Highly mobile skirmishers who can shoot while moving.
Team Rule: Galloping Shot
Centaurs may shoot in the middle of normal move or dash action. They must stop on a hex in their running path for the shoot action to determine LOS, but then can use the remainder of their move after that shoot action. e.g. A unit moves 3 hexes, makes a shooting action, and then has 4 hexes leftover on the move.
Team Composition
Leaders: Choose 1
Centaur Leader AlphaCentaur Leader Beta
Operatives: Choose 2
Centaur Tech SpecialistCentaur Gunner*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.
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
Leader Buff
Relentless Pursuit
Galloping Shot can be used during a charge.
Leader Action
Command (0 AP)
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
Leader Buff
Warden's Resolve
All Warden Rifles get the Align 1 rule.
Leader Action
Command (0 AP)
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
Got a Plan (0 AP)
Perform one mission action for free.
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
Weapons
Skybreaker (Plasma)12 hex
ATK: 4ACC: 5+PWR: 4/5Align 1
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 Spirit Healer
Operative
Spirit Healer
Action
Ancestral Mending (1 AP)
Heal unit within 6 for 1 health for (2d3 + 2) activations.
Weapons
Warden Rifle10 hex
ATK: 4ACC: 5+PWR: 3/5
Striking HoovesMelee
ATK: 4ACC: 5+PWR: 3/4
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