Hunter Killers

100GP

1. Hunter*

ACT

3

ARM

4

HIT

5/5

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
5
Barbed Tailwhip (RND1 PBK RNG4") 2GP
3
3
Skills
Pulseshriek (1 TO)
Leader
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.

Pulseshriek (1TO): All enemies within 4" of this Unit or its Squadmates must immediately move 2" directly away. This does not trigger an Attack of Opportunity. If a Unit cannot make a valid move because of wall or other obstacle, or if this move would put it closer to this Unit or its Squadmates, it takes 1 Melee Damage.

Hunter* 16+4GP
FV: 2

2. Spinecoil

ACT

3

ARM

3

HIT

4/4

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
4
Skills
Tunneler
Venomous Bonespurs2GP
Squad Specialty
Acid Blood

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.

Venomous Bonespurs: Each time this Unit performs the Melee combat action and the primary target of that combat loses at least one HIT, that Unit must spend one additional ACT to perform the move action during its next activation.

Spinecoil 14+4GP
FV: 2

3. Killer

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
4
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+2GP
FV: 1

4. Killer

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
4
Acid Spew (RNG6" CHR1) 4GP
4
3
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+6GP
FV: 2

5. Killer

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
4
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+2GP
FV: 1

6. Killer

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
4
Barbed Tailwhip (RND1 PBK RNG4") 2GP
3
3
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+4GP
FV: 2