Hostile words
Hostile behavior and faction rules. Source: Inhuman Resources.
Behavior
| Word | Meaning |
Attack | If Engaged, target an enemy it is Engaged with (best chance to hit; ties: the closest). Otherwise target the enemy with the best chance to hit (ties: the closest). Melee charges if not in range. |
Cover | Seek cover from the closest enemy, or move away. |
Regroup | Move toward the nearest friendly model. |
Flee | Move toward the nearest board edge (stops at edge). |
Wait | No action. |
Frenzy | Target the enemy with the best chance to hit (ties: the closest). Attack twice. |
Patrol | Move toward the nearest Loot Marker. If none visible, move randomly. |
| No LoS | Cannot see any enemy. |
| Has LoS | Can see enemy but not within 1". |
Engaged | Within 1" of enemy. |
Faction rules
| Word | Meaning |
| OpportunistsScrapers | +1 DT Combat vs wounded targets. |
| Mob UpFeral Crews | Attack at +1 DT Combat. |
| RebootFeral Automata | When it goes Out of Action, roll d6. On 6, it returns at the start of the next round with d6 Health, in its last position (or the nearest empty space if that space is blocked). |
| PhaseStatic Wraiths | Teleport d6" in random direction. Stop at table edge. |
| SummonWave Callers | Count the largest group of friendly models (Wave Callers and Static Wraiths) within 1". If 3+, spawn that many Flickers minus 2, more than 1" apart from each other. Once per round. Summoned Flickers join the summoner's spawn group and act on its token. If that group already activated this round, they wait until next round, when they draw a token in the bag like any hostile. |
| ConsumeCable Feeders | If target goes Out of Action, restore d6 Health. |
| CooperateCoworkers | Until the end of the next round, a player who Interrogates this Coworker rolls at +1 DT (this Coworker only). |
| HostileCoworkers | When attacked, mark this Coworker. Roll behavior once for the group: marked Coworkers read the roll on the Attacked table, unmarked on the Normal table. |