Droonies Never Say Die

100GP

1. Mother

ACT

3

ARM

4

HIT

4/6

Weapons
ATT
SKL
Claws (BRU1)
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, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens

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

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, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens

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

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, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens

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

4. Cazhara

ACT

2

ARM

3

HIT

3/4

Weapons
ATT
SKL
Double Claws (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, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP

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, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP

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, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP

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, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP

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 or if a Squadmate uses its Carrier skill. At the end of each Mission, remove all Swarmlings from your Squad.

This Unit does not provide support to Squadmates in Melee Combat, but it does benefit from support from Squadmates when it attacks in Melee combat.

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.

Swarmling 0GP