1. Pretorian
3
4
6
Weapons | ATT | SKL |
|---|---|---|
| Claws (BRU1) | 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.
Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.
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.
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.
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.
2. Swarmling
2
2
1
Weapons | ATT | SKL |
|---|---|---|
| Claws (BRU1) | 3 | 4 |
Squad Specialty
Skills
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.
3. Drone
2
3
4
Weapons | ATT | SKL |
|---|---|---|
| Double Claws (RND1 2MC) | 3 | 4 |
| Acid Spit (RNG8") | 3 | 3 |
Squad Specialty
Skills
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.
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.
Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.
4. Drone
2
3
4
Weapons | ATT | SKL |
|---|---|---|
| Double Claws (RND1 2MC) | 3 | 4 |
| Acid Spit (RNG8") | 3 | 3 |
Squad Specialty
Skills
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.
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.
Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.
5. Drone
2
3
4
Weapons | ATT | SKL |
|---|---|---|
| Double Claws (RND1 2MC) | 3 | 4 |
| Acid Spit (RNG8") | 3 | 3 |
Squad Specialty
Skills
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.
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.
Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.
6. Drone
2
3
4
Weapons | ATT | SKL |
|---|---|---|
| Double Claws (RND1 2MC) | 3 | 4 |
| Acid Spit (RNG8") | 3 | 3 |
Squad Specialty
Skills
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.
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.
Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.
7. Drone
2
3
4
Weapons | ATT | SKL |
|---|---|---|
| Double Claws (RND1 2MC) | 3 | 4 |
| Acid Spit (RNG8") | 3 | 3 |
Squad Specialty
Skills
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.
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.
Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.
8. Drone
2
3
4
Weapons | ATT | SKL |
|---|---|---|
| Double Claws (RND1 2MC) | 3 | 4 |
| Acid Spit (RNG8") | 3 | 3 |
Squad Specialty
Skills
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.
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.
Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.
9. Drone
2
3
4
Weapons | ATT | SKL |
|---|---|---|
| Double Claws (RND1 2MC) | 3 | 4 |
| Acid Spit (RNG8") | 3 | 3 |
Squad Specialty
Skills
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.
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.
Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.