
HQ
- Trap Launcher — fires traps along HQ directions
Trap Launcher: once per turn, arm a trap on any empty hex in a straight line along launcher directions.
Bunker Manager Implant allows HQ rotation to reposition launcher lines.

HQ
Trap Launcher: once per turn, arm a trap on any empty hex in a straight line along launcher directions.
Bunker Manager Implant allows HQ rotation to reposition launcher lines.

Cyborg Charlie x4
Toughness. The backbone warrior.

Prowokatorka x3
Armor. Strong frontline fighter.

Gustav 2.0 x2
Piercing: hits ALL enemies on line of fire. Attack bonuses do NOT apply. Armor reduces by 1.

Crazy Sid
Ranged attack. Armor.

Sleeper Agent x2
On placement: may arm 1 trap on adjacent empty hex in indicated direction.
+1 melee strength to connected friendly units.

Doctor's Assistant x2
Rotation: connected units may rotate once per turn.
On placement: may arm traps on each adjacent empty hex in indicated directions.

Guardian Drone
Explosive Charge: pre-battle, destroys adjacent enemy in explosion direction. Both removed.
HQ immune. Dancer Objects: 1 wound. Netted = doesn't fire. Medic can save target.
On placement: may arm traps on each adjacent empty hex in indicated directions.

Scout x2
+1 initiative to connected friendly units.

Veteran Scout
+2 initiative to one connected friendly unit.

Driver
Connected friendly units may rotate once per turn. Toughness.

Medic
If connected friendly unit receives wounds from one enemy attack or instant, Medic dies and wounds are ignored.

Battle x5

Move x3

Withdrawal
Remove any enemy non-HQ unit from the board and place on top of opponent's draw pile.
All markers removed (wounds, net, paralysis, venom, etc.).
Dancer Objects: 1 wound instead of removal.

Tactics x4
Choose 1 of 2 actions: push an enemy unit OR place a trap on any empty hex.