1. Hunter*
3
4
5
Weapons | ATT | SKL |
|---|---|---|
| Talons & Claws (RND1) 2GP | 3 | 5 |
| Barbed Tailwhip (RND1 PBK RNG4") 2GP | 2 | 3 |
Squad Specialty ?
Skills ?
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.
Pulseshriek (1TO): 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.
2. Spinecoil
3
3
4
Weapons | ATT | SKL |
|---|---|---|
| Talons & Claws (RND1) 2GP | 3 | 4 |
| Barbed Tailwhip (RND1 PBK RNG4") 2GP | 2 | 3 |
Squad Specialty ?
Skills ?
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.
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
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.
3. Killer
3
4
3
Weapons | ATT | SKL |
|---|---|---|
| Talons & Claws (RND1) 2GP | 3 | 4 |
| Bile Sac (RNG6" BLS) 3GP | 2 | 3 |
| Barbed Tailwhip (RND1 PBK RNG4") 2GP | 2 | 3 |
Squad Specialty ?
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
4. Killer
3
4
3
Weapons | ATT | SKL |
|---|---|---|
| Claws | 2 | 4 |
| Acid Spew (RNG6" CHR1) 4GP | 3 | 3 |
Squad Specialty ?
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
5. Killer
3
4
3
Weapons | ATT | SKL |
|---|---|---|
| Scything Claws (2MC) 2GP | 2 | 4 |
| Bile Sac (RNG6" BLS) 3GP | 2 | 3 |
Squad Specialty ?
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
6. Stingcloud*
2
2
5
Weapons | ATT | SKL |
|---|---|---|
| Stinging Cloud (HIT 2MC) | - | 5 |
Squad Specialty ?
Skills ?
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.
Dodge 1: Each time this Unit is the target of a Ranged Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Dodge specials.
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.
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.
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.