Feeding an incubating organism may delay a mutation, a Crystal burst, a BioSeeder bloom, or a Digestion Pit reclamation.

3.2 Generating Biomass From Structures

During your Command Phase, each active BioMeld building with the Biomass Source ability generates +1 Biomass if it is on Infected Terrain. A BioCore always counts as being on Infected Terrain for this purpose. A building under construction does not generate Biomass. A Disabled building does not generate Biomass.

3.3 Biomass From Friendly Deaths

Destroyed Enemy Unit

Biomass Roll

Supply 0 or Supply 1

Gain +1 Biomass on a 6+

Supply 2 or higher

Gain +1 Biomass on a 5+

3.4 Biomass From Enemy Deaths

When an enemy non-building unit is destroyed while on Infected Terrain, roll 1d6.

Destroyed Enemy Unit Biomass Roll

Supply 0 or Supply 1Gain +1 Biomass on a 3-4
**Biomass Erased**Gain +1 Biomass on a 5-6
Supply 2 or higherGain +1 Biomass on a 5-6

Unit Type

Typical Incubation Time

3.5 Sacrificial Harvest

During your Action Phase, a friendly BioMeld non-building unit on Infected Terrain may sacrifice living tissue to generate Biomass. The unit suffers 1 Cohesion damage and you gain +1 Biomass.

Restrictions:

  • Each individual model in a profile may be sacrificed only once per turn.
  • For a single-model unit, this means once per turn.
  • If this damage destroys the unit, it does not trigger Biomass From Friendly Deaths.
  • A unit cannot use Sacrificial Harvest while Stunned.
  • BioDrones cannot use Sacrificial Harvest; they use Voluntary Harvest instead.

3.6 Spending Biomass

Biomass may be spent in the following ways.

Incubation Feeding

During your Command Phase, each unit currently incubating in a Spawning Vat may be fed 1 Biomass. If you spend the Biomass, remove 1 incubation counter from that unit. If you cannot or choose not to spend the Biomass, the unit does not lose an incubation counter that Command Phase. This means BioMeld combat organisms do not hatch on a fixed timer unless they are fed.

Accelerated Incubation

During your Action Phase, you may spend Biomass to accelerate a unit incubating in a Spawning Vat. For each Biomass spent, remove 1 incubation counter from that unit.

A Spawning Vat that completes a unit through acceleration cannot begin another unit until your next turn.

Resource Substitution

When paying an in-game Carbon or Crystal cost for a BioMeld unit, building, or upgrade, you may spend Biomass to reduce the cost.

Each Biomass spent reduces the cost by either:

  • 25 Carbon, or

  • 25 Crystals.

Maximum: 2 Biomass per purchase.

Structure Empowerment

Certain BioMeld buildings may spend Biomass for stronger effects.

These effects are listed on the building’s datasheet.

Mutations

Mutation Chambers and certain units may spend Biomass to grant temporary mutations.

Unless stated otherwise:

  • The target must be on Infected Terrain.

  • Each mutation affects one unit.

  • A unit may have only one mutation at a time.

  • Mutations last until the start of your next Command Phase.

Recycling

If you control an active Digestion Pit, you may spend Biomass to return certain destroyed organisms from the Destroyed Zone to the Deployment List.

Recycling is described in the Digestion Pit datasheet.

3.7 Feeding Priority

Because Biomass is temporary, the BioMeld player should choose a feeding priority each turn.

Common priorities include:

  • Feed incubation to hatch a brood.

  • Spend on mutations to win a fight this turn.

  • Spend on resource substitution to afford key structures.

  • Spend on BioSeeders to expand Infected Terrain.

  • Spend on Biomass Nodes to temporarily increase Supply.

  • Spend on Digestive Reclamation to recycle a destroyed organism.

The hive can do many things.

It cannot feed everything at once.

4. Deep Incubation

4.1 Incubation Time Is Printed

BioMeld combat units use their printed Incubation Time.

Do not automatically set incubation counters equal to Supply Cost unless a rule specifically says to.

When a Spawning Vat begins incubating a unit:

  • Pay the unit's in-game cost.
  • Move or mark that unit as Committed from your Deployment List.
  • Place incubation counters equal to the unit's printed Incubation Time.

4.2 Default BioMeld Incubation Times

Unit TypeTypical Incubation Time
BioDrone Worker1 production counter from BioCore
Field organism2 incubation counters
Heavy organism4 incubation counters
Special organism6 incubation counters unless its datasheet says

otherwise

Mutalith Uses Mutalith Gestation rules

4.3 Feeding Incubating Organisms

During your Command Phase, each unit incubating in a Spawning Vat may be fed 1 Biomass.

If fed, remove 1 incubation counter.

If not fed, remove no counter.

A Spawning Vat with Split Brood Chambers may feed each incubating unit separately.

4.4 Starved Incubation

An incubating unit that is not fed remains in the Spawning Vat.

It does not lose counters.

It is not destroyed.

It simply does not grow.

This makes Spawning Vats powerful but demanding. They convert Biomass into future bodies,

but unfed bodies clog the queue.

4.5 Accelerated Incubation

During your Action Phase, a Spawning Vat may receive additional Biomass to accelerate a

single incubating unit.

For each Biomass spent, remove 1 incubation counter.

If a unit completes through Accelerated Incubation, deploy it immediately within 1 inch of the

Spawning Vat and not within 1 inch of an enemy unit.

A Spawning Vat that completes a unit through acceleration cannot begin another unit until your

next turn.

4.6 Destroyed Spawning Vats

If a Spawning Vat is destroyed while incubating a unit, that incubation fails.

Return the incubating unit to the Deployment List unless a rule says it is lost.

No Biomass spent feeding that unit is refunded.

4.7 Design Note

Deep Incubation is meant to make the BioMeld feel more organic and more strategic.

The question is no longer simply, “What can I afford?”

It is:

What does the hive feed?

5. Infected Terrain

5.1 Being on Infected Terrain

A unit or building is considered to be on Infected Terrain if any part of its base or footprint is within the infection radius of a friendly BioMeld infection source.

Overlapping infection zones do not stack unless a rule says otherwise.

5.2 Infection Sources

SourceInfection Radius
BioCore6 inches
Engorged BioCore8 inches
BioSeeder3 inches, or more if

empowered

Stationary BioDrone using Infection Spread 3 inches

Chitin Bastion 3 inches

Mutalith 6 inches

Digestion Bloom marker 3 inches

5.3 Base Effects of Infected Terrain

While on Infected Terrain, friendly BioMeld units:

  • May receive Mutations.
  • May use Sacrificial Harvest.
  • Trigger Biomass death rolls when destroyed, if eligible.
  • May benefit from BioMeld terrain upgrades.

While on Infected Terrain, BioMeld buildings:

  • May generate Biomass if they have Biomass Source.
  • May use abilities that require infection.
  • May be empowered by certain upgrades.

5.4 Enemy Units on Infected Terrain

Enemy units do not suffer penalties from Infected Terrain by default.

They suffer penalties only if BioMeld upgrades, abilities, weapons, or mission rules create those penalties.

5.5 Digestion Bloom Markers

Some BioMeld abilities create Digestion Bloom markers.

A Digestion Bloom marker:

  • Projects Infected Terrain in a 3-inch radius.

  • Has no Cohesion and cannot be attacked.

  • Is removed at the start of the BioMeld player’s next Command Phase unless a rule says otherwise.


6. Hive Return Network

6.1 BioDrone Carbon Delay

When a BioDrone gathers Carbon, determine which battlefield zone the Carbon Node is in.

Carbon Node LocationCarbon Arrival
Your Command ZoneGain Carbon this Resource Phase
No Man’s LandGain Carbon during your next Resource Phase
Enemy Command ZoneGain Carbon after 2 of your Resource Phases
Use Harvest markers to track delayed Carbon.

If the BioCore is destroyed before delayed Carbon is gained, the delayed Carbon is lost.

6.2 Infection Network Shortcut

If the Carbon Node is on Infected Terrain and there is a continuous chain of overlapping Infected Terrain from that node to the BioCore, reduce the delay by one step.

This can never make Carbon arrive faster than the same Resource Phase.

6.3 Rooted Return Veins

If Rooted Return Veins has been researched, reduce all BioDrone Carbon Delay by one additional step.

This cannot make Carbon arrive faster than the same Resource Phase.

6.4 Maintained Veins

You may spend one biomass per node to reduce the Carbon Delay by one additional step.

This cannot make Carbon arrive faster than the same Resource Phase.

6.5 Crystal Harvesters

Crystal Harvesters do not use the BioDrone Carbon Delay. They generate Crystals directly through their own datasheet rules

7. Destroyed Zone Recycling

The BioMeld can recycle destroyed organisms, but only after building the correct biological infrastructure.

7.1 Recycling Requires a Digestion Pit

The BioMeld cannot normally return destroyed non-Worker units from the Destroyed Zone.

While you control an active Digestion Pit, you unlock the Digestive Reclamation ability.

7.2 Digestive Reclamation

During your Action Phase, one active Digestion Pit may perform Digestive Reclamation.

Choose one eligible BioMeld unit in your Destroyed Zone.

Spend Biomass based on that unit’s Supply Cost.

Destroyed Unit TypeBiomass Cost
Field unit, Supply 13 Biomass

Heavy unit, Supply 2 5 Biomass

Special unit, Supply 3 7 Biomass

Return that unit from the Destroyed Zone to your Deployment List.

That unit is not placed on the Battlefield. It must still be incubated, produced, gestated, or deployed normally later.

7.3 Recycling Limits

Digestive Reclamation cannot target:

  • Workers.
  • Buildings.
  • Command Centers.
  • Unique units.
  • Units destroyed during the current turn.
  • Units removed from the game by a mission or special rule.
  • Units whose datasheet says they cannot be recycled.

A unit returned to the Deployment List by Digestive Reclamation cannot begin incubation until your next turn.

7.4 Reclamation Limit

A BioMeld player may resolve Digestive Reclamation only once per round unless a rule says otherwise.

This limit is faction-wide, not per Digestion Pit.

7.5 Recycling and Deep Incubation

A recycled unit returns to the Deployment List, not the Battlefield.

It must still pay its in-game cost and complete its full printed Incubation Time when later incubated.

This means recycling restores access to the organism, but the hive must still feed it back into existence.

7.6 Recycling and Biomass Timing

Biomass spent on Digestive Reclamation must be available during the current BioMeld turn.

Unspent Biomass is still lost at the end of the BioMeld turn.

8. BioMeld Tags

TagMeaning
BioMeldBelongs to the BioMeld faction.
WorkerCan mine Carbon, construct, repair, interact with Worker-eligible mission objects, and rebuild Command Centers. Workers have Presence 0.
BuilderCan perform Construct and Repair Actions.
OrganicLiving biological unit or structure.
InfantryStandard infantry-scale organism.
SwarmNumerous fragile organisms.
BeastLarge biological combat organism.
MonsterMassive biological war organism.
FieldBasic battlefield unit, usually 1 Supply.
HeavyStronger battlefield unit, usually 2 Supply.

Special Powerful elite unit, usually 3 Supply.

Building Structure.

Command Center Core base structure.

Production Produces units.

Supply Increases maximum Supply.

Extractor Mines Crystals.

Tech Researches upgrades.

Defense Defensive structure.

Infection Source Projects Infected Terrain.

Biomass Source Generates Biomass while on Infected Terrain.

Digestion Enables BioMeld recycling and digestive effects.

Unique Only one copy may be included unless a scenario says otherwise.

9. Core Command Center Datasheet

9.1 BioCore

“The mind beneath the meat.”

The BioCore is the central nerve cluster of a BioMeld infestation. It coordinates growth, directs adaptation, processes resources, anchors the infection network, and remembers the hunger-pattern of the hive.

A BioCore is not a ruler. It is not a brain in the individual sense. It is a knot in a larger biological argument, a place where appetite becomes coordination.

Destroying it does not kill the BioMeld forever.

It only gives the world time to scream.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Building, Command Center, Infection Source, Biomass Source
Deployment Point Cost0
In-Game Cost200 Carbon, 50 Crystals
Emergency Rebuild Cost200 Carbon
Construction Time3 counters
Movement0

Toughness 6

Cohesion 18 (18)

Ranged Skill 0

Melee Skill 0

Armor 4

Presence 0

Supply Provided 5

Infection Radius 6 inches

Produces BioDrones, Mutalith gestation

Abilities

Core Command Center

This is the BioMeld Command Center. It follows all normal Command Center and Core Infrastructure rules.

Primary Infection Source

Projects Infected Terrain in a 6-inch radius.

Biomass Source

Generates +1 Biomass during your Command Phase.

The BioCore always counts as being on Infected Terrain for this ability.

Worker Production May perform the Produce Action to train BioDrones.

BioDrones use 1 production counter and do not use Deep Incubation.

Hive Return Network Used to determine BioDrone Carbon Delay.

Mutalith Gestation May begin gestating a Mutalith if this BioCore is Engorged and you have an available Mutalith in your Deployment List.

Upgrade: Engorged Nerve Cluster

FieldValue
Deployment Point Cost30
In-Game Cost150 Carbon, 100 Crystals
Research or Upgrade Time2 counters
RequirementBioCore and Mutation Chamber
**Effect:** BioCore generates +3 Biomass instead of +1 during your Command Phase. BioCore Infection Radius increases to 8 inches. This BioCore counts as Engorged. This upgrade is required to begin Mutalith gestation.

Upgrade: Rooted Return Veins

FieldValue

Deployment Point Cost 20

In-Game Cost 100 Carbon, 50 Crystals

Research or Upgrade Time 1 counter

Requirement BioCore or Mutation Chamber

Effect:

Reduce all BioDrone Carbon Delay by one step.

This cannot make Carbon arrive faster than the same Resource Phase.

If the gathered Carbon Node is on Infected Terrain, gain +25 Carbon when the Carbon arrives.

10. Worker Datasheet

10.1 BioDrone

"It digs. It feeds. It becomes."

The BioDrone is the foundation of every BioMeld infestation. These worker organisms gather resources, spread infection, and reshape themselves into living structures.

A BioDrone is not merely a laborer. It is a seed with legs, a stomach with instructions, and a builder that understands construction as self-sacrifice.

Most BioMeld structures begin with a BioDrone deciding that it is more useful as architecture.

FieldValue
FactionBioMeld

Tags BioMeld, Organic, Worker, Builder, Infantry, Field

Deployment Point Cost First 3 cost 0; additional copies cost 5 each

In-Game Cost 50 Carbon

Production Building Required BioCore

Production Time 1 counter

Supply Cost 1

Movement 5

Toughness 3

Cohesion 3 (1)

Ranged Skill 0

Melee Skill 10

Armor 0

Presence 0

Weapon

Weapon

WeaponRangeStrengthAPAttacksDamageTraits
Bone-Spanner ClawsMelee4011Anti-Armor
## Abilities

Worker Unit

May mine Carbon, construct buildings, repair buildings, place extraction structures, interact with Worker-eligible mission objects, and rebuild BioCores.

No Objective Control

This unit never controls objectives, contests objectives, or contributes Presence.

Worker Limit

This unit follows the normal Worker Limit rules.

Living Architecture

When this unit begins constructing a non-Core BioMeld building, choose one:

  • Spend 1 Biomass. This BioDrone survives.
  • Consume this BioDrone. Remove 1 cohesion potentially removing it from the Battlefield.

If this BioDrone is consumed while you had 3 or fewer BioDrones on the Battlefield, it does not permanently enter the Destroyed Zone.

If this BioDrone is consumed while you had more than 3 BioDrones on the Battlefield, one purchased BioDrone capacity is moved to the Destroyed Zone.

If you cannot spend Biomass or consume the BioDrone, construction cannot begin.

Infection Spread

During your Action Phase, if this unit did not move this turn and is not engaged, you may spend 1 Biomass.

This unit projects Infected Terrain in a 3-inch radius until the start of your next Command Phase.

Voluntary Harvest

During your Action Phase, this unit may destroy itself to gain +2 Biomass.

This does not trigger Biomass From Friendly Deaths.

If this BioDrone was part of purchased BioDrone capacity, apply the normal Worker Limit rules.

11. Building Datasheets

11.1 Crystal Harvester

"The stone is opened. The marrow is sweet."

A Crystal Harvester is a pulsating extraction organism that filters valuable crystalline compounds through digestive root systems. It does not mine in the traditional sense. It feeds tendrils into mineral seams and dissolves what the hive requires.

The crystals scream in frequencies only the BioMeld can taste.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Building, Extractor
Deployment Point Cost15
In-Game Cost50 Carbon
Construction Time2 counters
PlacementMust be built on a Crystal Node
Movement0
Toughness3
Cohesion5 (5)

Ranged Skill 0

Melee Skill 0

Armor 1

Presence 0

Supply Provided 0

Abilities

Crystal Filtration

During your Resource Phase, if this building is active gather 25 Crystals from that node.

Feed the Harvester

During your Resource Phase, this building may spend up to 2 Biomass.

For each Biomass spent, gather +25 additional Crystals from the node.

Maximum Crystal production from this building is 75 Crystals per Resource Phase.

Rooted in Infection

If this building is not on Infected Terrain, it may still gather Crystals, but it cannot use Feed the Harvester.

11.2 Biomass Node

“Digestion is logistics.”

A Biomass Node is a digestion reservoir that converts excess organic matter into population capacity. It is part stomach, part storehouse, part nutrient heart. Around it, the ground softens and begins to pulse.

To the BioMeld, supply is not ammunition or rationing.

Supply is how much living matter the battlefield can stomach.

FactionBioMeld
TagsBioMeld, Organic, Building, Supply, Biomass Source
Deployment Point Cost15
In-Game Cost50 Carbon
Construction Time2 counters
Movement0
Toughness4
Cohesion6 (6)
Ranged Skill0
Melee Skill0
Armor1
Presence0
Supply ProvidedVariable

Abilities

Biomass Source

During your Command Phase, if this building is on Infected Terrain, generate +1 Biomass.

Reservoir Supply

This building provides +2 maximum Supply while active.

Feed the Reservoir

During your Command Phase, you may spend up to 2 Biomass on this building.

Until the start of your next Command Phase, increase the Supply provided by this building.

Biomass Total Supply Provided Spent

0 +2

1 +6

2 +10

If this temporary Supply ends and you exceed your maximum Supply, follow the normal Supply rules for being above your Supply limit.

Upgrade: Brood Reservoir

Deployment Point Cost 20

In-Game Cost 100 Carbon, 25 Crystals

Upgrade Time 1 counter

Effect:

Base Supply becomes +4.

Feed the Reservoir provides +8 Supply at 1 Biomass and +12 Supply at 2 Biomass.

This building’s Cohesion becomes 8 (8).

11.3 Digestion Pit

“Nothing dead remains wasted. Nothing living remains separate.”

A Digestion Pit is a massive organic maw dug into the battlefield. It breaks down corpses, wreckage, shed chitin, ruined organs, failed organisms, splintered armor, and meat that still remembers being alive. The slurry is not stored as matter alone. It is sorted into future possibility.

Digestion Pits are the BioMeld’s primary destroyed-zone recycling structure.

They are where defeat is chewed until it becomes another chance.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Building, Digestion, Biomass Source
Deployment Point Cost30
In-Game Cost100 Carbon, 50 Crystals
Construction Time3 counters
Movement0

Toughness 4

Cohesion 7 (7)

Ranged Skill 0

Melee Skill 0

Armor 2

Presence 0

Supply Provided 0

Abilities

Biomass Source

During your Command Phase, if this building is on Infected Terrain, generate +1 Biomass.

Digestive Reclamation

During your Action Phase, this building may perform Digestive Reclamation if it is active and on Infected Terrain.

Choose one eligible BioMeld unit in your Destroyed Zone.

Spend Biomass based on that unit’s Supply Cost.

Destroyed Unit Type Biomass Cost

Field unit, Supply 1 3 Biomass

Heavy unit, Supply 2 5 Biomass

Special unit, Supply 3 7 Biomass

Return that unit from the Destroyed Zone to your Deployment List.

The returned unit cannot begin incubation until your next turn.

A BioMeld player may resolve Digestive Reclamation only once per round, regardless of how many Digestion Pits they control.

Reclamation Limits

Digestive Reclamation cannot return:

  • Workers.
  • Buildings.
  • Command Centers.
  • Unique units.
  • Units destroyed during the current turn.
  • Units removed from the game by a mission or special rule.

Open Maw

During your Action Phase, you may spend 1 Biomass to place a Digestion Bloom marker within 3 inches of this building.

That marker follows the normal Digestion Bloom rules.

Upgrade: Ravenous Maw

FieldValue
Deployment Point Cost25
In-Game Cost100 Carbon, 75 Crystals
Upgrade Time2 counters

Requirement Mutation Chamber

Effect:

This building’s Cohesion becomes 9 (9).

Once per game, when this building uses Digestive Reclamation, reduce the Biomass cost by 1.

Open Maw creates a 4-inch Digestion Bloom instead of a 3-inch Digestion Bloom.

11.4 BioSeeder

“The ground remembers the hive.”

BioSeeders spread spores, fungal growths, root-nerves, and parasitic tissue across the battlefield, extending the reach of the infestation. They are not passive growths. They are living claims.

Where a BioSeeder roots, the battlefield begins to forget that it was ever neutral.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Building, Infection Source, Biomass Source
Deployment Point Cost20
In-Game Cost100 Carbon
Construction Time2 counters

Movement 0

Toughness 3

Cohesion 5 (5)

Ranged Skill 0

Melee Skill 0

Armor 1

Presence 0

Infection Radius Variable

Supply Provided 0

Abilities

Biomass Source

During your Command Phase, if this building is on Infected Terrain, generate +1 Biomass.

Spore Bloom

Projects Infected Terrain in a 4-inch radius.

Feed the Bloom

During your Command Phase, you may spend up to 2 Biomass on this building.

Until the start of your next Command Phase, increase its Infection Radius.

Biomass Spent Infection Radius

0 4 inches

1 6 inches

2 10 inches

Upgrade: Spore Barb Organ

Field Value

Deployment Point Cost 15

In-Game Cost 75 Carbon, 25 Crystals

Upgrade Time 1 counter

Effect:

This building gains the following weapon and may fire during your Ranged Phase.

WeaponRangeStrengthAPAttacksDamageTraits
Spore Barbs85121Poison 1, Short Range
**11.5 Spawning Vat**

“The army does not arrive. It hatches.” Spawning Vats rapidly grow BioMeld organisms from processed Biomass. They are womb, factory, stomach, and battlefield promise. Within each Vat, half-formed broods twitch in fluid, waiting for the hive to decide whether they deserve to be fed. Deep Incubation makes Spawning Vats powerful but demanding. A Vat can grow terrifying organisms, but only if the hive keeps feeding them. Field Value Faction BioMeld Tags BioMeld, Organic, Building, Production Deployment Point Cost 25 In-Game Cost 75 Carbon Construction Time 2 incubation counters Movement 0 Toughness 4 Cohesion 6 (6) Ranged Skill 0 Melee Skill 0

Armor 1

Presence 0

Supply Provided 0

Produces Skirrkin, Spitters, Bilebeasts, Sporecasters, Synapse Broodlords

Abilities

Incubate Organism

May perform the Produce Action to begin incubating BioMeld units from your Deployment List.

When a unit begins incubation:

  • Pay its in-game cost.
  • Place incubation counters equal to the unit’s printed Incubation Time.
  • That unit is committed from your Deployment List as normal.

During your Command Phase, each unit incubating in this building may be fed 1 Biomass.

If paid, remove 1 incubation counter.

If not paid, remove no incubation counter this Command Phase.

When the final counter is removed, deploy the unit within 1 inch of this building and not within 1 inch of an enemy unit.

Accelerated Incubation

During your Action Phase, you may spend Biomass to remove incubation counters from one unit incubating in this building.

Each Biomass removes 1 counter.

If a unit completes this way, this building cannot begin another unit until your next turn.

One Brood at a Time

This building may have only one unit incubating at a time unless upgraded.

Upgrade: Split Brood Chambers

Field Value

Deployment Point Cost 20

In-Game Cost 100 Carbon, 50 Crystals

Upgrade Time 2 counters

Requirement Mutation Chamber

Effect:

This building may maintain an incubation queue of up to 2 units.

During your Command Phase, you may pay Biomass separately for each incubating unit.

Cohesion becomes 8 (8).

11.6 Mutation Chamber

“The perfect body is always temporary.”

The Mutation Chamber is a writhing pool of unstable genetic matter where the BioMeld rapidly adapts its organisms for war. It does not seek a final form. Final forms are for dead species.

The hive survives because every body is provisional.

Field Value

Faction BioMeld

Tags BioMeld, Organic, Building, Tech

Deployment Point Cost 35

In-Game Cost 100 Crystals

Construction Time 3 counters

Movement 0

Toughness 4

Cohesion 7 (7)

Ranged Skill 0

Melee Skill 0

Armor 2

Presence 0

Supply Provided 0

Abilities

Unlock Mutations

While active, this building allows you to use BioMeld Mutations.

Mutation Action

During your Action Phase, this building may perform one Mutation Action.

Select one friendly BioMeld unit that is either:

  • On Infected Terrain, or
  • Within 1 inch of this building.

Spend the listed Biomass cost and apply one mutation from the BioMeld Mutations list.

A unit may have only one mutation at a time unless a rule says otherwise.

Research Evolution May perform the Research Action to research BioMeld upgrades from your Deployment List.

Upgrade: Rapid Genome Pool

FieldValue
Deployment Point Cost25
In-Game Cost75 Carbon, 75 Crystals
Upgrade Time2 counters
**Effect:** This building may perform 2 Mutation Actions per turn.

The same unit cannot be targeted by both Mutation Actions unless it is a Mutalith.

11.7 Chitin Bastion

"The wall is alive. The wall is hungry."

A Chitin Bastion is a living defensive structure grown from armored plates, nerve roots, barbed limbs, and digestion sacs. It anchors infected territory and protects the hive’s forward growth.

Enemies often mistake it for a wall.

Then the wall bites.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Building, Defense, Infection Source
Deployment Point Cost25
In-Game Cost100 Carbon, 25 Crystals
Construction Time3 counters
Movement0
Toughness5
Cohesion8 (8)
Ranged Skill7
Melee Skill0
Armor3
Presence0
Infection Radius3 inches
Supply Provided0

Weapon

WeaponRangeStrengthAPAttacksDamageTraits
Acid Lashers85121Poison 1, Suppressive
### Abilities

Living Wall Projects Infected Terrain in a 3-inch radius.

Organic Defense May fire during your Ranged Phase even though it is a building.

Barbed Rampart Enemy units that move into engagement with this building suffer 1 Cohesion damage on a 5+.

Sheltering Plates Friendly BioMeld Infantry units wholly within 1 inch of this building gain Light Cover.

12. BioMeld Mutations

12.1 Adrenal Tendons — 1 Biomass

Target BioMeld unit gains +2 Movement.

If the unit Advances this turn, add +2 to the Advance roll.

12.2 Hardened Carapace — 1 Biomass

Target BioMeld unit gains +2 Armor.

If the target is a Bilebeast, Sporecaster, Synapse Broodlord, or Mutalith, it also gains Shielded 1.

12.3 Corrosive Glands — 1 Biomass

Target BioMeld unit’s melee weapons and non-artillery ranged weapons gain +2 AP.

12.4 Frenzy Cortex — 1 Biomass

Target BioMeld unit gains +2 to Melee Hit Checks.

If the target is a Skirrkin Brood, it also gains +1 Attack total.

12.5 Regenerative Slurry Glands — 1 Biomass

Target BioMeld unit gains Regenerating 1.

If the unit is on Infected Terrain during its controller’s Status Phase, restore 1 Cohesion.

12.6 Spore Burst — 1 Biomass

Target Spitter or Sporecaster gains Poison 2 on one weapon until the start of your next Command Phase.

If the weapon already has Poison, increase the Poison value by 2.

12.7 Living Artillery Growth — 2 Biomass

Target Bilebeast gains the following ranged weapon until the start of your next Command Phase.

WeaponRangeStrengthAPAttacksDamageTraits
Back-Grown Spore Mortar86112Blast, Heavy

12.8 Hyperadaptive Shell — 2 Biomass

Target BioMeld Heavy or Special unit gains one of the following until the start of your next Command Phase:

  • Ignore the first instance of AP from the first attack.
  • Reduce incoming damage from the next successful attack by 1, to a minimum of 0.
  • Gain +2 total Presence while on Infected Terrain.

13. Unit Datasheets

13.1 Skirrkin Brood

“The first wave is teeth.”

Skirrkin are fast-moving swarm organisms bred to overwhelm enemies through speed, numbers, and reckless aggression. They are not meant to live long. They are meant to arrive first, tear open resistance, and die where the ground can digest them.

A Skirrkin brood is cheap, but not instant. Even teeth must be grown.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Infantry, Swarm, Field
Deployment Point Cost10
In-Game Cost50 Carbon

Production Building Required Spawning Vat

Incubation Time 2 counters

Supply Cost 1

Movement 6

Toughness 3

Cohesion 5 (1)

Ranged Skill 0

Melee Skill 7

Armor 1

Presence 1

Weapon

WeaponRangeStrengthAPAttacksDamageTraits
Ripping ClawsMelee4011Assault
## Abilities

Swarm Surge While this unit is on Infected Terrain, it may move through friendly BioMeld Infantry units.

Pack Frenzy If this unit is within 2 inches of another friendly Skirrkin Brood when it attacks in melee, it gains +1 Attack total.

If it is within 2 inches of two or more friendly Skirrkin Broods, it gains +2 Attacks total instead.

Expendable Flesh If this unit is destroyed on Infected Terrain, gain +1 to the Biomass From Friendly Deaths roll.

13.2 Spitter Brood

“The second wave is venom.”

Spitters are ranged bioforms that launch corrosive biological projectiles and saturate enemy positions with living toxins. Their bodies are grown around venom sacs, pressure organs, and acid glands that twitch before firing.

They do not aim with eyes.

They smell weakness and spit at it.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Infantry, Field
Deployment Point Cost20
In-Game Cost50 Carbon, 25 Crystals
Production Building RequiredSpawning Vat
Incubation Time2 counters

Supply Cost 1

Movement 5

Toughness 3

Cohesion 6 (2)

Ranged Skill 6

Melee Skill 10

Armor 2

Presence 1

Weapon

Weapon Range Strength AP Attacks Damage Traits

Corrosive Spit 8 5 1 1 1 Poison 1

Acid Saturation

If this unit scores one or more wounds against a target, that target cannot benefit from Light Cover against the next BioMeld attack that targets it this turn.

Spore-Loaded Glands

While this unit is on Infected Terrain, Spore Burst costs 0 Biomass the first time this unit receives that mutation each game.

13.3 Bilebeast

"The wall became hungry."

Bilebeasts are massive frontline organisms bred for brutal melee assaults and battlefield disruption. Their bodies are armored with thick plates, swollen muscle, and corrosive internal fluids that hiss through cracks in their hide.

A Bilebeast is what happens when the hive decides the shortest path through a problem is through the problem.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Beast, Heavy
Deployment Point Cost40
In-Game Cost125 Carbon, 25 Crystals
Production Building RequiredSpawning Vat
Incubation Time4 counters
Supply Cost2
Movement5
Toughness6
Cohesion10 (10)

Ranged Skill 0

Melee Skill 6

Armor 3

Presence 3

Weapon

Weapon Range Strength AP Attacks Damage Traits

Crushing Limbs Melee 8 2 2 2 Deadly, Anti-Armor

Abilities

Living Ram

When this unit completes a Charge or moves into engagement after Advancing, its first melee attack this turn gains +1 Strength.

Thickened Bulk

While on Infected Terrain, this unit ignores the first point of AP from attacks with Strength 5 or lower.

Artillery Growth Host

This unit may receive the Living Artillery Growth mutation.

13.4 Sporecaster

“The sky rots first.”

Sporecasters are artillery organisms that launch explosive spore sacs across the battlefield. Their swollen backs grow living mortars, pressure bladders, gas chambers, and seed-bombs that rupture into toxic clouds.

They do not bombard the enemy.

They plant the air.

FieldValue
FactionBioMeld
TagsBioMeld, Organic, Beast, Heavy
Deployment Point Cost45
In-Game Cost100 Carbon, 50 Crystals
Production Building RequiredSpawning Vat
Incubation Time4 counters
Supply Cost2
Movement4
Toughness5
Cohesion8 (8)
Ranged Skill6
Melee Skill8

Armor 2

Presence 2

Weapon

Weapon Range Strength AP Attacks Damage Traits

Spore Mortar 16 7 1 1 2 Blast, Heavy, Poison 1

Abilities

Drifting Spore Sacs

If this unit attacks a target on Infected Terrain and misses with Spore Mortar, choose one enemy unit within 2 inches of the original target.

On a 4+, that unit becomes Poisoned 1.

Root to Fire

If this unit did not move this turn and is on Infected Terrain, Spore Mortar gains +1 to Hit Checks.

13.5 Synapse Broodlord

“The hive learns through hunger.”

A Synapse Broodlord is a command organism that coordinates nearby broods through instinctive psychic pressure, pheromone storms, pain-signals, and digestive memory. It is not a commander in the ordinary sense. It is a local will-node that teaches nearby organisms what the hive wants them to become.

Where a Broodlord walks, lesser bodies remember that they are part of something larger.

Extracted images (55):

Datasheets

  • Mutalithsunit
  • Synapse Broodlordsunit
  • Sporecastersunit
  • Bilebeastsunit
  • Spittersunit
  • Skirrkinunit
  • BioDronesunit
  • BioCorecommand_infrastructure