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Headquarters (1)

HQ

HQ

HQInit 0
Melee 1

Underground Castling: swap HQ with any adjacent friendly Underground unit (no rotation change). Netted tiles cannot castle.

Warriors (16)

Plague

Plague x2

WarriorInit 1/0MobileTough 1
Melee 1

Attacks on Initiative phase 1 & 0. Melee attack, Mobility & Toughness.

Beast

Beast

WarriorInit 2
Melee 3

Melee attack.

Mutant

Mutant x3

WarriorInit 3
Melee 1
  • Paralysis — wounded enemies can't attack until battle ends

Melee attack. Paralysis: wounded enemy cannot attack until end of current Battle.

Rats

Rats x3

WarriorInit 2
Melee 1

Melee attack.

Mortar

Mortar x3

WarriorInit 2/1
Ranged 1 (mortar)

Ranged attack & Mortar: hits only the enemy 2 hexes away in line of fire, regardless of obstruction. Armor works normally.

Explosive

Explosive x4

Warrior
  • Explosive — pre-battle, destroys one adjacent enemy (both removed)

At beginning of Battle (before initiative phases), destroys adjacent enemy in explosion direction. Both Explosive and target removed.

Does not damage HQs (but Explosive is still removed). 1 damage to Dancer Objects.

If netted at battle start, does not explode (even if later freed). If no enemy adjacent, does not explode.

Medics CAN save the target. Medics CANNOT save the Explosive. Reflection reflects the explosion.

Modules (9)

Underworlds

Underworlds

Module
  • Underground — allows castling swap with HQ
  • Underworlds — all friendly tiles gain Underground

Underground. While on the board, ALL Sharrash tiles have the Underground feature.

Landfill

Landfill

Module
Paralysis
  • Underground — allows castling swap with HQ

Underground. Adds paralysis feature to connected units.

Mother

Mother

Module
+1 Repeat
  • Underground — allows castling swap with HQ

Underground. Connected unit performs an additional attack in the Initiative phase that follows its last Initiative phase. If all attacks at Initiative 0, the additional attack is lost.

Transport

Transport x2

Module
Mobile
  • Underground — allows castling swap with HQ

Underground. Connected units can perform an additional Move action as if they had Mobility. Transport may not move itself.

Officer

Officer

Module
+1 Melee
  • Underground — allows castling swap with HQ

Underground. Connected units +1 Strength in Melee combat.

Medic

Medic x2

Module
Medic
  • Underground — allows castling swap with HQ

Underground. Connected unit ignores all wounds from 1 attack. Medic is discarded after saving.

Scout

Scout

Module
+1 Init
  • Underground — allows castling swap with HQ

Underground. Connected units +1 Initiative.

Instant Actions (8)

Battle

Battle x5

Action
Move

Move x2

Action
Paralysis

Paralysis

Action

Paralyze any enemy tile on the board. Paralyzed unit cannot attack until end of the next Battle. All other abilities remain in effect.

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