In 2050 Mississippi is a gigantic toxic sewer draining directly from the interior of Moloch territory. The river and the lands in its vicinity are hidden in poisonous fumes and is known as the Belt of Death or seedbed of mutants. Only a few can survive here and for those rare individuals who live here, the deadly toxins in the air and water are every-day reality. When facing the Warriors of the Mississippi, clad in coats and gas masks, be prepared for the deadliest diseases and poisons born by the post-war world and which Moloch released into the rivers.
Once per turn the HQ can push away one adjacent enemy unit.
The unit performs a melee attack which can target any enemy unit on the board (including the HQ), it does
not need to be an adjacent enemy unit. Beside this one difference it's a regular melee attack,
which means that Modules can increase its Strength, a Boiler
can be connected to it, etc.
Poisoning is a new type of an attack a unit can have. During Battle a unit with poisoning attack does not inflict wounds, but a Venom icon appears on the attacked enemy unit instead - poisoning only targets adjacent enemy units indicated by the attack icon. Poisoning is an attack (so it can be reflected by Steel Police's Judge, it can be paralyzed, etc.) but it doesn't inflict wounds, so it cannot be absorbed by Medic; it's also not a melee attack, so Modules increasing the strength of melee attacks does not affect it.
Unit with Poisoning Attacks
If a unit with the Venom ability wounds an enemy unit (including Headquarters) then the wounded unit not only receives the wound as usual, but is also poisoned (shown by a Venom icon on it). From now on the poisoned unit receives one wound from the poison at the beginning of each Battle (before the Initiative phases).
Boiler adds the Venom ability to connected friendly units (their ranged and melee attacks gain the Venom feature).
A Sharpshooter can choose which enemy unit in the line of fire it shoots (it does not need to be the first enemy unit.) The armor of the unit being shot at works normally against the shot.
Unit with Sharpshooter Attack
Paralysis affects all connected enemy units. As long as the Paralysis
is connected to an enemy unit (including HQ), such unit is paralyzed:
it cannot perform any attack. All other abilities of a paralyzed unit remain in effect (Modules, Nets, Toughness, Armor, etc.).
Connected units (except HQ) are given 2 additional Toughness points (if the
unit receives a wound it doesn't die). If such a unit becomes disconnected from the Mutation,
or when the Mutation is caught in a Net or taken over, the unit immediately loses these additional Toughness points, and
it could die immediately as a result (if it was still alive only thanks to the additional Toughness
points from the Mutation). If there are 2 Mutations connected to a unit, the unit receives 4 Toughness points.
Zone affects all connected enemy units and decreases their Initiative to 0 (no enemy Modules or HQ ability (Borgo) can increase it).
Smokescreen
Turn any enemy unit in any direction desired. You cannot turn a netted unit.
Transposition
Remove from the board and discard one of your own units (except HQ) and place in its space any other of your own units from the board (except the HQ). The relocated unit can be turned in any direction desired.
Transposition can neither affect units that are netted or taken over nor Foundation tiles.
A Foundation Tile can be placed only on an empty hex. Once it is placed, then any unit (friendly or enemy) can be placed or move onto (or be pushed onto, etc.) a foundation tile normally. Foundation Tiles are not considered units, and they cannot be moved, pushed, netted, taken over etc. They can be destroyed only by Grenade, Air Strike or Small Bomb instant action tiles - together with units placed on them. Foundation Tiles do not block lines of fire: it is possible to shoot over them. A hex with only a Foundation Tile is not considered occupied for purposes of a full board causing a battle.
During Battle, the Toxic bomb may explode in Initiative phase 1, inflicting 1 wound
to the unit standing on the Toxic bomb and each adjacent unit, both friendly and
enemy (including HQs). After exploding the Toxic bomb tile is discarded. The Toxic bomb is not a unit, so it cannot have its Initiative increased.
Boiler/Venom
If there are 2 Boilers connected to a unit, each such unit's target will receive 2 Venom markers when it attacks.
If a unit already having a Venom feature has a Boiler connected, this unit will place 2 Venom icons on its targets during the attack.
A Boiler connected to a Poisoner does not increase his ability to poison the enemy units (because the Poisoner does not inflict wounds during his attack).
Venom affects HQs like any other unit.
A Medic can take the Venom damage at the start of a Battle for a unit linked to it. If a unit has more than one Venom icon, Medics can take damage caused by only one of the Venom markers (each one is treated like a separate attack).
If the poisoned unit also attacks at the begining of the Battle, before the Initiative phases (for example, Sharrash's Explosive), its attack and Venom poisoning happen at the same time – the Explosive will manage to explode.
Paralysis
If the Borgo HQ is paralyzed, it cannot throw a Grenade.
A paralyzed Clown (Moloch) cannot call an Air Strike.
A paralyzed Explosive (Sharrash) cannot explode.
Units redirecting shots (Doomsday Machine) are not affected by paralysis as these units do not attack on their own.
Zone
Zone does not affect the Initiative of an Explosive (Sharrash), which explodes before Initiative phases.