Hunter Killers
Hunter*
3
4
5
Weapons | ATT | SKL |
|---|---|---|
| Claws | 3 | 5 |
| Scything Claws (2MC) 2GP | 3 | 5 |
| Talons & Claws (RND1) 2GP | 4 | 5 |
| Spinecaster 3GP | 3 | 3 |
| Bile Sac (RNG6" BLS) 3GP | 3 | 3 |
| Acid Spew (RNG6" CHR1) 4GP | 4 | 3 |
| Barbed Tailwhip (RND1 PBK RNG4") 2GP | 3 | 3 |
Skills
Squad Specialty
Spinecoil
3
3
4
Weapons | ATT | SKL |
|---|---|---|
| Claws | 3 | 4 |
| Scything Claws (2MC) 2GP | 3 | 4 |
| Talons & Claws (RND1) 2GP | 4 | 4 |
| Spinecaster 3GP | 3 | 3 |
| Bile Sac (RNG6" BLS) 3GP | 3 | 3 |
| Acid Spew (RNG6" CHR1) 4GP | 4 | 3 |
| Barbed Tailwhip (RND1 PBK RNG4") 2GP | 3 | 3 |
Skills
Squad Specialty
Killer
3
4
3
Weapons | ATT | SKL |
|---|---|---|
| Claws | 3 | 4 |
| Scything Claws (2MC) 2GP | 3 | 4 |
| Talons & Claws (RND1) 2GP | 4 | 4 |
| Spinecaster 3GP | 3 | 3 |
| Bile Sac (RNG6" BLS) 3GP | 3 | 3 |
| Acid Spew (RNG6" CHR1) 4GP | 4 | 3 |
| Barbed Tailwhip (RND1 PBK RNG4") 2GP | 3 | 3 |
Skills
Squad Specialty
Stingcloud*
2
2
5
Weapons | ATT | SKL |
|---|---|---|
| Stinging Cloud (HIT 2MC) | - | 5 |
Skills
Squad Specialty
Skills
- Acid Blood
When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
- Dodge 1
Each time this Unit is the target of a Ranged Attack, it may re-roll 1 Save die.
- Leader
While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.
- Mindless
This Unit:
- Cannot carry anything (e.g. Intel Markers)
- Cannot take Spoils of War, never gets Injuries (treat it as "Healed" each time you roll for Injuries), and cannot gain medals or XP
- Cannot control objectives or perform Mission Actions.
- Nebulant
Squadmates may target enemies that are Adjacent to this Unit in Ranged combat. This Unit may move through enemy Units and does not trigger Attacks of Opportunity. Each time this Unit performs the Move or Dash action, ignore vertical distance traveled.
- Pulseshriek
All enemies within 4" of this Unit or its Squadmates must immediately move 2" directly away. This does not trigger an Attack of Opportunity. If a Unit cannot make a valid move because of wall or other obstacle, or if this move would put it closer to this Unit or its Squadmates, it takes 1 Melee Damage.
- Swift
Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT.
- Toxin Gland
This Unit's Ranged weapons gain RLT - Relentless.
- Tunneler
This Unit cannot be the primary target of Ranged combat performed by enemies that are more than 12" away. In addition, this Unit is always considered to be in Cover.
- Venomous Bonespurs
Each time this Unit performs the Melee combat action and the primary target of that combat loses at least one HIT, that Unit must spend one additional ACT to perform the move action during its next activation.