The Sharrash are a mysterious and well-organized community of mutant rats endowed with inhuman intelligence. They inhabit the underground tunnels and canals of destroyed cities, along with their degenerate human and mutant slaves. Fiercely xenophobic, they will defend their nests from any strangers, and their fighters will not hesitate to sacrifice themselves for the pack.
The main advantages of the army are: high HQ mobility, destruction of the fastest enemy units and paralyzation of slower ones, mortars that bypass the enemy's defense lines and Hole (Foundation Tile) which can easily thwart enemy's plans.
Instead of only wounding an enemy Unit, it also paralyzes it (Unit may not attack until the end of a Battle).
Hits only the enemy Unit 2 hexes away in the line of fire, regardless of whether the target is obscured by another Unit or not.
Explosives explode at the beginning of a Battle (before the first Initiative Phase), destroying an enemy Unit adjacent to its marked side and itself.
As long as it remains on the board (and is not disabled by a Net), all friendly units have Underground ability.
Adds Paralysis ability to connected Units.
Paralyzes an enemy Unit or HQ (it may not attack until the end of a Battle).
Sharrash HQ's Underground Castling allows it to switch places with another Board Tile with Underground ability (both may not rotate).
If a Unit with Paralysis ability wounds an enemy Unit or HQ (melee or ranged), it not only receives the wound as usual, but is also paralyzed. From that moment on it cannot perform any attacks until the end of a Battle.
Mortar hits only the enemy Unit 2 hexes away in the line of fire, regardless of whether the target is obscured by another Unit or not. Armor works against Mortar shots in the usual way.
If there's a unit standing on Sharrash Hole, it is automatically destroyed an the end of a Battle. If there's none, Sharrash player may grab adjacent enemy Unit an move it onto the Hole (Unit may not rotate).