Skip to content
GG Hex

Mining city. Most warriors require Power Supply to function. Power sources: HQ, Mechanic, and power-providing modules.

Headquarters (1)

HQ

HQ

HQInit 0
Melee 1
  • Power Supply — provides power to adjacent units

Powers all adjacent friendly units.

Warriors (16)

Electro-netter

Electro-netter x2

WarriorNet
  • Requires Power — suppressed without power supply

Net in 2 directions. Net is active only when powered.

If Electro-netter loses power, its net immediately deactivates.

Mechanic

Mechanic x3

WarriorInit 0Mobile
Melee 1
  • Mechanic — provides power via directional arms

Powers 2 adjacent units via directional arms (TOP, TOP_LEFT).

Power is always active regardless of initiative.

Melee attack, mobility, init 0.

Inferno

Inferno x4

WarriorInit 2Tough 1
Ranged 2
  • Requires Power — suppressed without power supply
Bulldozer

Bulldozer

WarriorInit 2Tough 1
Melee 2
  • Free Push — push one adjacent enemy per turn
  • Requires Power — suppressed without power supply

Free Push: every turn while on the board (including placement turn), may freely push one adjacent enemy unit.

Guard

Guard x2

WarriorInit 3
Ranged 1
  • Requires Power — suppressed without power supply
Drill

Drill

WarriorInit 3/2/1Armor
Ranged 1
  • Requires Power — suppressed without power supply
Hammerhead

Hammerhead

WarriorInit 1/0Tough 1
Melee 2
  • Requires Power — suppressed without power supply
Ravager

Ravager

WarriorInit 3
Melee 1 (demolition)
  • Requires Power — suppressed without power supply

Demolition attack: hits 2 hexes in attack direction + 1 clockwise neighbor + the hex adjacent to both (3-hex triangle).

All units on those hexes (friendly, enemy, HQs) take 1 wound each.

Armor and Steel Police Reflection do NOT protect against Demolition.

Mercenary

Mercenary

WarriorInit 3
Melee 1

Does NOT require power — always functional.

Modules (9)

Speed Generator

Speed Generator

Module
+1 Init
  • Power Supply — provides power to connected units

Powers connected units. Grants +1 initiative to connected friendly units.

Battle Generator

Battle Generator x2

ModuleTough 1
+1 Ranged
  • Power Supply — provides power to connected units

Powers connected units. Grants +1 ranged attack strength to connected friendly units.

Transport

Transport x2

Module
Mobile
  • Power Supply — provides power to connected units

Powers connected units. Connected unit can perform free move and/or rotation.

Connected unit can move even if no longer adjacent after moving.

Once per turn, Transport itself can be freely rotated.

Medic

Medic

Module
Medic

If a connected friendly unit takes wounds from one enemy attack (or instant), Medic dies and wounds are cancelled.

Doubler

Doubler

Module
+1 Repeat

Connected unit attacks one additional time at 1 lower initiative.

If unit has 2 attacks, extra attack at next initiative segment.

If unit attacks at init 0, no additional attack possible.

Gauss Transformer

Gauss Transformer

Module
Atk Swap

Connected unit can convert one ranged shot into a piercing shot of the same strength.

If unit has multiple initiative segments, Gauss only affects one (first/highest).

Attack bonuses count toward piercing shot strength.

Waste

Waste

ModuleTough 1
+1 Dmg Taken

Connected enemy units (including HQ) take +1 wound from every attack or damage source.

Instant Actions (9)

Move

Move

Action
Battle

Battle x4

Action
Push Back

Push Back x3

Action
Ray

Ray

Action

All units (friendly and enemy, except HQs) on one chosen board line take 1 wound each.

GG Hex
HomePlayOnlineArmies
PLEN