HEXGUARD
Drag the target · hover a part · M · F · A · H · Esc
Techs · list pricesParts
Squad
18 troopers · 5 × 2 tiles
Cost
100
HP
234 each
Squad HP
4,212
Block
0
Carbine
63 every 1.5 s
DPS
42 each · 756 squad
Range
7.5 tiles (75 m) · ground + air
Aim
Spine ±75° at 210°/s
Speed
0.6 tiles/s (6 m/s) · turns 120°/s
The Hexguard is the roster's cheap massed rifle line: 18 troopers for 100, each with 234 hp and a carbine that hits for 63 every 1.5 s out to 7.5 tiles (75 m), at air and ground alike, so a full squad puts out about 756 damage a second. Shooting air is its job: in the launch balance runs (equal budgets, no techs) it beats the Rotor, the Mirage and the Seraph, from 800 supply up it even brings down the Dreadnought, and by sheer numbers it also grinds down the Heron, the Aurochs, the Salvo and the Breaker. It is chaff, though, and dies to whatever kills chaff or outlasts it: in the same runs it loses to the Skitter swarm that reaches it, the Ridgeback's scatterguns, the Courser, the Cutter, the Torch's flame, the Weaver's autocannons, the Anvil and the Landship. Flat armour blunts it too: each hit loses the target's block, so against a 60-block Heavy Plating a 63 round does 3. Deploy it a row behind a screen of tanks or Skitters, where it can shoot over them at whatever flies in; it marches at 0.6 tiles a second, so place it where it needs to fight. The torso turns 75° either way to track a target while the legs keep marching, and the whole body turns at 120° a second beyond that. Hex Shield gives every trooper a 900-point hard-light shield that takes hits before the hull and does not refill, 3.8 times its 234 hp, which lets the line stand in front; Grenadier gives each round a 0.7-tile (7 m) splash against packed ground chaff; Long Barrels adds 4 tiles (40 m) of range to outreach other gunlines; Heavy Plating adds 40% hp and 60 block per hit.