Powerhouse faction defined by high durability and aggressive crowd control. Minotaurs use their bulk and charging mechanics to disrupt enemy lines.

Team Rule: Mess with the Bull, Get the Horns

Whenever a Minotaur charges an enemy unit, deal d3 + 1 damage and knock back that enemy unit 1 hex directly opposite of where the minotaur first entered REACH. The minotaur can choose to follow the enemy (move the 1 hex to stay within reach) or it can stop where its charge ended. If you would end in REACH of two or more units, you can only select 1 to knock back. You can still follow that unit. If the enemy unit cannot be fully moved due to terrain blocking a hex in the knockback path, that operative takes d3 + 3 damage instead. If another unit is occupying a hex that the knocked back unit would land on, that unit blocking the hex takes d3 damage and the knocked back unit doesn't move.

Team Composition

Leaders: Choose 1
Operatives: Choose 2

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.

Bellowing Charge1 LP

Use this before a Minotaur starts a charge during its activation. Add 1 hex to that charge distance.

Unit Roster

Minotaur Leader Alpha
Leader
LeaderFlamer Gunner
HP
16
DEF
6
ACC
5+
MOVE
6
AL
3
Unstoppable Charge
When friendly Brambleguard operatives uses "Mess with the Bull, Get the horns" rule, the enemy operative can now be knocked back up to 2 spaces.
Command (0 AP)
Once per battle, command a friendly operative to complete 1 free Generic Action.
Weapons
Flamer Gun6"
ATK: 4ACC: 3+PWR: 3/4AOE 2
Battle AxeMelee
ATK: 4ACC: 5+PWR: 3/5
Minotaur Leader Beta
Leader
LeaderFlamer Gunner
HP
16
DEF
6
ACC
5+
MOVE
6
AL
3
Iron Will
All friendly Brambleguard operatives get +2 DEF against shooting attacks.
Command (0 AP)
Once per battle, command a friendly operative to complete 1 free Generic Action.
Weapons
Flamer Gun6"
ATK: 4ACC: 3+PWR: 3/4AOE 2
Battle AxeMelee
ATK: 4ACC: 5+PWR: 3/5
Minotaur Blademaster Tech
Operative
BlademasterTech SpecialistFlamer Gunner
HP
16
DEF
6
ACC
5+
MOVE
6
AL
3
Skilled Fighter
Has +3 DEF against melee attacks.
Got a Plan
This operative can perform one mission or objective action for free.
Weapons
Dual AxesMelee
ATK: 4ACC: 5+PWR: 4/5
Minotaur Medic
Operative
MedicFlamer Gunner
HP
16
DEF
6
ACC
5+
MOVE
6
AL
3
Revive
Once per Turning Point, prevent a friendly unit within 3 hexes from dropping below 1 HP.
Bandage (1 AP)
Heal a friendly unit within 2 hexes for d3 + 2.
Weapons
Flamer Gun6"
ATK: 4ACC: 3+PWR: 3/4AOE 2
Battle AxeMelee
ATK: 4ACC: 5+PWR: 3/5
Minotaur Grenadier Spotter
Operative
GrenadierSpotterFlamer Gunner
HP
16
DEF
6
ACC
5+
MOVE
6
AL
3
AOE Specialist
Weapons utilize Blast 2 to hit multiple targets.
Spot (1 AP)
Selects a visible enemy target. Friendly units gain Lethal 9+ against it.
Weapons
Bramble Bombs6"
ATK: 4ACC: 5+PWR: 2/4Blast 2
Breaching Charges6"
ATK: 4ACC: 5+PWR: 5/6
Battle AxeMelee
ATK: 4ACC: 5+PWR: 3/5
Minotaur Warrior
Operative
Generic WarriorFlamer Gunner
HP
16
DEF
6
ACC
5+
MOVE
6
AL
3
Scorching Impact
Knockback reduces enemy DEF by 2.
Weapons
Flamer Gun4"
ATK: 4ACC: 3+PWR: 3/4AOE 2
Battle AxeMelee
ATK: 4ACC: 5+PWR: 3/5