1. Mother
3
4
4
Weapons | ATT | SKL |
|---|---|---|
| Claws (BRU2) | 3 | 5 |
| Acid Spew (RNG8" BLS) | 2 | 4 |
| Barbed Tailwhip (RNG4" RLT) | 4 | 4 |
Squad Specialty
Skills
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
2. Arzurraes
2
3
0
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.
3. Bazeraz
2
3
0
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.
4. Cazhara
2
3
3
Weapons | ATT | SKL |
|---|---|---|
| Double Claws (BRU1 RND1 2MC) | 3 | 4 |
| Acid Spit (RNG8") | 3 | 3 |
Squad Specialty
Skills
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.
5. Drazrizar
2
3
0
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.
6. Erzanyr
2
3
0
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.
7. Fraezhan
2
3
0
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.
8. Swarmling
2
2
0
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.