Highly mobile skirmishers who can shoot while moving.

Team Rule: Galloping Shot

Centaurs may shoot in the middle of normal move or dash action.

Team Composition

Leaders: Choose 1
Centaur Leader AlphaCentaur Leader Beta
Operatives: Choose 2
Centaur Tech SpecialistCentaur Gunner (Rocket)*Centaur Gunner (Plasma)*Centaur Spirit HealerCentaur Warrior

Battle Tactics

Round Tactics

Location Align1 LP

Pick one of the following conditions:

  • Your units' weapons have Align 1 when in your territory
  • Your units' weapons have Align 1 when in your opponent's territory
  • Your units' weapons have Align 1 when they are attacking while on an objective, or attacking an enemy unit on an objective
Hold Location1 LP

Place down a “hold location” token. Any friendly units within REACH of that “Hold Location” token has an additional defense of 1. (This rule has no effect when a unit is a target of a blocked shot)

Utilize Cover1 LP

Your Blocked DEF is increased by 1 if the targeted friendly unit is within 2 of a hex that is providing BLOCKING.

Activation Tactics

True Shot1 LP

A unit may ignore BLOCKING terrain for one shooting attack made during this activation.

Urgent Retreat1 LP

This unit may perform the Retreat action for 1 ALP instead of 2 during this activation.

True Shot1 LP

A unit may ignore BLOCKING terrain for one shooting attack made during this activation.

Urgent Retreat1 LP

This unit may perform the Retreat action for 1 ALP instead of 2 during this activation.

Trampling Gallop1 LP

Use when performing a normal move action. The Centaur can move in and out of REACH of enemy units. For each unit it passes within reach of, deal D3 + 2 damage to them.

Unit Roster

Leaders

Centaur Leader Alpha
Leader
Leader
HP
16
DEF
6
ACC
5+
MOVE
7
AL
3
Leader Buff
Relentless Pursuit
Galloping Shot can be used during a charge.
Leader Action
Command (0)
Command a friendly operative to complete 1 free Generic Action.
Weapons
Warden Rifle10 hex
ATK: 4ACC: 5+PWR: 3/5
Striking HoovesMelee
ATK: 4ACC: 5+PWR: 3/4
Centaur Leader Beta
Leader
Leader
HP
16
DEF
6
ACC
5+
MOVE
7
AL
3
Leader Buff
Warden's Resolve
All Warden Rifles get the Align 1 rule.
Leader Action
Command (0)
Command a friendly operative to complete 1 free Generic Action.
Weapons
Warden Rifle10 hex
ATK: 4ACC: 5+PWR: 3/5
Striking HoovesMelee
ATK: 4ACC: 5+PWR: 3/4

Operatives

Centaur Tech Specialist
Operative
Gunner MeltaTech Specialist
HP
16
DEF
6
ACC
5+
MOVE
7
AL
3
Got a Plan
This operative can use this ability to perform one mission or objective action for free, during its activation.
Weapons
Thunder Lance6 hex
ATK: 4ACC: 5+PWR: 6/7
Warden Rifle10 hex
ATK: 4ACC: 5+PWR: 3/5
Striking HoovesMelee
ATK: 4ACC: 5+PWR: 3/4
Centaur Gunner (Rocket)*
Operative
Gunner Rocket
HP
16
DEF
6
ACC
5+
MOVE
7
AL
3
Weapons
Skybreaker (Rocket)12 hex
ATK: 4ACC: 5+PWR: 2/5Blast 2
Warden Rifle10 hex
ATK: 4ACC: 5+PWR: 3/5
Striking HoovesMelee
ATK: 4ACC: 5+PWR: 3/4
Centaur Gunner (Plasma)*
Operative
Gunner Plasma
HP
16
DEF
6
ACC
5+
MOVE
7
AL
3
Weapons
Skybreaker (Plasma)12 hex
ATK: 4ACC: 5+PWR: 4/5Align 1
Warden Rifle10 hex
ATK: 4ACC: 5+PWR: 3/5
Striking HoovesMelee
ATK: 4ACC: 5+PWR: 3/4
Centaur Spirit Healer
Operative
Spirit Healer
HP
16
DEF
6
ACC
5+
MOVE
7
AL
3
Action
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.
Action
Ethereal Ward (1 ALP)
Give +2 DEF to selected friendly unit within 6 hexes. This defense buff lasts until one of the following happens: \n- This unit is killed\n- This unit uses this ability again\n- The next time this operative activates\n- The warded unit is attacked (either by shooting or melee attack)
Weapons
Warden Rifle10 hex
ATK: 4ACC: 5+PWR: 3/5
Striking HoovesMelee
ATK: 4ACC: 5+PWR: 3/4
Centaur Warrior
Operative
Generic Warrior
HP
16
DEF
6
ACC
5+
MOVE
7
AL
3
Trample
Warden Rifle has Critical 9 on Galloping Shot.
Weapons
Warden Rifle10 hex
ATK: 4ACC: 5+PWR: 3/5
Striking HoovesMelee
ATK: 4ACC: 5+PWR: 3/4