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- ==Units==
- Narkotech Fiend (15)
- STR 1 TRA 1 AGI 1 BOD 0
- HP: 1 Deflection: 1 Armour: 0 Move: 4
- Equipment:
- Sickle (d4+TRA damage, +1 to Attack)
- Alchemist's Fire x3 (d6 fire damage, spreads to 3 random adjacent hexes, range 10)
- Special Abilities:
- Addict
- Nightingale (15)
- STR 0 TRA 1 AGI 2 BOD 0
- HP: 3 Deflection: 2 Armour: 0 Move: 3
- Equipment:
- Leather Armour (+1 Armour)
- Talons (d3 damage, allows Dealer and Chemist)
- Narkotech (5 doses)
- Strength Mutagen (5 doses)
- OR
- Speed Mutagen (5 doses)
- Special Abilities:
- Dealer
- Chemist
- Options:
- Additional Equipment:
- Double-Dose Talons (Can deliver two doses of any substance at once) (+1 Cost)
- Nightingale Mask (Immunity to all airborne toxins) (+1 Cost)
- Medical Kit (5 doses of Elixir of Vitality) (+1 Cost)
- Vial Belt (5 extra doses of any substance) (+1 Cost)
- ==Special Rules==
- Addict
- A unit with this ability can be given Narkotech by a unit with the Dealer ability
- Dealer
- A unit with this ability can administer Narkotech to a unit with the Addict ability
- Chemist
- A unit with this ability can administer mutagens and elixirs to other units
- ==Special Equipment==
- =Substances=
- Narkotech (Grants +2 TRA and +1 Move for d10 rounds, then -2 TRA for a further d10 rounds)
- =Mutagens=
- Strength Mutagen (Grants +2 STR for d10 rounds)
- Speed Mutagen (Grants +4 Move for d10 rounds)
- =Elixirs=
- Elixir of Vitality (+d6 Health)
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