1. Hunter*
3
4
5
Weapons | ATT | SKL |
|---|---|---|
| Talons & Claws (RND1) 2GP | 4 | 5 |
| Spinecaster 3GP | 3 | 3 |
Skills
Squad Specialty
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 | 4 | 4 |
| Barbed Tailwhip (RND1 PBK RNG4") 2GP | 3 | 3 |
Skills
Squad Specialty
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. Spinecoil
3
2
4
Weapons | ATT | SKL |
|---|---|---|
| Talons & Claws (RND1) 2GP | 4 | 3 |
| Barbed Tailwhip (RND1 PBK RNG4") 2GP | 3 | 2 |
Skills
Squad Specialty
Injuries
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.
2 - Broken Arm: The Unit's Melee Weapons get -1 SKL (minimum 1).
5 - Damaged Armor: The Unit gets -1 ARM (minimum 1).
3 - Nerve Damage: The Unit's Ranged Weapons get -1 SKL (minimum 1).
4. Killer
3
3
0
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
5 - Damaged Armor: The Unit gets -1 ARM (minimum 1).
2 - Broken Arm: The Unit's Melee Weapons get -1 SKL (minimum 1).
Deceased: If the Unit receives an Injury that it already possesses (e.g. rolling "Damaged Armor" when it already has "Damaged Armor"), that Unit is instead Deceased. A Deceased Unit is permanently removed from the Squad and cannot be used in future Missions.
5. Killer
3
3
0
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
2 - Broken Arm: The Unit's Melee Weapons get -1 SKL (minimum 1).
5 - Damaged Armor: The Unit gets -1 ARM (minimum 1).
Deceased: If the Unit receives an Injury that it already possesses (e.g. rolling "Damaged Armor" when it already has "Damaged Armor"), that Unit is instead Deceased. A Deceased Unit is permanently removed from the Squad and cannot be used in future Missions.
6. Stingcloud*
2
2
5
Weapons | ATT | SKL |
|---|---|---|
| Stinging Cloud (HIT 2MC) | - | 5 |
Skills
Squad Specialty
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 Attack, it may re-roll 1 Save die.
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.