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
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
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
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
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
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
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