Droonies Never Say Die

100GP

1. Mother

ACT

3

ARM

4

HIT

4/6

Weapons
ATT
SKL
Claws (BRU2)
3
5
Acid Spew (RNG8" BLS)
2
4
Barbed Tailwhip (RNG4" RLT)
4
4
Squad Specialty
Hive Mind
Skills
Leader
Infest
Neural Command
Overrun (1 TO)
Carrier1GP
Hardened Carapace1GP
Spore Cloud*2GP

Leader: While this Unit is Standing, you may roll an additional 3 dice to determine Tactical Orders every turn.

Neural Command: During each of its Activations, this Unit may choose to take no actions. If it does, it may choose 2 Squadmates to perform 1 Free Basic or Mission Action of 1 ACT each, or 1 Squadmate to perform 2 different Free Basic or Mission Actions of 1 ACT each.

Overrun (1TO): All other Units in this Squad (excluding this Unit) may immediately perform a Move action followed by a Melee attack. This can only be done once per mission.

Infest: Each time this Unit Takes Out an enemy in Melee Combat, place a Swarmling Unit in the position that enemy Unit occupied. That Swarmling is treated as Activated for this Turn.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, place a Swarmling Unit in the position it occupied.

Hardened Carapace: Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.

Spore Cloud: Each time this Unit is the primary target of a Melee attack, the attacker gets -1 SKL

Brood Mother* 16+4GP
FV: 2

2. Arzurraes

ACT

2

ARM

3

HIT

0/4

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

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.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, place a Swarmling Unit in the position it occupied.

Hardened Carapace: Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.

Drone 12+2GP
FV: 1

3. Bazeraz

ACT

2

ARM

3

HIT

0/4

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

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.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, place a Swarmling Unit in the position it occupied.

Hardened Carapace: Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.

Drone 12+2GP
FV: 1

4. Cazhara

ACT

2

ARM

3

HIT

3/4

Weapons
ATT
SKL
Double Claws (BRU1 RND1 2MC)
3
4
Acid Spit (RNG8")
3
3
Squad Specialty
Hive Mind
Skills
Climber
Expendable
Swift
Carrier1GP

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

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.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, place a Swarmling Unit in the position it occupied.

Drone 12+1GP
FV: 1

5. Drazrizar

ACT

2

ARM

3

HIT

0/4

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

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.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, place a Swarmling Unit in the position it occupied.

Drone 12+1GP
FV: 1

6. Erzanyr

ACT

2

ARM

3

HIT

0/4

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

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.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, place a Swarmling Unit in the position it occupied.

Drone 12+1GP
FV: 1

7. Fraezhan

ACT

2

ARM

3

HIT

0/4

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

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.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, place a Swarmling Unit in the position it occupied.

Drone 12+1GP
FV: 1

8. Swarmling

ACT

2

ARM

2

HIT

0/1

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Spawn: This Unit cannot be added to your Squad before a Mission. Instead, it is added during Missions if the Brood Mother uses its Infest ability. At the end of each Mission, remove all Spawn Units from your Squad.

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

Swarmling 0GP
FV: 0