A shrill howl rings out through the night air. It sends a chill up the spine of a lone member of the 4th Massachusetts, who pulled guard duty for a small party of soldiers camped on the northern edge of Upper Bleakwoode. The soldier’s eyes dart back and forth, frantically straining to see the source of the sound. A second howl, now louder, reverberates off his ears, the noise somehow as sad as it is frightening. Suddenly, in the space between the surrounding trees, a dozen pairs of eerie red eyes light up. The soldier jumps up to alert his troops, but his warning cries are cut short.

The Deathstalkers have claimed another victim. These cold, uncaring creatures once had a will of their own. Some say you can still hear it in their howl: a cry of resistance to the circuits that now force them to do naught but search and destroy.


  • Life: 1
  • Move: 7
  • Range: 1
  • Attack: 3
  • Defense: 5
  • Points: 100
  • Figures Per Squad: 3


  • Maul:
    When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.


  • None

Behind the Game

Number of Attack Dice to Use
Can a Deathstalker roll fewer attack dice than it should in order to ensure that Maul Special Power works?
No, per page 14 of the 2nd edition rulebook; number 2 under "To carry out the attack" states you have to roll the number listed on your army card, plus any enhancements. (Hasbro FAQ)


Deathstalkers are an anti-squad unit, especially against weaker squads, in which their high defense but relatively low attack should see them win combat. However, the Maul ability also makes them effective against more powerful squads, ultimately giving Deathstalkers a role as a flexible offensive unit.