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

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

Plague x2
Attacks on Initiative phase 1 & 0. Melee attack, Mobility & Toughness.

Beast
Melee attack.

Mutant x3
Melee attack. Paralysis: wounded enemy cannot attack until end of current Battle.

Rats x3
Melee attack.

Mortar x3
Ranged attack & Mortar: hits only the enemy 2 hexes away in line of fire, regardless of obstruction. Armor works normally.

Explosive x4
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.

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

Landfill
Underground. Adds paralysis feature to connected units.

Mother
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 x2
Underground. Connected units can perform an additional Move action as if they had Mobility. Transport may not move itself.

Officer
Underground. Connected units +1 Strength in Melee combat.

Medic x2
Underground. Connected unit ignores all wounds from 1 attack. Medic is discarded after saving.

Scout
Underground. Connected units +1 Initiative.

Battle x5

Move x2

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