Hunter Killers

100GP

1. Hunter*

ACT

3

ARM

4

HIT

5/5

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
5
Barbed Tailwhip (RND1 PBK RNG4") 2GP
3
3
Skills
Pulseshriek (1 TO)
Leader
Squad Specialty
Acid Blood

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.

Hunter* 16+4GP
FV: 2

2. Spinecoil

ACT

3

ARM

3

HIT

4/4

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
4
Barbed Tailwhip (RND1 PBK RNG4") 2GP
3
3
Skills
Tunneler
Venomous Bonespurs2GP
Squad Specialty
Acid Blood

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.

Spinecoil 14+6GP
FV: 2

3. Killer

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
4
Bile Sac (RNG6" BLS) 3GP
3
3
Barbed Tailwhip (RND1 PBK RNG4") 2GP
3
3
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+7GP
FV: 2

4. Killer

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Claws
3
4
Acid Spew (RNG6" CHR1) 4GP
4
3
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+4GP
FV: 2

5. Killer

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Scything Claws (2MC) 2GP
3
4
Bile Sac (RNG6" BLS) 3GP
3
3
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+5GP
FV: 2

6. Stingcloud*

ACT

2

ARM

2

HIT

5/5

Weapons
ATT
SKL
Stinging Cloud (HIT 2MC)
-
5
Skills
Dodge 1
Mindless
Nebulant
Swift
Squad Specialty
Acid Blood

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.

Stingcloud* 8GP
FV: 1