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Headquarters (1)

HQ

HQ

HQInit 0
Melee 1+1 Tough

Official HQ ability: all adjacent friendly units gain +1 Toughness. If a unit leaves adjacency or HQ is netted, it immediately loses the bonus (and dies if it only survived thanks to it).

Warriors (16)

Shooter

Shooter

WarriorInit 3
Ranged 1
Sharpshooter

Sharpshooter x2

WarriorInit 2
Ranged 1 (sniper shot)

Sniper Shot: can choose which enemy on line of fire to hit (not just the first). Armor protects.

Shotgun

Shotgun

WarriorInit 2
Ranged 1 (shotgun)

Shotgun: hits first enemy on line of fire. Damage = 3 if adjacent, 2 if 1 hex away, 1 if 2 hexes, 0 if 3+. Ignores attack bonuses. Armor protects.

Spy-Shooter

Spy-Shooter x2

WarriorInit 2Armor
Ranged 1
  • Spy — connects to enemy modules/HQs, receives their bonuses

Spy: can connect to enemy Modules/HQs and receive their bonuses.

Rocket Launcher

Rocket Launcher

WarriorInit 2
Ranged 1 (rocket)

Fires rocket in attack direction. Rocket can curve up to 3 hexes total. First enemy hit takes 3 damage. Ignores attack bonuses. Armor protects.

Cop

Cop x2

WarriorInit 3
Melee 1
Steel Boxer

Steel Boxer x2

WarriorInit 2/1
Melee 1

Attacks at both initiative 2 and initiative 1.

Hammer

Hammer x2

WarriorInit 2
Melee 2
Pusher

Pusher

WarriorInit 2Tough 1Armor
Melee 1
  • Free Push — push one adjacent enemy per turn

Free Push Back: can push one adjacent enemy unit per turn (including placement turn).

Spy-Cleaner

Spy-Cleaner

WarriorInit 2
Melee 1
  • Spy — connects to enemy modules/HQs, receives their bonuses

Spy: can connect to enemy Modules/HQs and receive their bonuses.

Net Fighter

Net Fighter

WarriorNet

Modules (7)

Sergeant

Sergeant

Module
+1 Repeat
Officer I

Officer I x2

Module
+1 Melee
Officer II

Officer II x2

Module
+1 Ranged
Scout

Scout x2

Module
+1 Init

Instant Actions (9)

Battle

Battle x5

Action
Move

Move x2

Action
Sniper

Sniper

Action
Push Back

Push Back

Action
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