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Neuroshima Hex! armies abilities

Table of Contents

Compendium listing officials and non-official tiles and characteristics created for Neuroshima Hex! 3.0

Official Armies fully integrated in this Compendium : All
Borgo, Dancer, Doomsday Machines (v1 & v2), Hegemony, Mephisto, Mississippi, Moloch, Neojungle, New York, Outpost, Sharrash, Smart, Steel Police, Uranopolis, Vegas.

Fan-armies fully integrated in this Compendium :
Appalachian Federation, Behemoths, Brotherhood of the Cross, Bunnies, Clan Mercurius, Dancer (fan version), Firemen, The Tribe, Insectoids, Mephisto (fan version), New Detroit, Salt Lake City, Sand Runners, Silicon Valley, Thanatos, United Europe, Uranopolis (fan version), Vlad.

Instant Actions Tiles

Official Instant Actions

Aggressive Action

A chosen unit can perform its Action immediately, or perform an attack from one edge.
Used by: Dancer (x7)

Airstrike

Inflicts 1 wound on a target hex and all spaces adjacent to it. Can’t attack edge hex. Does not affect HQs.
Used by: Moloch (x1)

Battle

A Battle begins. After Battle, player’s turn ends. Not useable if any player drew their last tile.
Used by: Appalachian Federation (x5), Behemoths (x5), Borgo (x6), Bunnies (x5), Clan Mercurius (x4), Dancer (x8), Dancer (fan version, x6), DDM v1 (x3), DDM v2 (x4), Firemen (x5), Hegemony (x5), Hell Angels (x5), Insectoids (x6), Mephisto (x3), Mephisto (fan version, x5), Mississippi (x4), Moloch (x4), Neojungle (x4), New Detroit (x2), New York (x5), Outpost (x6), Salt Lake City (x5), Sand Runners (x5), Sharrash (x5), Silicon Valley (x5), Smart (x4), Steel Police (x5) Thanatos (x6), United Europe (x4), Uranopolis (x4), Uranopolis (fan version, x3), Vegas (x5), Vlad (x7)

Castling

Two adjacent owned units (including Headquarters) can switch places, but they do not change their facing. Units caught in a net cannot castle.
Used by: Neojungle (x2), Mephisto (x2), Silicon Valley (x3), Vegas (x2)

Grabbing

Grab enemy unit two hexes away and place adjacent to a friendly unit. Enemy may rotate unit as per his choice.
Used by: Dancer (fan version, x4), DDM v1, New Detroit (x2)

Grenade

Destroy one chosen enemy unit adjacent to your HQ. Doesn’t affect enemy HQ. Not useable if HQ is disabled by Net.
Used by: Appalachian Federation (x1), Borgo (x1), New Detroit (x1), Silicon Valley (x1), Thanatos (x1)

Move

Move a unit to an adjacent, unoccupied hex and/or turn it in any direction desired.
Used by: Appalachian Federation (x3), Behemoths (x3), Borgo (x4), Dancer (x10), Dancer (fan version, x8), Firemen (x4), Hegemony (x3), Hell Angels (x8), Insectoids (x3), Mephisto (x2), Mississippi (x3), Moloch (x1), Neojungle (x1), New Detroit (x3), New York (x2), Outpost (x7), Salt Lake City (x4), Sand Runners (x5), Sharrash (x2), Silicon Valley (x2), Smart (x1), Steel Police (x1), Thanatos (x1), United Europe (x3), Uranopolis (x1), Uranopolis (fan version, x1), Vegas (x3), Vlad (x7)

Paralysis

Using this tile automatically paralyses any enemy tile on the board (place a Paralysis marker on it). Paralyzed unit can move and perform all actions the usual way, except for attacks. The unit remains paralyzed until the end of the next Battle.
Used by: Sharrash (x1)

Push Back

Push an adjacent enemy unit one hex away to an unoccupied hex. If choice, enemy player selects hex.
Used by: Behemoths (x2), Bunnies (x5), Clan Mercurius (x2), Dancer (x7), Dancer (fan version, x4), DDM v1 (x1), Hegemony (x2), Mississippi (x1), Moloch (x5), New Detroit (x2), New York (x1), Smart (x3), Steel Police (x1) Thanatos (x2), Uranopolis (x3), Vegas (x3)

Ray

Inflicts 1 wound on each friendly and enemy unit (except for HQs) standing in one, chosen line.
Used by: Uranopolis (x1)

Rotate

Using this tile enables free turning of one own unit in any direction desired. Units caught in a net cannot rotate.
Used by: Vegas (x3)

Smokescreen

Turn any enemy unit in any direction desired. You cannot turn a netted unit.
Used by: Mississippi (x1)

Small Bomb

Gives 1 wound to every unit (both friendly and enemy) which stands on the three hexes under attack. The three hexes must be mutually adjacent. All three hexes must be on the board. Does not affect HQs.
Used by: Neojungle (x1), Uranopolis (fan version, x1)

Sniper

Inflicts 1 wound on a single chosen enemy unit. May not hit enemy HQs.
Used by: Bunnies (x1), Clan Mercurius (x1), Mephisto (fan version, x1), New York (x1), Outpost (x1), Smart (x1), Vegas (x1)

Terror

Using this tile prevents the opponent from placing any unit on the board in the next turn (however he may use Instant Action Tiles, move units thanks to their mobility, use their abilities, etc).
Used by: Smart (x2), Steel Police (x1)

Transposition

Remove from the board and discard one of your own units (except HQ) and place in its space any other of your own units from the board (except HQ). The relocated unit can be turned in any direction desired. Transposition can neither affect units that are netted or taken over nor Foundation tiles.
Used by: Mississippi (x1)

Unofficial Instant Actions

Action

A chosen unit can perform its Action immediately.
Used by: Dancer (fan version, x10)

Assault

A unit with Nanoblast ability or any unit under the control of an owned unit with Nanoblast ability can Move and then take a Nanoblast Action.
Used by: Vlad (x5)

Distract

After this tile is played, the opponent must discard an additional tile during its next turn.
Used by: Clan Mercurius (x2)

Double Rotate

Turn up to two of your units in any direction desired. Units caught in a net cannot rotate.
Used by: Thanatos (x2)

Drilling

Unit may move to any free space on the board.
Used by: Mephisto (fan version, x1)

EMP Grenade

Using this tile prevents the opponent from drawing any tiles in the next turn (however he may move units thanks to their mobility, use their abilities, etc).
Used by: United Europe (x1)

Exchange

Exchange this tile with a tile from your discard pile.
Used by: Mephisto (fan version, x1)

Hatchery

The player may take any board tile from the discard pile, even an action tile, and shuffle it face down into the draw pile.
Used by: Insectoids (x2)

Hive Mind

All units directly touching the HQ and units connecting to the HQ through any number of adjacent friendly units may turn in any direction desired.
Used by: Insectoids (x1)

Modules Repositioning

Allows any 2 controlled Modules to swap places. May not change rotation of either unit.
Used by: Mephisto (fan version, x2)

Molotov Cocktail

Can be launched by any not netted owned unit. Deals one damage to an hex adjacent to the unit and one damage to the following hex. HQs do not take damage.
Used by: Firemen (x1)

Move then Battle

Perform Move action, then start a Battle.
Used by: Hell Angels (x1), New Detroit (x2)

Move or Grab

Friendly unit may move or grab a single enemy unit. Not useable on owned modules.
Used by: Mephisto (fan version, x3)

Move or Push Back

Friendly unit may move or push back a single enemy unit. Not useable on owned modules.
Used by: Mephisto (fan version, x3)

Nanoblast

A unit with Nanoblast ability or any unit under the control of an owned unit with Nanoblast ability can take a Nanoblast Action.
Used by: Vlad (x12)

Push Back or Grab

Friendly unit may push back or grab a single enemy unit. Not useable on owned modules.
Used by: Mephisto (fan version, x3)

Ranged Attack

The HQ can make a single, regular Ranged Attack in any direction.
Used by: Vlad (x3)

Repositioning

Swap position of 2 friendly units. May not change rotation of either unit.
Used by: DDM v1 (x1), New Detroit (x1)

Ripper

While camouflaged either by itself or by a module, a unit using Ripper can destroy an adjacent enemy unit or module. May not hit enemy HQs.
Used by: Sand Runners (x1)

Squish

Deals 1 damage to all units and HQs on a straight line from the HQ.
Used by: Mephisto (fan version, x1)

Stomp

Inflicts 1 wound on a non-HQ enemy unit adjacent to a friendly unit. If killed, friendly unit moves into the hex without rotating.
Used by: Behemoths (x2)

Teleport

Move an owned unit to an unoccupied hex that’s exactly to spaces away and turn it in any direction desired. May move to a hex occupied by a unit with Transporter ability, which is then removed from the board. When a unit with a put-on-the-board ability is teleported, you may use it again.
Used by: Silicon Valley (x1)

Module Tiles

Modules are tiles providing bonuses to friendly units, maluses to enemy units, or allowing special actions.
The following list shows every different kind of modules existing in the factions referenced in this Compendium. Every variations have not been shown, as a same kind of module may vary from an army to another. A same module may have one or multiple different connections/directions, as well as abilities such as Mobility, Rotation, Underground, Toughness or Armor, for the most frequent ones.

Official Modules

Acceleration Generator

Provides Power Supply to all connected friendly units. Connected units +1 Initiative.
Used by: Uranopolis (x1)

Accelerator

Every friendly units get +1 Initiative.
Used by: Mephisto (x3)

Agitator

Does Control Takeover ability to connected units.
Used by: Vegas (x3)

Boiler

Boiler adds the Venom ability to connected friendly units (their ranged and melee attacks gain the Venom feature).
Used by: Mississippi (x3)

Claw

Every friendly units get +1 Strength in Melee Attacks.
Used by: Mephisto (x4)

Combat Generator

Provides Power Supply to all connected friendly units. Connected units +1 Strength in Ranged combat.
Used by: Uranopolis (x2)

Gauss Transformer (Ranged)

Connected friendly units can convert 1 Ranged attack to a Gauss attack or vice versa of the same Strength. If connected unit can attack in more than 1 Initiative phase and/or direction, the player must choose only one to receive Gauss Transformer bonus. Bonus is optional. If connected unit is also connected to other modules, their bonuses apply.
Used by: Uranopolis (x1)

Medic

A connected unit must ignore all wounds from 1 attack & Medic is discarded.
Used by: Appalachian Federation (x3), Borgo (x1), Brotherhood of the Cross (x2), DDM v1 (x4), DDM v2 (x5), Mississippi (x2), Moloch (x2), Neojungle (x3), New York (x2), Outpost (x2), Sand Runners (x1), Sharrash (x2), Silicon Valley (x2) Steel Police (x2), Uranopolis (x1), Uranopolis (fan version, x3) Vegas (x1)

Landfill

Landfill adds paralysis feature to connected units.
Used by: Sharrash (x1)

Mutation

Connected units (except HQs) are given 2 additional Toughness points (if the unit receives a wound it doesn’t die – instead a wound marker should be placed on it). If such a unit becomes disconnected from the Mutation, or when the Mutation is caught in a Net or taken over, the unit immediately loses these additional Toughness points, and it could die immediately as a result (if it was still alive only thanks to the additional Toughness points from the Mutation). If there are 2 Mutations connected to a unit, the unit receives 4 Toughness points.
Used by: Mississippi (x2)

Net of Steel

In his or her turn, the player may place the Net of Steel marker on any enemy tile (except HQ) at the cost of 1 Wound for the module owner’s HQ. The Net of Steel works the same as a regular Net. The Net of Steel marker is returned to the player only when the tile which is disabled by it is removed from the board.
Used by: Steel Police (HQ)

Net of Steel Launcher

As long as the Net of Steel Launcher remains on the board, throwing the Net of Steel is free (the cost of 1 Wound for each throw isn’t spent).
Used by: Steel Police (x1)

Officer (Melee)

Symbiont Alpha / Pheromones / Fury Pheromones
Connected units +1 Strength in Melee combat.
Used by: Appalachian Federation (x2), Behemoths (x3), Borgo (x3), Bunnies (x5), Clan Mercurius (x3), DDM v1 (x7), Hegemony (x3+HQ), Insectoids (x1), Neojungle (x1), New York (x2), Sand Runners (x1), Sharrash (x1), Silicon Valley (x2), Thanatos (x1), United Europe (x2)

Officer (Ranged)

Connected units +1 Strength in Ranged combat.
Used by: Appalachian Federation (x2), DDM v2 (x2), Moloch (x1+HQ), New Detroit (x1), New York (x2), Outpost (x1), Sand Runners (x1), Smart (x4), Steel Police (x3), United Europe (x2)

Paralysis

Paralysis affects all connected enemy units. As long as the Paralysis is connected to an enemy unit (including HQ), such unit is paralyzed: it cannot perform any attack. All other abilities of a paralyzed unit remain in effect (modules, nets, toughness, armor, mobility, etc).
Used by: Mississippi (x2)

Quartermaster

Connected unit can convert 1 Melee attack to Ranged attack or vice versa. If connected unit can attack in more than 1 Initiative phase and/or direction, player must choose only 1 to receive Quartermaster bonus. Bonus is optional. If connected unit is also connected to other modules, their bonuses apply.
Used by: Hegemony (x1), New Detroit (x1), Thanatos (HQ)

Recon Center

As long as the Recon Center remains on the board, all friendly units using Move actions can move 2 spaces instead of 1.
Used by: Outpost (x1), New Detroit (x1)

Saboteur

Vines / Preacher / Road Oil
This module affects all connected enemy units and decreases their Initiative by 1.
Used by: Hell Angels (x3), New Detroit (x1), Salt Lake City (x3+HQ), Steel Police (x2), Vegas (x1)

Scoper

As long as this module is connected to an enemy module, it gives bonuses to the owner’s units instead of the enemy’s.
Used by: Outpost (x1)

Scout

Symbiont Beta / Frenzy Pheromones
Connected units +1 Initiative.
Used by: Appalachian Federation (x2), Behemoths (x2), Borgo (x2+HQ), Brotherhood of the Cross (x2), Bunnies (x5), Clan Mercurius (x5), DDM v1 (x2), DDM v2 (x2), Firemen (x3), Hegemony (x1), Moloch (x1), Neojungle (x1), New Detroit (x1), New York (x2), Outpost (x2), Sand Runners (HQ), Smart (x2), Sharrash (x1), Silicon Valley (x2), Steel Police (x2), Thanatos (x1), United Europe (x3), Uranopolis (fan version, x2), Vegas (x2)

Sergeant

Doubler / Mother / Mother Module / Main War Processor / Swarm
Connected unit can perform an additional attack in the Initiative phase that follows its last Initiative phase. If a unit performs attacks in two Initiative phases, the additional, third attack is performed in the phase that follows the other two. If all attacks are taken in Initiative phase 0, the additional action is lost and cannot be performed.
Used by: DDM v1 (x2), DDM v2 (x2), Insectoids (x1), New York (x1), Outpost (x1+HQ), Sharrash (x1), Smart (x2), Steel Police (x3), Uranopolis (x1)

Steroids Dispenser

Connected friendly units +2 Strength in Melee Attacks.
Used by: Steel Police (x1)

The Boss

Symbiont Gamma / Harbinger
Connected units +1 Strength in Melee combat & +1 Initiative.
Used by: Behemoths (x1), Hegemony (x1), Neojungle (x2), Tbanatos (x1)

The Brain

Connected units +1 Strength in Melee & Ranged combat.
Used by: Moloch (x1)

Toughener

Connected units get +1 Toughness (not HQ). If a unit becomes nonadjacent, or if the module is caught in a net, the unit immediately loses the additional Toughness, and it could die immediately as a result (if it was still alive thanks to the additional Toughness point from the module).
Used by: Mephisto (x2), New York (HQ)

Transport

On your turn each connected unit can perform an additional Move action and/or turn as if it had Mobility. Connected units can move immediately after placing this tile on the board and are allowed to move away from Transport. Transport may not move itself.
Used by: Brotherhood of Cross (HQ), Firemen (x1), Hegemony (x1), Sharrash (x2), Smart (HQ)

Transport (power supply)

Provides Power Supply to all connected friendly units. Connected units get Mobility ability.
Used by: Uranopolis (x2)

Trap

Any enemy attack in the marked side causes Trap to immediately explode, inflicting 1 wound to each adjacent unit (no bonuses take effect), both friendly and enemy (including HQs). After exploding Trap is discarded. Cannot be repaired in any way.
Used by: DDM v2 (x1)

Underworlds

As long as the Underworlds tile remains on the board all owner’s tiles have the Underground feature.
Used by: Sharrash (x1)

Wastes

Enemy tiles (including HQs) that are connected to Wastes receive 1 additional wound from each attack or any other source of wounds. Affects all connected enemy units.
Used by: Uranopolis (x1)

Zone

Zone affects all connected enemy units and sets their Initiative to the level shown on the tile (no enemy module or ability can change it).
Used by: Mississippi (x1)

Activable Modules

By default, you can only use one Activable Module per turn.

Drill

Activation: a friendly unit (including HQ) can move to any unoccupied hex.
Used by: Mephisto (x1)

Incubator

Activation: place the desired marker on the (marker-free) incubator. Marker returns to pool at the end of the next Battle.
Used by: Mephisto (x3)

Incubator markers:
- Accelerator: +2 Initiative.
- Claw: +2 Strength to Melee Attacks.
- Net: adds Net to all attack directions of HQ (quills included).
- Acid: start of Battle, player may detonate a unit, dealing 1 Wound to adjacent units (not HQ).

Jaws

Activation: start a battle.
Used by: Mephisto (x2)

Limbs

Activation: perform a move on a friendly unit (including HQ).
Used by: Mephisto (x2)

Quills

Activation: place the matching marker on an enemy unit (including HQ). During a Battle, unit suffers a Melee attack. Marker returns to player’s hand: after a Battle; if the marked unit moves to another hex or dies; if the module is netted, taken over, or destroyed.
Used by: Mephisto (x2)

Tail

Activation: a friendly unit (including HQ) can perform a Push Back.
Used by: Mephisto (x2)

Tentacles

Activation: a friendly unit (including HQ) can perform a Grabbing.
Used by: Mephisto (x2)

Transmitter

Activation: two friendly adjacent units (including HQ) can switch place (without rotating).
Used by: Mephisto (x1)

Unofficial Modules

Ambuscade

Connected units are camouflaged & +1 Strength in Melee combat.
Used by: Sand Runners (x1)

Ambush (module)

A connected unit attacks before the Battle starts, but not on any Initiative phase during the rest of the Battle. Discard the module before the Battle starts. No effect on HQ.
Used by: Clan Mercurius (x1)

Barracks

Provides Gear: connected units unlock new abilities or have their abilities changed.
Used by: Appalachian Federation (x1)

Barricade

Disables connected enemy units’ Mobility. Immobilized units are still able to attack or use any of their abilities other than Mobility. The connected units also can’t be rotated or repositioned.
Used by: Uranopolis (fan version, x1)

Camouflage

Connected units are camouflaged.
Used by: Sand Runners (x1)

Colony

Connected units get Burrowing ability.
Used by: Insectoids (x1)

Coup de Main

Connected units are camouflaged & +1 Initiative.
Used by: Sand Runners (x1)

Disabler

Adjacent enemy units get no bonus from modules or HQs.
Used by: Clan Mercurius (x1)

Field Generator

Supplies power to all adjacent units with Plug.
Used by: Uranopolis (fan version, x2)

Field Medic

An improved Medic. Can prevent wounds from 2 attacks. The first attack is marked by a wound token, after the second attack Field Medic is discarded.
Used by: Sand Runners (x2)

Gauss Officer

Adds +1 to the Strength and Initiative of an adjacent unit with Gauss aAtack type. If a unit without Gauss Attack type is adjacent to the Gauss Officer, it only receives +1 to Initiative.
Used by: Brotherhood of the Cross (x1)

Gauss Transformer (Artillery)

Connected friendly units can convert 1 Artillery attack to a Gauss attack or vice versa of the same Strength. If connected unit can attack in more than 1 Initiative phase and/or direction, the player must choose only one to receive Barracks bonus. Bonus is optional. If connected unit is also connected to other modules, their bonuses apply.
Used by: Appalachian Federation (x1)

Intelligence

Connected friendly units get Rotate ability.
Used by: Historians (HQ), Underearth (x1)

Pacifier (Melee)

Decreases all connected enemy units’ Melee attack Strength by 1.
Used by: Salt Lake City (x2)

Pacifier (Ranged)

Decreases all connected enemy units’ Ranged attack Strength by 1.
Used by: Salt Lake City (x2)

Persistence Module

Adjacent friendly units get Persistence ability.
Used by: Clan Mercurius (HQ)

Rotation Module

On your turn one friendly unit anywhere on the board may be rotated in any direction.
Used by: DDM v1 (HQ), DDM v2 (HQ)

Shield Module

Adjacent friendly units are immune to enemy Instant Action tiles. Area of effect tiles are ineffective.
Used by: Clan Mercurius (x1)

Smokescreen (module)

Decreases an enemy unit’s Initiative by 2.
Used by: Hell Angels (x1), Sand Runners (x2)

Spinner

Connected units get a Net on all edges with a Melee Attack.
Used by: Insectoids (x1+HQ)

Steroids

All friendly adjacent units get +2 Strength to a chosen single Melee Attack side.
Used by: Silicon Valley (HQ)

Unit Abilities

Official Abilities

Connection

A unit (usually modules & HQs) can have up to six connections, for different purposes (usually giving bonuses).

Redirection

Any friendly ranged unit firing at this unit’s entries will change direction of attacks to exits.
Used by: DDM v1, DDM v2, Mephisto (fan version)

Attacks

Demolition

A special type of attack: inflicts 1 wound on each unit (both friendly and enemy, including HQs) standing on the two adjacent fields, as well as the third one adjacent to both of them in the direction of the attack.
Used by: Uranopolis

Gauss

Can hit multiple enemies simultaneously. All enemy units in a line of fire get 1 wound. No bonuses increasing firepower take effect.
Used by: Moloch, Smart

Immediate Melee Attack

A melee attack performed at the beginning of a Battle, before the initiative phases.
Used by: Sharrash

Melee Attack

A melee attack performed on an enemy unit. The attack only hits enemies adjacent to the edge with the symbol. If a tile has more than one attack symbol, all attacks are performed simultaneously during the Battle. The symbol also shows how powerful the attack is (it indicates its Strength). Attacks are automatic and the players may not decide not to attack.

Net

Nets disable adjacent opponents, who cannot perform any actions themselves (like moving, attacking, using or granting abilities, etc). Net symbols indicate the directions in which the net is thrown. Only the tiles, whose edges are adjacent to the net symbol, are disabled. Nets disable opponents as soon as they are placed on the board, not only during the Battle. Nets also affect enemy HQs. Nets are in effect all the time and players may not choose not to use them while on the board. To easily remember which unit is disabled by net, you can place a net token on such a unit. Remove the token when the unit stops to be affected by the net (if it happens during the Battle, remove the token at the end of the Initiative phase, during which the unit was freed).

Poisoning

Poisoning is a type of attack a unit can have. During Battle a unit with poisoning attack does not inflict wounds, but one Venom market is placed on the attacked enemy unit instead – poisoning only targets adjacent enemy units indicated by the attack icon. Poisoning is an attack (so it can be reflected, paralyzed, etc), but it doesn’t inflict wounds, so it cannot be absorbed by Medic; it’s also not a melee attack, so modules increasing the strength of melee attacks does not affect it.
Used by: Mississippi

Ranged Attack

A shot fired during the battle. It hits the first enemy unit in the attacker’s line of sight, no matter how far the unit is. The symbol on the indicates the direction of the attack (in straight line from the tile edge). If a warrior has two symbols of Ranged Attack or more

Rocket

The Rocket enters the adjacent hex in the direction indicated on the tile, and then it can go two additional hexes (empty or occupied by friendly units), not necessarily in a straight line, chosen by the owner. The first enemy it hits (including HQ) receives a wound per rocket symbol. It moves over the owner’s tiles without hitting them. No bonuses increasing firepower have effect on the rocket launcher. Armor protects from the Rocket attack in the normal way.
Used by: New York

Shadow Attack

The unit performs a melee attack which can target any enemy unit on the board (including the HQ), it does not need to be an adjacent enemy unit. Beside this one difference it’s a regular melee attack, which means that modules can increase its Strength.
Used by: Mississippi

Shotgun

The Shotgun hits the first enemy unit in the line of fire. If the target was adjacent to the Shotgun it gets 3 wounds, 2 wounds if it is 2 hexes away, 1 wound if it is 3 hexes away, and no damage if it is farther away. No bonuses increasing firepower have an effect on the Shotgun. Armor protects from the Shotgun attack in the normal way.
Used by: Hell Angels, New York

Abilities

Armor

Armor decreases the Strength of all kinds of enemy Ranged attacks by 1 (and protects from all Strength 1 Ranged attacks). It does not, however protect from Melee attacks. Note that a Ranged attack from an adjacent hex is still a Ranged attack and not the Melee attack. The Armor symbol on the tile indicates which side is protected. If an armored unit is attacked from a different direction than the protected side indicates, the armor has no effect, and the attack is a hit. Armor does not protect from Instant Action Tiles, such as Snipers, Air Strike or Grenades. Armor prevents the unit from the Gauss cannon attacks normally, but attack still affects all the other units on the line of fire. Armor does not protect from explosions, poisoning, venom wounds, etc.

Bomb (battle ability)

Instead of performing an attack the unit may explode in its Initiative phase, inflicting 1 wound to each adjacent unit (no bonuses take effect) both friendly and enemy (including HQs). After explosion the unit is discarded. Cannot be repaired in any way.
Used by: Firemen, New Detroit, Moloch, Salt Lake City

Control Takeover

An enemy connected to a unit with Control Takeover ability is automatically taken over and treated as friendly. Moreover, at the moment of Takeover the owner of the unit with the ability may turn the enemy tile in any direction. The enemy stays friendly for as long as it’s in direct contact with the unit with Control Takeover ability. A Control marker should be placed on a captured unit. An enemy HQ may not be taken over.
Used by: Vegas

Execution

At the time the unit is placed on the board a player may – at the cost of 1 damage for his HQ – remove one of the enemy tiles from the board (except HQ) and put the unit in its place. The Medic doesn’t protect the tile from being replaced by the unit with Execution.
Used by: Steel Police

Explosive

A unit with Explosive completely destroys an enemy targeted by the attack icons. Remove that enemy and the unit with Explosive from the board. Explosive does not cause any damage to HQs.
Used by: Sharrash

Grabbing (unit’s ability)

Grab an enemy unit 2 hexes away and move it adjacent to this unit if target hex is unoccupied. Unit’s owner may rotate unit any direction after grab and can select target hex if there are multiple choices.
Used by: DDM v1

Mortar

If a unit with Ranged Attack icons and Mortar ability attacks, it will only hit the unit exactly 2 hexes away in its line of sight, even if another unit is in front of it. The armor protects against the Mortar exactly as for the normal Ranged Attacks.
Used by: Sharrash

Motherland

All owned units that are adjacent to a unit with Motherland ability belong to the Motherland and all owned units adjacent to Motherland also belong to it. Modules that belong to the player which are linked to any unit in the Motherland (but not to the Roots, which are not a unit) give their bonuses to each unit in the Motherland (including HQ).
Used by: Neojungle (HQ)

Plug

Unit is operational only when adjacent to a tile with Power Supply.
Used by: Uranopolis, Uranopolis (fan version)

Power Supply

Provides Power Supplies to all connected friendly units with Plug.
Used by: Uranopolis, Uranopolis (fan version)

Push Back (unit’s ability)

Once during each turn (even the turn when it is placed on the board), the unit can push back one adjacent enemy unit freely.
Used by: DDM v1, Mississippi (HQ), New York

Reflection

Reflection protects the unit from all attacks directed at its side marked with the reflection icon. Such an attack is reflected in the opposite direction for a distance of one hex and hits an enemy tile (including HQ) if it stands on an adjacent hex within the line of fire. A reflected attack doesn’t harm any owner’s unit.
Used by: Steel Police

Resurrection

Upon death, the unit returns to the top of the owner’s tile pile, so it’s first on the next draw.
Used by: Smart

Rotation

The unit can rotate in any direction once per turn.
Used by: Gurrak Tribe, Mephisto (HQ), New Detroit (HQ), Uranopolis

Sharpshooter

A Sharpshooter can choose which enemy unit in the line of fire it shoots (it does not need to be the first enemy unit). The armor of the unit being shot at works normally against the shot.
Used by: Firemen, Mississippi, New Detroit, New York

Spy

A Spy can link itself to enemy Modules or Headquarters as if they were friendly Modules or Headquarters, automatically receiving their bonuses and benefits (Note that the module can still aid allies that are connected to it). If a Medic module is linked to several units (including a Spy) which all take damage simultaneously, then as usual the module’s owner decides which linked unit will be cured.
Used by: New York

Transporter

On tiles deployment, player may place this unit off board and put one of his board tiles in his place. If the unit is damaged, it is not transferred to new unit.
Used by: Smart, Steel Police, Silicon Valley

Underground (unit’s ability)

The Underground ability allows to swap the position of the owner’s HQ with any other owned unit with this ability, depending on the symbol on the HQ's Underground ability.
Used by: Sharrash

Venom

If a unit with a Venom ability wounds an enemy unit (including Headquarters) then the wounded unit not only receives the wound as usual but is also poisoned (shown by placing a Venom marker on it). From now on the poisoned unit receives one wound from the poison at the beginning of each Battle (before the Initiative phases).
Used by: Neojungle, Mississippi

Activable Actions

Healing (activable Action)

Healing restores to a unit the number of Toughness Points indicated on the Healing symbol. Healing is activated only by playing an Action tile.
Used by: Dancer

Unofficial Abilities

Delay

An ability with one or several hourglass symbols added to it has delay, and may only be used after a number of turn indicated by the number of hourglasses shown on the ability.
Used by: Bunnies

Attacks

Artillery

The attack strength of the unit is fixed and may not be modified. All other rules for bonuses apply. Artillery may attack one unit in its range. Artillery may attack targets without a clear line of sight. Armor does not provide protection against artillery attack.
Used by: Appalachian Federation

Death Attack

Units with a death attack perform this attack at the time they are killed (unless they are netted). In a Battle, this happens in the Initiative phase of the attacking unit. If killed by an Instant Action Tile, the Death Attack happens immediately and out of combat. Death attacks are Melee attacks and can be modified by HQ or Modules.
Used by: Thanatos

Fire Attack

Init. N : 1 hex range
Init. N-1 : 2 hex range
Init. N-2 : 3 hex range (if Fire Bonus)
Fire Attack deals 1 damage to any hex in range. Fire Attack is stopped by an armor, and cannot propagate beyond. Fire Attack is considered ranged attack, but cannot be damage-boosted by modules.
Used by: Firemen

Ranged Net Throw

A unit with this attack type deals no damage on its Initiative phase. Instead, it gives a net marker to the enemy unit attacked. To get rid of that net, the opponent can discard an additional tile during its turn.
Used by: Clan Mercurius

Selective Melee Attack

The number of Strength of the Melee Ranged Attack must all be used, but they can be distributed between up to that number of different enemy targets. If a unit’s Attack Strength is more than one and the unit can attack in any direction, then the controller of the unit can distribute the attacks in between any number of valid targets, up to its maximum attack strength.
Used by: Mephisto (fan version), Salt Lake City

Selective Ranged Attack

The number of Strength of the Selective Ranged Attack must all be used, but they can be distributed between up to that number of different enemy targets. If a unit’s Attack Strength is more than one and the unit can attack in any direction, then the controller of the unit can distribute the attacks in between any number of valid targets, up to its maximum attack strength.
Used by: Salt Lake City

Shocknet

Whenever adjacent enemy unit is affected by Shocknet, this unit is considered as shocked and will not take part in the next Battle (it will not attack nor grant any bonuses to other units). However unit may be moved freely, can use Push Back or Grabbing.
Used by: New Detroit

Strong Ranged Attack

A shot that ignores armor.
Used by: United Europe

Thrust Melee Attack

The unit with this attack type inflicts 1 wound to the adjacent enemy unit and 1 wound to the enemy unit directly behind it.
Used by: Clan Mercurius

Ultimate Attack

A Ranged attack that needs to be charged by Modules. Starting with a Strength of 0, the attack obtains twice the Strength from both Melee or Ranged bonuses by Modules. The unit with this type of shot also obtains thrice the Initiative bonus from Modules.
Used by: United Europe

Wounded Melee Attack

The Wounded Melee Attacks become enabled for the unit with these symbols as long as the unit has a marker Wound on it.
Used by: Behemoths

Wounded Ranged Attack

The Wounded Ranged Attacks become enabled for the unit with these symbols as long as the unit has a marker Wound on it.

Abilities

Aggressive Castling (placement ability)

When put on the board, the unit may switch places with an adjacent enemy unit, without changing facing.
Used by: Silicon Valley

Aggressive Castling (unit’s ability)

This unit may switch places with an adjacent enemy unit, without changing facing.

Aggressive Rotation (unit’s ability)

This unit may rotate an adjacent enemy unit.
Used by: Brotherhood of the Cross

Ambush

During Battle, the unit will be considered an empty hex until the Initiative when itselfs attacks. While hidden the unit can't be damaged and won't block line-of-sight(any eligible target behind it will be hit).
Used by: The Tribe

Attack of the Gargantuan unit

The player can skip the option to place any tiles (he can keep up to two tiles as usual) and instead make the Gargantuan unit eat one other unit next to it. That unit is killed. The Gargantuan unit must move to that hex, and takes one wound. The player may eat its own units, but HQs and modules may not be eaten.
Used by: Bunnies (HQ)

Burrowing

A unit marked with this symbol can be flipped over to its backside, symbolizing burrowing down underground. A burrowed unit loses all damage counters and cannot be targeted for any kind of attacks while burrowing. It still occupies the hex stopping any other unit from entering. The unit must end its burrowing on the turn after that by flipping it back to its normal side, facing any direction. A unit emerging from burrowing cannot start burrowing until next turn.
Used by: Insectoids

Camouflage

Any unit or module camouflaged by its own ability or by a connected module is invisible to Ranged Attacks coming from any non-adjacent hex. The Ranged Attack goes right through the camouflaged tile, and hits any eligible target behind it. A camouflaged tile can only be hit from an adjacent hex. Placing a non-attacking enemy unit or enemy module adjacent does not blow the cover of the camouflaged unit. Camouflaged tiles cannot be targeted directly by Instant Actions, however area effect Instant Actions can hit these tiles. A camouflaged unit becomes visible in any initiative phase in which it attacks, for the duration of that initiative. If the camouflaged unit has no target in its attack phase, therefore it’s idle, it remains hidden. Modules can be camouflaged. HQs cannot be camouflaged.
Used by: Sand Runners

Crowd

Each unit with Crow ability receives +1 Strength bonus for Melee Attack for each adjacent unit with Crowd ability.
Used by: Appalachian Federation

Factory

If there is an empty hex next to a unit with Factory ability, the player may draw 1 additional tile. If after drawing tiles for this turn he has no module in hand, he must immediately shuffle back 1 tile face down from his hand into the pile. If he has a few modules in hand, he selects one to be “produced” by the unit with Factory ability. If there are no empty hexes next to the unit, the Factory is closed and the player may not draw 1 additional tile at the beginning of his turn.
Used by: Appalachian Federation (HQ)

Fire Bonus

Provides the Fire Bonus to the unit’s Fire Attack.
Used by: Firemen

Gear

A unit with Gear symbols unlock the associated abilities with the support of a module with Gear symbol.
Used by: Appalachian Federation

Grab (placement ability)

When put on the board, the unit may grab an enemy unit.
Used by: Silicon Valley

Grenade (placement ability)

When placed on the board, a unit with the Grenade ability instantly kills one enemy unit or module in one adjacent hex. Does not affect HQs.
Used by: United Europe

Grouping

Each unit with Grouping ability receives +1 Initiative bonus for each adjacent unit with Grouping ability.
Used by: Zombie

Hook (placement ability)

When put on the board, the unit may move an adjacent enemy unit to any unoccupied hex adjacent to the unit using Hook.
Used by: Silicon Valley

Hook (unit’s ability)

This unit may move an adjacent enemy unit to any occupied hex adjacent to the unit using Hook.

Immovable

The unit is immovable. It cannot be pushed, grabbed, moved, repositioned, etc.
Used by: New Detroit

Missile

A unit with this ability deals 1 damage to each enemy HQs.
Used by: Clan Mercurius

Nanoblast (unit’s ability)

A unit with Nanoblast ability can use Nanoblast Action tiles. A HQ with Nanoblast ability can use Nanoblast Action tiles even while netted, at the cost of 1HP damage per action.
Nanoblast Action is a direct shot in any direction at an adjacent opposing unit. It causes 1 damage against an HQ, and rewire any other unit.
When an attempt to rewire occurs, place a Nano marker on the target, with its yellow side up. After the next Battle, turn the marker to its red side and optionnaly rotate the rewired tile. Units with red Nano markers on them are under the control of the unit with Nanoblast ability. Once a rewire is complete, the unit with Nanoblaster Ability gets its nanoshield reinforced by 1HP.
- controlled modules cannot use Nanoblast Action tiles.
- controlled units can use Nanoblast Action tiles, but the rewire do not repair any nanoshield.
Used by: Vlad (HQ)

Persistence

Adjacent friendly units killed in a Battle aren’t removed until the end of the Battle. Instant Action tiles may still be used as normal.
Used by: Clan Mercurius

Push Back (Battle ability)

During a Battle, in its Initiative phase, the unit may Push Back one adjacent enemy tile.
Used by: Appalachian Federation

Push Back (placement ability)

When put on the board, the unit may push an enemy unit.
Used by: Silicon Valley

Sniper (death ability)

When dying, a unit with this ability deals 1 damage to one enemy unit or module (HQ included).
Used by: New Detroit

Sniper (placement ability)

When placed on the board, a unit with this ability inflicts 1 damage to one enemy unit or module. Does not affect HQs.
Used by: United Europe

Source

All non-module units without Source ability must be placed adjacent to units with Source ability. If there are no empty hexes next to the sources, no units may be placed. Units cannot use mobility the turn they were placed. Netting the sources does not affect this ability.
Used by: Bunnies (HQ)

Squad

Each unit with Squad ability receives +1 Strength bonus in Ranged Attack for each adjacent unit with Squad ability.
Used by: Brotherhood of the Cross

Static

The unit cannot move, but is able to Rotate. If the unit was to receive a bonus Mobility, it would only be able to do a Rotation instead. The unit can still be pushed or grabbed.
Used by: Appalachian Federation

Strengthen

Instead of performing an Attack, the player can choose to Attack on next Initiative phase and place a Strengthen token (+1 Strength) on the unit. This process is repeatable until the player choses to attack or until the Battle has reached Initiative 0.
Used by: The Tribe

Taser

All attacks are disabling enemy tile during the Battle (it cannot attack or grant any bonuses to other units).
Used by: New Detroit

Teleport (unit's ability)

Once a turn, the unit may move to an unoccupied hex that is exactly two spaces away and turn it in any direction desired. May move to a hex occupied by a unit with Transporter, which is then removed from the board.
Used by: Silicon Valley

Toughness

If a Unit Tile (except for the HQs) does not have a Toughness icon (symbol), it is removed after receiving a single wound. Each Toughness symbol represents an additional wound a unit can sustain before being destroyed. Thus, a unit with two Toughness symbols must receive 3 wounds before it is removed from the board. Each wound inflicted on a unit is marked by a wound marker placed on its tile.

Trample

Whenever a unit with this ability kills an enemy unit, it moves into the vacated hex, without rotating. The player may choose the hex if multiple enemies are killed, and may choose the order if multiple units with trample move in the same Initiative phase.
Used by: Behemoths (HQ), Hi-Tech

Vitalizer

Vitalizer works using the same rules as for the Medic module, with a small exception that player is not obliged to sacrifice Medic in first place.
Used by: New Detroit

Activable Actions

Melee Hit (activable Action)

Deals one melee damage to an adjacent unit. Melee Hit is activated only by playing an Action tile.
Used by: Dancer (fan version)

Push or Grab (activable Action)

The unit pushes or grabs one enemy unit. Push or Grab is activated only by playing an Action tile.
Used by: Dancer (fan version)

Ranged Hit (activable Action)

Deals one ranged damage to an enemy unit. Ranged Hit is activated only by playing an Action tile.
Used by: Dancer (fan version)

Foundation Tiles

Official Foundations

A Foundation tile can only be placed on an empty hex; then, any friendly or enemy unit can be placed, or move onto, the Foundation tile as normal. They are not units and cannot be moved, pushed, netted, taken over, etc; and can be destroyed only by damaging Instant Action tiles. They do not block lines of fire, and a hex with only a Foundation tile is not considered occupied for the purposes of a full board causing a Battle.

Hole

If there is no tile standing on the Hole during the Sharrash player’s turn, he may grab an enemy unit adjacent to the Hole (including the HQ) and move it onto the Hole. The captured unit cannot rotate during this move. That unit is now considered to be standing on the Hole. For convenience, a Hole market can be used to mark an enemy unit standing on the Hole (just to remember about the Hole underneath).
The enemy standing on the Hole can perform all his actions (move, attack, etc) in the regular way. Additionally, after resolving Initiative level 0 at the end of each Battle, any enemy unit standing on the Hole is automatically destroyed. The Hole deals no damage to any HQ standing on it.
Used by: Sharrash (x1)

Mine

If any unit (friendly or enemy, except HQ) is placed or moved onto a Mine, both the unit and the Mine are automatically destroyed, and are removed from the board. If a Headquarters is placed or moved onto a Mine, the Mine is destroyed, but the Headquarters remains unwounded. Medic can absorbs damage inflicted by a Mine in a normal way.
Used by: Firemen (x2), New York (x2), Vegas (x2)

Roots

If Roots is placed adjacent to the Motherland then it’s also a part of the Motherland – a passive but hard to remove growth. Roots are not units, so modules cannot be linked to Roots. If an enemy unit is standing on Roots, the Roots still belong to the Motherland and count for connecting to adjacent friendly units. Separated from the Motherland, Roots have no function.
Used by: Neojungle (x2)

Toxic Bomb

During Battle, the Toxic Bomb may explode in Initiative phase X (as shown on the tile), inflicting 1 wound to the unit standing on the Toxic Bomb and each adjacent unit, both friendly and enemy (including HQs). After exploding the Toxic Bomb tile is discarded. The Toxic Bomb cannot have its Initiative modified. A Toxic Bomb marker should be placed on the unit standing on the Toxic Bomb as a reminder of the explosion possibility.
Used by: Mississippi (x1)

Unofficial Foundations

Bunker

Bunker is a special Foundation tile, as it can be played under a unit previously placed on the board. The Bunker is not mobile, but may be moved, pushed back or grabbed. The player may place a unit on a Bunker tile. A unit inside a Bunker tile cannot leave it. When the Bunker receives 1 wound, it is destroyed, but the unit hidden inside survives. When the Bunker receives 2 or more damages, the first one destroys the Bunker and the other damages wound the unit inside. The Bunker may not be damaged by enemy HQs.
Used by: Brotherhood of the Cross (x3)

Conversion

Conversion is a special Foundation tile, as that it must be played under an enemy unit. The player gains control over a converted unit (doesn’t affect HQs). The converted unit may use the bonuses from both friendly and enemy modules and HQs. The converted unit may be attacked by its original army and headquarter. When the converted unit is destroyed, the Conversion tile is removed from the board. A Conversion tile cannot be placed on a Foundation tile, and a Foundation tile cannot be placed under a Conversion tile.
Used by: Brotherhood of the Cross (x1)

Shockmine

Any unit or module that will be placed on this mine will be considered as disabled during next Battle. The unit cant attack or grant any bonuses during Battle phases, however it may move freely and use its abilities as usual.
Used by: New Detroit (x1)

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