| Name | Microcorp Agents |
|---|---|
| Points | 100 |
| Life | 1 |
| Range | 7 |
| Move | 5 |
| Attack | 2 |
| Defense | 3 |
| Vydar Human Common Squad Tricky Medium 5 Earth | |
| Ranking | B | With height, a horde of Microcorp can kill just about anything. Without height, they’re worse than most ranged squads. |
| Specials | |
| Sighting | When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.
/ Attack / Range / |
| Stealth Armor 15 | When a Microcorp Agents receives one or more wounds, before removing that agent, roll the 20‑sided die. If you roll a 15 or higher, ignore any wounds.
/ D20 / Defense / |
| Water Suits | Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space.
/ Defense / Move / |
Relying on their advanced technology rather than brute strength, Microcorp Agents combine technology with relentless training in order to infiltrate and neutralize key positions. Not only do their weapons have superior range, they are also much more effective when firing from a greater height. But that's only part of the story. The Agents wear special suits that allow them to glide easily through the water and provides extra protection in that environment. The suit is also equipped with Stealth Armor ability, enabling the Microcorp Agents to dodge attacks.
Book of Microcorp Agents (heroscapers.com)