Claimant Warband
Warchief*
3
4
5
Weapons | ATT | SKL |
|---|---|---|
| Ancestral Blade 3GP | 4 | 4 |
| Concussor (STN) 2GP | 2 | 4 |
| Fists | 1 | 4 |
| Knife 1GP | 2 | 4 |
| Knucks* (RLT) 4GP | 4 | 4 |
| Blaster (AUT1) 3GP | 2 | 4 |
| Ion Rifle (RLT) 4GP | 3 | 4 |
| Pistol (RNG6" RLT) 2GP | 2 | 4 |
| Repeater (RLT) 3GP | 2 | 4 |
| Revolver (RNG6") 1GP | 2 | 4 |
Skills
Squad Specialty
Brawler*
2
4
3
Weapons | ATT | SKL |
|---|---|---|
| Fists | 1 | 4 |
| Knife 1GP | 2 | 4 |
| Knucks* (RLT) 4GP | 4 | 4 |
| Ion Rifle (RLT) 4GP | 3 | 3 |
| Pistol (RNG6" RLT) 2GP | 2 | 3 |
| Revolver (RNG6") 1GP | 2 | 3 |
Skills
Squad Specialty
Gunner*
2
4
3
Weapons | ATT | SKL |
|---|---|---|
| Fists | 1 | 3 |
| Knife 1GP | 2 | 3 |
| Knucks* (RLT) 4GP | 4 | 3 |
| Hi-Beam Ion Rifle (RLT) 5GP | 4 | 4 |
| Ion Rifle (RLT) 4GP | 3 | 4 |
| Missile Launcher (BLS HVY) 3GP | 2 | 4 |
| Pistol (RNG6" RLT) 2GP | 2 | 4 |
| Revolver (RNG6") 1GP | 2 | 4 |
Skills
Squad Specialty
Gearhead*
2
4
3
Weapons | ATT | SKL |
|---|---|---|
| Fists | 1 | 3 |
| Knife 1GP | 2 | 3 |
| Knucks* (RLT) 4GP | 4 | 3 |
| Ion Rifle (RLT) 4GP | 3 | 3 |
| Pistol (RNG6" RLT) 2GP | 2 | 3 |
| Revolver (RNG6") 1GP | 2 | 3 |
Skills
Squad Specialty
Fixer*
2
4
4
Weapons | ATT | SKL |
|---|---|---|
| Fists | 1 | 3 |
| Knife 1GP | 2 | 3 |
| Knucks* (RLT) 4GP | 4 | 3 |
| Reductor (STN) | 4 | 3 |
| Ion Rifle (RLT) 4GP | 3 | 3 |
| Pistol (RNG6" RLT) 2GP | 2 | 3 |
| Revolver (RNG6") 1GP | 2 | 3 |
Skills
Squad Specialty
Claimant
2
4
3
Weapons | ATT | SKL |
|---|---|---|
| Fists | 1 | 3 |
| Knife 1GP | 2 | 3 |
| Knucks* (RLT) 4GP | 4 | 3 |
| Ion Rifle (RLT) 4GP | 3 | 3 |
| Pistol (RNG6" RLT) 2GP | 2 | 3 |
| Revolver (RNG6") 1GP | 2 | 3 |
Skills
Squad Specialty
Skills
- Accelerator Membrane*
This Unit gains +1 ACT (maximum 3).
- Bladesmith*
This Unit's Melee weapon gains +1 SKL.
- Call of the Ancestors
Until the end of the Turn, all Units in this Squad gain +1 ATT on their Melee weapons. This can only be done once per mission.
- Grenade*
Select one spot on the battlefield visible to and within 6" of this Unit. Inflict 2 Damage to all Units and Items Adjacent to that spot.
This Unit may perform this Action up to once per TurnThis Unit cannot perform this Action while Adjacent to enemy Units. - Imposing
Each time this Unit is the target of a Melee Attack, the Attacker does not get any support modifiers from its Adjacent Squadmates.
- Jet Pack
Once per Mission, this unit may spend 2 ACT to move up to 10" in a straight line (orthogonal or diagonal), ignoring vertical movement and difficult terrain. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
- Leader
While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.
- Medpack
Select either this Unit or an Adjacent Squadmate. That selected Unit recovers 1D3 lost HIT.
This Unit cannot perform this action if this Unit or the selected Unit is Adjacent to any enemy Units. This Unit may perform this Action up to once per Turn. - Protect The Kin
One time per Turn, when a Squadmate of this Unit within 6" goes to 0 HIT, roll 1D6. On a 2 or lower, that Squadmate is not Taken Out and has 1 HIT remaining.
- Push
Target an adjacent enemy. Inflict 2 Damage on that enemy, then move that enemy up to 4" in any one direction (this does not trigger an Attack of Opportunity). If this causes the enemy to fall off terrain, it takes Damage equal to vertical distance it fell in inches, divided by 2.
- Relay Order
This unit may spend 1 ACT to issue an order to a Squadmate in its Line of Sight. That Squadmate immediately performs a Free Basic Action, then this unit's activation is resumed. This Unit cannot perform this action if this Unit is Adjacent to any enemy Units.
- Scanner
Until the end of the Turn, enemy Units do not benefit from Cover
- Strategize
This Unit's Squad gains +1 TO.
- Take 'Em Down
Target one Enemy. This Unit and all its Squadmates immediately perform a Free Ranged or Melee attack against that Enemy if it is a valid target. This can only be done once per mission
- Technician*
During each of its Activations, this Unit may perform one Mission action for 1 less ACT.
- Vengeful
Each time this Unit performs a Combat action, it may reroll a number of attack dice equal to the number of Squadmates that have been Taken Out (max 3).