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

HQ
Drift: can only be placed on Water Fields, moves clockwise after each battle.
Ranged attack in 1 direction at initiative 0.

Motorboat x2
Drift. Ranged, Armor.

Angler
Drift. Net in 1 direction. No attack.

Harpoon x2
Drift. Melee + Ranged.
Pull: once per turn, pull enemy from 2 hexes into adjacency. Defender chooses destination and rotates.

Crocodile x2
Charge: moves to killed enemy's hex at end of initiative segment.
Cannot charge onto Water Fields.

Helmsman x3
Melee in 5 directions, Armor.

Smuggler x3
Melee (2 dirs, str 2) + Ranged. No special traits.

Boatswain
Boarding: when placed, player can optionally trigger Battle.
Cannot trigger if either player drew last token or if board is full.

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.

Mother x2
Connected units attack again at init-1.
If unit already does 2 attacks, 3rd at next-lower init. Init 0 cannot repeat.

Officer I x2

Saboteur x3
Acts on connected ENEMY units: -1 initiative.
Multiple Saboteurs stack. Min initiative = 0.

Medic x2

Battle x5

Move x3
Cannot move tiles on Water Fields.

Wave
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.