Praxium Corps

Doctrine is a weapon.

Aegis*

25GP
ACT

4

ARM

4

HIT

5

Weapons
ATT
SKL
Vorpal Sword (2MC)
5
4
Aggressor (2RC RNG4")
4
3
Skills
Leader*
Shield
Aegis Aura
Squad Specialty
Duty Before Death
Counter

Vorax*

25GP
ACT

4

ARM

4

HIT

5

Weapons
ATT
SKL
Scythe (CHR1)
4
4
Aggressor (2RC RNG4")
4
3
Skills
Leader*
Jump Strike (2 ACT)
Squad Specialty
Duty Before Death
Counter

Vector*

25GP
ACT

4

ARM

4

HIT

5

Weapons
ATT
SKL
Combat Knife (2MC)
2
3
Reaper (2RC RLT)
4
4
Skills
Leader*
Scan (1 ACT)
Squad Specialty
Duty Before Death
Counter

Wraith*

25GP
ACT

4

ARM

4

HIT

5

Weapons
ATT
SKL
Combat Knife (2MC)
2
3
Sniper Rifle (ACC1 RND1 HVY)
5
4
Skills
Leader*
Cloak (1 ACT)
Squad Specialty
Duty Before Death
Counter

Pillar*

25GP
ACT

4

ARM

4

HIT

5

Weapons
ATT
SKL
Combat Knife (2MC)
2
3
Heavy Reaper (HVY SPR)
6
4
Skills
Leader*
Formation
Squad Specialty
Duty Before Death
Counter

Raptor*

25GP
ACT

4

ARM

4

HIT

5

Weapons
ATT
SKL
Gladius (2MC)
3
4
Reaper (2RC RLT)
4
4
Skills
Leader*
Swift
Grapnel
Squad Specialty
Duty Before Death
Counter

Skills

  • Aegis Aura

    Each time this Unit or a Squadmate within 6" of this Unit is targeted in combat, that Squadmate may re-roll one Save die.

  • Cloak

    Until this Unit's next Activation, it cannot be the primary target in Ranged combat. In addition, each time it is the target of a Melee attack, it may re-roll up to 2 Save dice. This can only be done once per Mission. This Unit may not perform this Action while Adjacent to an enemy.

  • Counter

    Each time this Unit is the primary target of a Melee Attack, if this Unit did not lose any HIT by the end of that Combat, it may immediately perform a Melee Attack against the original Attacker.

  • Duty Before Death

    When this Unit reaches 0 HIT, it may perform one free Basic or Mission Action before losing its last HIT. That action must be 1 ACT or less.

  • Formation

    Each time this Unit or a Squadmate within 6" of this Unit performs the Ranged or Melee combat action, that Squadmate may re-roll one Attack die.

  • Grapnel

    Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

  • Jump Strike

    Once per Turn, this Unit may move up to 10" in a straight line but must end that movement Adjacent to an enemy. Ignore vertical distance when performing this move. After this move, this Unit immediately performs a Melee Attack. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).

  • Leader*

    This Unit gains +1 SKL on its Weapons and Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.

  • Scan

    Place a Scan marker within 8" of this Unit. Until this Unit's next activation, all enemy Units within 6" of that Scan marker have -1 ARM. This can only be done once per Turn. This Unit may not perform this Action while Adjacent to an enemy

  • Shield

    Each time this Unit is the target of a Melee Attack, it may choose to treat Save rolls of 1 as two successful saves instead of retaliating against the Attacker.

  • Swift

    Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT.