Special Abilities
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Melee Attack (Can attack only adjacent enemies)
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Double Attack (On his turn, this character can make 1 extra attack instead of moving)
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Assassin (+4 Attack and +10 Damage against living enemies)
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Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
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Honorable (Cannot use Plasma Caster against a living enemy with Melee Attack unless they have a ranged special ability; this does not include Xenomorphs)
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Infrared Vision (Non-Unique enemies with Cloaked within 6 squares lose Cloaked)
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Net Gun (Replaces attacks: range 6; target enemy and each character adjacent to that target are considered activated this round; save 11 negates. Huge and larger characters and characters with Mounted Weapon ignore this effect.)
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Plasma Caster (Replaces attacks: sight; +12 Attack for 30 Damage. If this attack hits, all characters adjacent to the target take 20 damage; save 11. If the attack misses, the target and all adjacent characters take 20 damage; save 11.)
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Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
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Trophy Collector (When a Unique enemy is defeated by this character, this character gets +1 Attack and +1 Defense. These bonuses are cumulative.)
These legendary hunters are feared and renowned throughout the galaxy for never giving up the hunt.