1. Drangun
3
4
0
Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.
Vengeful: Each time this Unit performs a Combat action, it may reroll a number of attack dice equal to the number of Squadmates that have been Taken Out (max 3).
Call of the Ancestors (1TO): Until the end of the Turn, all Units in this Squad gain +1 ATT on their Melee weapons. This can only be done once per mission.
Jet Pack (2ACT): Once per Mission, this unit may spend 2 ACT to move up to 10" in a straight line (orthogonal or diagonal), ignoring vertical movement and difficult terrain. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
Take 'Em Down (1TO): Target one Enemy. This Unit and all its Squadmates immediately perform a Free Ranged or Melee attack against that Enemy if it is a valid target. This can only be done once per mission
3 - Nerve Damage: The Unit's Ranged Weapons get -1 SKL (minimum 1).
2 - Broken Arm: The Unit's Melee Weapons get -1 SKL (minimum 1).
2. Ikvi
2
4
0
Vengeful: Each time this Unit performs a Combat action, it may reroll a number of attack dice equal to the number of Squadmates that have been Taken Out (max 3).
Jet Pack (2ACT): Once per Mission, this unit may spend 2 ACT to move up to 10" in a straight line (orthogonal or diagonal), ignoring vertical movement and difficult terrain. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
Bladesmith: This Unit's Melee weapon gains +1 SKL.
Push (1ACT): Target an adjacent enemy. Inflict 2 Damage on that enemy, then move that enemy up to 4" in any one direction (this does not trigger an Attack of Opportunity). If this causes the enemy to fall off terrain, it takes Damage equal to vertical distance it fell in inches, divided by 2.
Imposing: Each time this Unit is the target of a Melee Attack, the Attacker does not get any support modifiers from its Adjacent Squadmates.
2 - Broken Arm: The Unit's Melee Weapons get -1 SKL (minimum 1).
4 - Crushed Leg: Each time the Unit performs the Move action, it moves 2" less.
3. Thalbic
3
4
0
Accelerator Membrane: This Unit gains +1 ACT (maximum 3).
Jet Pack (2ACT): Once per Mission, this unit may spend 2 ACT to move up to 10" in a straight line (orthogonal or diagonal), ignoring vertical movement and difficult terrain. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
Vengeful: Each time this Unit performs a Combat action, it may reroll a number of attack dice equal to the number of Squadmates that have been Taken Out (max 3).
3 - Nerve Damage: The Unit's Ranged Weapons get -1 SKL (minimum 1).
2 - Broken Arm: The Unit's Melee Weapons get -1 SKL (minimum 1).
4 - Crushed Leg: Each time the Unit performs the Move action, it moves 2" less.
4. Zalemm
2
4
0
Jet Pack (2ACT): Once per Mission, this unit may spend 2 ACT to move up to 10" in a straight line (orthogonal or diagonal), ignoring vertical movement and difficult terrain. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
Relay Order (1ACT): This unit may spend 1 ACT to issue an order to a Squadmate in its Line of Sight. That Squadmate immediately performs a Free Basic Action, then this unit's activation is resumed. This Unit cannot perform this action if this Unit is Adjacent to any enemy Units.
Scanner (1ACT): Until the end of the Turn, enemy Units do not benefit from Cover
Strategize (1ACT): This Unit's Squad gains +1 TO.
Technician: During each of its Activations, this Unit may perform one Mission action for 1 less ACT.
Vengeful: Each time this Unit performs a Combat action, it may reroll a number of attack dice equal to the number of Squadmates that have been Taken Out (max 3).
2 - Broken Arm: The Unit's Melee Weapons get -1 SKL (minimum 1).
3 - Nerve Damage: The Unit's Ranged Weapons get -1 SKL (minimum 1).
5. Singa
2
4
3
Weapons | ATT | SKL |
|---|---|---|
| Fists | 1 | 3 |
| Reductor (STN) | 4 | 3 |
| Ion Rifle (RLT) 4GP | 3 | 3 |
Skills
Squad Specialty
Injuries
Protect The Kin: One time per Turn, when a Squadmate of this Unit within 6" goes to 0 HIT, roll 1D6. On a 2 or lower, that Squadmate is not Taken Out and has 1 HIT remaining.
Vengeful: Each time this Unit performs a Combat action, it may reroll a number of attack dice equal to the number of Squadmates that have been Taken Out (max 3).
Jet Pack (2ACT): Once per Mission, this unit may spend 2 ACT to move up to 10" in a straight line (orthogonal or diagonal), ignoring vertical movement and difficult terrain. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
Medpack (1ACT): Select either this Unit or an Adjacent Squadmate. That selected Unit recovers 1D3 lost HIT.
This Unit cannot perform this action if this Unit or the selected Unit is Adjacent to any enemy Units. This Unit may perform this Action up to once per Turn.
4 - Crushed Leg: Each time the Unit performs the Move action, it moves 2" less.
6. Tuthro
2
3
1
Weapons | ATT | SKL |
|---|---|---|
| Fists | 1 | 3 |
| Ion Rifle (RLT) 4GP | 3 | 3 |
Skills
Squad Specialty
Injuries
Vengeful: Each time this Unit performs a Combat action, it may reroll a number of attack dice equal to the number of Squadmates that have been Taken Out (max 3).
Jet Pack (2ACT): Once per Mission, this unit may spend 2 ACT to move up to 10" in a straight line (orthogonal or diagonal), ignoring vertical movement and difficult terrain. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
5 - Damaged Armor: The Unit gets -1 ARM (minimum 1).
7. Trerem
2
3
0
Vengeful: Each time this Unit performs a Combat action, it may reroll a number of attack dice equal to the number of Squadmates that have been Taken Out (max 3).
Jet Pack (2ACT): Once per Mission, this unit may spend 2 ACT to move up to 10" in a straight line (orthogonal or diagonal), ignoring vertical movement and difficult terrain. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
5 - Damaged Armor: The Unit gets -1 ARM (minimum 1).
3 - Nerve Damage: The Unit's Ranged Weapons get -1 SKL (minimum 1).