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Giant radioactive worm. HQ is the sole attacker. Global modules buff HQ from anywhere. Implant tiles activate for special abilities.

Headquarters (1)

HQ

HQ

HQInit 1Armor
Melee 1
  • Net Resistance — nets reduce init by 1 instead of suppressing

Only unit that attacks. Melee in 3 directions, initiative 1, armor on 1 side.

When netted, still functions but initiative reduced by 1 per net.

Free Rotation: once per turn, any Mephisto unit (incl. HQ) may rotate freely.

Immune to Vegas Control Takeover and Sharrash Explosive.

Modules (12)

Amplifier

Amplifier x2

ModuleTough 1
+1 Tough

Standard adjacency module (NOT global). +1 toughness to adjacent friendly non-HQ units.

If unit disconnects or Amplifier netted, bonus lost (unit dies if surviving only because of it).

Probe

Probe x2

Module
  • Global — auras affect HQ regardless of position

Global module. Each Probe on board grants 1 additional Implant activation per turn.

Jaw

Jaw

Module
  • Global — auras affect HQ regardless of position
  • Jaw — HQ attacks in all 6 directions

Global module. While on board, HQ attacks in all 6 directions (not just base 3) at same strength and initiative.

Claw

Claw x4

ModuleArmor
+1 Melee
  • Global — auras affect HQ regardless of position

Global module. +1 melee attack strength to HQ.

Accelerator

Accelerator x3

ModuleArmor
+1 Init
  • Global — auras affect HQ regardless of position

Global module. +1 initiative to HQ.

Instant Actions (7)

Castling

Castling x2

Action
Battle

Battle x3

Action
Move

Move x2

Action
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