1. Killer
3
4
3
Weapons | ATT | SKL |
|---|---|---|
| Scything Claws (2MC) 2GP | 2 | 4 |
Squad Specialty
Skills
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
Behavior - Melee: Ignore increased ACT cost for repeated actions.
- If there is a valid Melee target, attack that target in Melee combat (up to twice per Activation)
- Move or Dash toward closest Priority Enemy, to cover if possible (up to twice per Activation)
Priority Target: Unit carrying an Objective. If none, Unit closest to an Objective. If none, Unit with lowest remaining HIT.
2. Spinecoil
3
3
4
Weapons | ATT | SKL |
|---|---|---|
| Talons & Claws (RND1) 2GP | 3 | 4 |
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.
Behavior - Melee: Ignore increased ACT cost for repeated actions.
- If there is a valid Melee target, attack that target in Melee combat (up to twice per Activation)
- Move or Dash toward closest Priority Enemy, to cover if possible (up to twice per Activation)
Priority Target: Unit carrying an Objective. If none, Unit closest to an Objective. If none, Unit with lowest remaining HIT.
3. Hunter
3
4
5
Weapons | ATT | SKL |
|---|---|---|
| Talons & Claws (RND1) 2GP | 3 | 5 |
| Barbed Tailwhip (RND1 PBK RNG4" RLT) 2GP | 2 | 3 |
Squad Specialty
Skills
Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.
Toxin Gland: This Unit's Ranged weapons gain RLT - Relentless.
Behavior - Mixed: Ignore increased ACT cost for repeated actions.
- If there is a valid Melee target, attack that target in Melee combat (up to once per Activation)
- If there is a valid Ranged target, attack Priority Enemy in Ranged combat (up to twice per Activation)
- Move or Dash to cover with Line of Sight on Priority Enemy (up to twice per Activation)
Priority Target: Unit carrying an Objective. If none, Unit closest to an Objective. If none, Unit with lowest remaining HIT.