
HQ
Initiative 1 (unusual — most HQs are init 0).
Habitat: places Cerberus adjacent during setup.
HQ attacks are NOT Friendly Fire.

HQ
Initiative 1 (unusual — most HQs are init 0).
Habitat: places Cerberus adjacent during setup.
HQ attacks are NOT Friendly Fire.

Cerberus
Melee FF. Toughness. Mobility.
Habitat: must stay adjacent to owner's HQ — removed if not.

Alpha
Highest initiative in the game (4). Melee FF. Rotation trait.

Swarm x2
Melee FF. 5 attack directions.

Ram x4
Melee FF. Toughness. Armor. Dual attack: str 2 (TOP) + str 1 (TL, TR, B).

Acid Spitter x2
Ranged (no FF).

Bug x2
Melee FF. Agony: death-trigger attack.

Urchin x2
Melee (not FF). Agony: death-trigger attack.

Vulture x2
Melee. Flying: immune to melee unless netted. Scavenger: post-battle reposition.

Arachnoid
Spider Web: nets both enemy AND friendly adjacent units. No attacks.

Ripper
Pull: once per turn, pull enemy from 2 hexes into adjacency. Rotation trait.

Scout x3
+1 initiative to connected. Toughness. Rotation trait.

Officer I x2
+1 attack to connected. Rotation trait.

Move x2

Battle x6

Hunting

Pull x2