Generic Unit Types

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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.

Leader

Commanding presence on the battlefield, coordinating faction-wide actions.

Command

Once per battle

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.

Sniper

Precision long-range marksman, lethal from a distance.

Weapon / ProfileATKACCRNGPWRSR
Sniper Rifle (Stationary)42+163/6Stationary
Sniper Rifle (Standard)43+123/5-
Roll:After shooting with the stationary profile, this unit may move 1 hex for free.

Stationary

A unit cannot perform any movement actions before or after shooting this weapon, other than Roll.

Medic

Field doctors capable of keeping units alive in the thick of combat.

Bandage

1 ALP

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.

Revive:Once per Turning Point, whenever a friendly unit within 3 hexes would drop below 1 health from any damage that is not from melee, set that friendly unit's health to 1 after the action is complete.

Spirit Healer

Mystical healers using ancestral energy to protect and mend.

Ancestral Mending

1 ALP

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.

Ethereal Ward

1 ALP

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)

Heavy Gunner

Equipped with heavy suppressive weaponry for area denial.

Weapon / ProfileATKACCRNGPWRSR
Heavy Machine Gun4X*105/6-
Heavy Modifier:Heavy Gunners have -1 Move Stat (to a minimum of 5)
*X = the team's normal accuracy stat

Gunner

Specialists armed with high-impact tactical weapons.

Weapon / ProfileATKACCRNGPWRSR
Flamer42+63/4-
Melta4X*66/7-
Rocket Launcher4X*122/5Blast 2
Plasma Gun4X*124/5Align 1

Align X

Re-roll X number of attack dice.

*X = the team's normal accuracy stat

Grenadier

Area-of-effect experts specializing in explosives.

Weapon / ProfileATKACCRNGPWRSR
Frag4X-1*62/4Blast 2
Krak4X-1*65/6-

Blast X

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).

*X = the team's normal accuracy stat

Blademaster

Elite close-quarters combatants with superior defensive skills.

Weapon / ProfileATKACCRNGPWRSR
Blade4X*Melee4/5-
Skilled Fighter:Has +3 DEF against melee attacks.
*X = the team's normal accuracy stat

Spotter

Intelligence specialist providing tactical advantages by marking targets.

Spot

1 ALP

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

Tech Specialist

Field engineers adept at completing complex objectives.

Got a Plan:This operative can use this ability to perform one mission or objective action for free, during its activation.

Comms Specialist

Communication experts relaying vital orders and reinforcing defenses.

Relay Orders

1 ALP

Give a friendly unit within 6 hexes an additional Action Limit until the end of their next activation.

Defense Beacon:This operative counts as 1 additional AL when determining control of a mission or objective marker. This is not a change to this operative's AL stat.