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Headquarters (1)

HQ

HQ

HQInit 0
Melee 1
  • Steel Net — deploy net on enemy (costs 1 HQ damage)

Melee 1 in all 6 directions at initiative 0.

Special: Can deploy Steel Net on any enemy non-HQ tile (costs 1 HQ damage, free if Net of Steel Launcher is on board). Net returns when netted enemy is removed. Only 1 Steel Net at a time.

Warriors (13)

Executioner

Executioner

WarriorInit 1Tough 1Armor
Melee 1
  • Executioner — place on enemy hex to remove it (costs 1 HQ damage)

On placement: player may take 1 HQ damage to remove any enemy tile (except HQ) and place Executioner in its spot. Medic does not protect against this removal.

Pacifier

Pacifier x2

WarriorNet
  • Transporter — removed on placement to swap with placed tile

On placement: player may remove one of their own tiles from the board and place Pacifier in its spot. Steel Net (acts like regular net).

Predator

Predator

WarriorInit 2
Melee 1, Ranged 2
Bandog

Bandog

WarriorInit 3Armor
Ranged 1
Riot Policeman

Riot Policeman x2

WarriorInit 2Armor
Melee 1
  • Free Push — push one adjacent enemy per turn

Free Push Back: once per turn, in the turn it was placed.

Judge

Judge x3

WarriorInit 1/0Mobile
Ranged 1
  • Bounce — reflects ranged attacks and explosions

Bounce (Odbicie): Protects against all directional attacks (melee and ranged, including Sniper, Shotgun, Rocket Launcher, Gauss, Explosive). Reflected attack keeps original strength and bonuses, keeps Venom/Paralysis, but loses ranged property — hits only adjacent enemy. Does NOT protect against Nets, Control Takeover, Instant tile attacks, or Moloch Clown.

Wardog

Wardog x2

WarriorInit 2
Ranged 1
Net of Steel Launcher

Net of Steel Launcher

Warrior
  • Net Launcher — Steel Net deployment is free

When Steel Net is already on board and gets destroyed/discarded, throwing a new Steel Net via this unit is free (no HQ damage cost).

Modules (13)

Officer

Officer x3

Module
+1 Ranged

+1 ranged attack strength to connected friendly units.

Sergeant

Sergeant x3

Module
+1 Repeat

Connected friendly units can perform one extra attack at initiative 1 lower than their normal attack. If the unit already attacked at initiative 0, the extra attack occurs in a third segment.

Medic

Medic x2

Module
Medic

Connected friendly unit is saved from one enemy attack. Medic dies instead.

Scout

Scout x2

Module
+1 Init

+1 initiative to connected friendly units.

Saboteur

Saboteur x2

Module
-1 Init

-1 initiative to adjacent enemy units.

Steroids Dispenser

Steroids Dispenser

Module
+2 Melee

+2 melee attack strength to connected friendly units.

Instant Actions (8)

Battle

Battle x5

Action

Cannot be played if any player has drawn their last tile. After battle, the turn ends.

Move

Move

Action
Push Back

Push Back

Action
Terror

Terror

Action
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