Generic Unit Types represent the common roles within any faction. Each role brings unique tactical advantages, specialized weaponry, and critical support abilities to your squad.
Commanding presence on the battlefield, coordinating faction-wide actions.
Once per battle, during this operative's activation, for free, you can command a friendly operative from your faction to complete 1 free Generic Action. If that action would make that friendly unit move, it can only move a maximum of 2 hexes.
Precision long-range marksman, lethal from a distance.
| Weapon / Profile | ATK | ACC | RNG | PWR | SR |
|---|---|---|---|---|---|
| Sniper Rifle (Stationary) | 4 | 2+ | 16 | 3/6 | Stationary |
| Sniper Rifle (Standard) | 4 | 3+ | 12 | 3/5 | - |
A unit cannot perform any movement actions before or after shooting this weapon, other than Roll.
Field doctors capable of keeping units alive in the thick of combat.
Heal a friendly unit within 2 hexes for d3 + 2. This can't be used on a friendly unit that has been revived this turn.
Mystical healers using ancestral energy to protect and mend.
Select a friendly unit within 6 hexes. For the next (2d3 + 2) activations, heal that friendly unit for 1 health. Note: The friendly unit only needs to be within 6 hexes when this ability is cast.
Give +2 DEF to selected friendly unit within 6 hexes. This defense buff lasts until one of the following happens: - This unit is killed - This unit uses this ability again - The next time this operative activates - The warded unit is attacked (either by shooting or melee attack)
Equipped with heavy suppressive weaponry for area denial.
| Weapon / Profile | ATK | ACC | RNG | PWR | SR |
|---|---|---|---|---|---|
| Heavy Machine Gun | 4 | X* | 10 | 5/6 | - |
Specialists armed with high-impact tactical weapons.
| Weapon / Profile | ATK | ACC | RNG | PWR | SR |
|---|---|---|---|---|---|
| Flamer | 4 | 2+ | 6 | 3/4 | - |
| Melta | 4 | X* | 6 | 6/7 | - |
| Rocket Launcher | 4 | X* | 12 | 2/5 | Blast 2 |
| Plasma Gun | 4 | X* | 12 | 4/5 | Align 1 |
Re-roll X number of attack dice.
Area-of-effect experts specializing in explosives.
| Weapon / Profile | ATK | ACC | RNG | PWR | SR |
|---|---|---|---|---|---|
| Frag | 4 | X-1* | 6 | 2/4 | Blast 2 |
| Krak | 4 | X-1* | 6 | 5/6 | - |
Make a shooting attack with this profile against each enemy within X hexes of the main target (as long as there isn't a wall fully intervening).
Elite close-quarters combatants with superior defensive skills.
| Weapon / Profile | ATK | ACC | RNG | PWR | SR |
|---|---|---|---|---|---|
| Blade | 4 | X* | Melee | 4/5 | - |
Intelligence specialist providing tactical advantages by marking targets.
Selects a visible enemy target to be spotted. When a friendly unit within 3 hexes of this unit is shooting a spotted enemy, its shooting weapons get lethal 5+. An enemy is no longer spotted if it's currently not visible to this unit, or until one of the following happens: - This unit is killed - This unit uses this action again - The next time this operative activates
Field engineers adept at completing complex objectives.
Communication experts relaying vital orders and reinforcing defenses.
Give a friendly unit within 6 hexes an additional Action Limit until the end of their next activation.