Skip to content
GG Hex

Headquarters (1)

HQ

HQ

HQInit 0
Melee 1
  • 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.

Warriors (15)

Cyborg Charlie

Cyborg Charlie x4

WarriorInit 1Tough 1
Melee 1, Melee 2

Toughness. The backbone warrior.

Prowokatorka

Prowokatorka x3

WarriorInit 3Armor
Melee 2, Melee 1

Armor. Strong frontline fighter.

Gustav 2.0

Gustav 2.0 x2

WarriorInit 1Armor
Ranged 1 (piercing)

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

Crazy Sid

Crazy Sid

WarriorInit 2/1Armor
Ranged 1

Ranged attack. Armor.

Sleeper Agent

Sleeper Agent x2

WarriorInit 3
Melee 1+1 Str
  • Trap Arm — arms traps on adjacent hexes on placement

On placement: may arm 1 trap on adjacent empty hex in indicated direction.

+1 melee strength to connected friendly units.

Doctor's Assistant

Doctor's Assistant x2

WarriorInit 2
Melee 1Mobile
  • Trap Arm — arms traps on adjacent hexes on placement

Rotation: connected units may rotate once per turn.

On placement: may arm traps on each adjacent empty hex in indicated directions.

Guardian Drone

Guardian Drone

Warrior
  • Explosive — pre-battle, destroys one adjacent enemy (both removed)
  • Trap Arm — arms traps on adjacent hexes on placement

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.

Modules (5)

Scout

Scout x2

Module
+1 Init

+1 initiative to connected friendly units.

Veteran Scout

Veteran Scout

Module
+2 Init

+2 initiative to one connected friendly unit.

Driver

Driver

ModuleTough 1
Mobile

Connected friendly units may rotate once per turn. Toughness.

Medic

Medic

Module
Medic

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

Instant Actions (13)

Battle

Battle x5

Action
Move

Move x3

Action
Withdrawal

Withdrawal

Action

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

Tactics x4

Action

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

GG Hex
HomePlayOnlineArmies
PLEN