The Horde
Carrion Leech
2
3
1
Weapons | ATT | SKL |
|---|---|---|
| Latch (2MC) | 3 | 3 |
Skills
Toxin Spitter
2
3
1
Weapons | ATT | SKL |
|---|---|---|
| Claws | 2 | 3 |
| Spit Toxins (2RC BLS) | 3 | 3 |
Skills
Blight Herald
2
3
1
Weapons | ATT | SKL |
|---|---|---|
| Blight | 3 | 3 |
| Spore Cloud (BLS) | 3 | 3 |
Skills
Ruin Stalker
2
3
2
Weapons | ATT | SKL |
|---|---|---|
| Bone Claws (2MC RLT) | 4 | 4 |
Skills
Ashline Gunner
2
3
2
Weapons | ATT | SKL |
|---|---|---|
| Fists | 2 | 3 |
| Rust Rifle (2RC) | 4 | 4 |
Skills
Dustborn Thrall
2
3
2
Weapons | ATT | SKL |
|---|---|---|
| Ritual Daggers (2MC RND1) | 4 | 4 |
| Shard Volley (BLS) | 4 | 4 |
Skills
Razorhowl Reaver
3
4
3
Weapons | ATT | SKL |
|---|---|---|
| Hooked Cleaver (2MC RND1) | 4 | 5 |
Skills
Graveward Sentinel
3
4
3
Weapons | ATT | SKL |
|---|---|---|
| Scrap Shiv | 3 | 3 |
| Grave Cannon (2RC BLS) | 4 | 5 |
Skills
Last-Light Executioner
3
4
3
Weapons | ATT | SKL |
|---|---|---|
| Judgement Axe (2MC RLT CHR1) | 4 | 5 |
| Condemnor Bolt (ACC1) | 4 | 5 |
Skills
Boss: Shadow Fiend
4
4
8
Weapons | ATT | SKL |
|---|---|---|
| Twilight Blades* (2MC) | 4 | 5 |
Skills
The Shadow Stalker is rarely seen until it strikes, slipping through light and shadow with unnatural precision. It never lingers on a single target, vanishing after each attack and reappearing elsewhere in a calculated pattern of violence. By the time its prey can react, it has already moved on.
Boss: Ossuary Engine
4
4
8
Weapons | ATT | SKL |
|---|---|---|
| Bonegrind Actuators (2MC RLT) | 4 | 5 |
| Hull Breach Cannon (2RC BLS) | 4 | 5 |
Skills
The Ossuary Engine advances with grinding inevitability, a towering fusion of dead machinery and ossified flesh. Layers of bone and corroded plating absorb incoming fire until something vital is breached. When it finally bleeds, sparks and marrow spill together as the Engine responds with cold, methodical force.
Boss: Broodmind
4
4
8
Weapons | ATT | SKL |
|---|---|---|
| Claws (2MC RND1) | 4 | 5 |
| Spew (BLS) | 4 | 5 |
Skills
The Broodmind dominates the battlefield through sheer biological excess, its swollen mass spawning lesser horrors in an endless tide. It does not rush the fight but overwhelms it, filling every gap with living weapons guided by a single, oppressive will. Left unchecked, it turns survival into a war of attrition that cannot be won.
Skills
- *Twilight Blades
Each time this Unit uses its Twilight Blades in combat, if the Target is the only enemy Unit that can see this Unit, its Twilight Blades gain RND1 (Rending 1)
- Behavior
- If there is a valid Melee target, attack that target in Melee combat.
- Move to be adjacent to closest enemy Unit
- Move toward closest enemy Unit, to cover if possible
- Dash toward closest enemy Unit, to cover if possible
- Behavior
- If this Unit is Adjacent to an enemy Unit, Dash or Move away from all enemy Units.
- If there is a valid Ranged target, attack that target in Ranged combat.
- Move to cover with Line of Sight on an enemy Unit
- Dash to cover with Line of Sight on an enemy Unit
- Behavior
- If there is a valid Melee target, attack that target in Melee combat
- If this Unit is Adjacent to an enemy Unit, Dash or Move away from all enemy Units
- If there is a valid Ranged target, attack that target in Ranged combat.
- Move to cover with Line of Sight on an enemy Unit
- Dash to cover with Line of Sight on an enemy Unit
- Behavior
Each time this Unit performs the Move action, if there is at least one non-visible enemy Unit, place this Unit Adjacent to a random non-visible enemy instead of moving normally. This does not trigger an Attack of Opportunity.
If all enemy Units are visible, this Unit moves normally.- If there is a valid Melee target, attack that target in Melee combat (twice per activation)
- Move toward a random non-visible enemy Unit (if any), to cover if possible
- Move toward closest enemy Unit, to cover if possible
- Dash toward closest enemy Unit, to cover if possible
- Behavior
- If there is a valid Melee target, attack that target in Melee combat (twice per activation)
- If this Unit is Adjacent to an enemy Unit, Dash or Move away from all enemy Units
- If there is a valid Ranged target, attack that target in Ranged combat (twice per activation)
- Move to cover with Line of Sight on an enemy Unit
- Dash to cover with Line of Sight on an enemy Unit
- Behavior
- If there are no Adjacent enemy Units, spawn one Carrion Leech Adjacent to this Unit (once per activation)
- If there is a valid Melee target, attack that target in Melee combat (twice per activation)
- If there is a valid Ranged target, attack that target in Ranged combat (once per activation)
- Move away from all enemy Units, to cover if possible
- Dash away from all enemy Units, to cover if possible
- Boss Spawn
This Unit spawns as far as possible from any enemy Units, not visible, or at least in Cover.
- Boss Spawn
This Unit spawns as close as possible to a random Spawn Point. All Adjacent enemies immediately take 2 Melee damage.
- Boss Spawn
This Unit spawns as close as possible to the center of the battlefield. All Adjacent enemies immediately take 2 Melee damage.
- Counter
Each time this Unit is the primary target of a Melee Attack, if this Unit did not lose any HIT by the end of that Combat, it may immediately perform a Melee Attack against the original Attacker.
- Null Construct
This Unit cannot be targeted in Ranged combat if it has all of its HIT.
- Nutrient Lash
Each time any Player Unit within 6" loses 1 or more HIT in melee combat, roll 1D6. On a 1 or 2, this Unit regains 1 lost HIT.
- Phasebound
This Unit is always considered to be in Cover.
- Spawn Sacs
Each time this Unit is the target of melee combat and does not lose any HIT as a result of that combat, spawn one Carrion Leech Adjacent to it.
- 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.