Skip to content
GG Hex

Drift army. HQ and key units circle the Water Field ring after each battle. High battle frequency, low initiative/toughness.

Headquarters (1)

HQ

HQ

HQInit 0
Ranged 1
  • Drift — drifts clockwise after each battle

Drift: can only be placed on Water Fields, moves clockwise after each battle.

Ranged attack in 1 direction at initiative 0.

Warriors (15)

Motorboat

Motorboat x2

WarriorInit 1Armor
Ranged 2
  • Drift — drifts clockwise after each battle

Drift. Ranged, Armor.

Angler

Angler

WarriorNet
  • Drift — drifts clockwise after each battle

Drift. Net in 1 direction. No attack.

Harpoon

Harpoon x2

WarriorInit 2
Melee 2, Ranged 1
  • Drift — drifts clockwise after each battle
  • Harpoon — pull enemy from 2 hexes into adjacency

Drift. Melee + Ranged.

Pull: once per turn, pull enemy from 2 hexes into adjacency. Defender chooses destination and rotates.

Crocodile

Crocodile x2

WarriorInit 1/0
Melee 1
  • Charge — moves to killed enemy's hex

Charge: moves to killed enemy's hex at end of initiative segment.

Cannot charge onto Water Fields.

Helmsman

Helmsman x3

WarriorInit 1Armor
Melee 1

Melee in 5 directions, Armor.

Smuggler

Smuggler x3

WarriorInit 2
Melee 2, Ranged 1

Melee (2 dirs, str 2) + Ranged. No special traits.

Boatswain

Boatswain

WarriorInit 1
Melee 1
  • Boarding — on placement, may optionally trigger Battle

Boarding: when placed, player can optionally trigger Battle.

Cannot trigger if either player drew last token or if board is full.

Water Cannon

Water Cannon

WarriorInit 1
Ranged 3 (water cannon)

Piercing: hits ALL enemy units on line of fire.

Distance-based: adjacent=3, 1 hex away=2, 2 hexes=1, 3+=0.

Attack bonuses do NOT apply. Armor protects normally.

Modules (9)

Mother

Mother x2

Module
+1 Repeat

Connected units attack again at init-1.

If unit already does 2 attacks, 3rd at next-lower init. Init 0 cannot repeat.

Officer I

Officer I x2

Module
+1 Str
Saboteur

Saboteur x3

Module
-1 Init

Acts on connected ENEMY units: -1 initiative.

Multiple Saboteurs stack. Min initiative = 0.

Medic

Medic x2

Module
Medic

Instant Actions (9)

Battle

Battle x5

Action
Move

Move x3

Action

Cannot move tiles on Water Fields.

Wave

Wave

Action

1 wound to every token on each of 3 hexes in a line on the outer ring.

Affects enemy, friendly, and foundation tiles. HQs exempt. Dancer Objects take 1.

GG Hex
HomePlayOnlineArmies
PLEN