Relict Wardens
Prime Revenant*
3
4
5
Weapons | ATT | SKL |
|---|---|---|
| Darkstaff (CHR2) | 3 | 4 |
| Phase Blade (RLT) 3GP | 3 | 4 |
| Phase Cannon 4GP | 3 | 5 |
Squad Specialty ?
Skills ?
Secundus*
3
4
4
Weapons | ATT | SKL |
|---|---|---|
| Dagger | 2 | 3 |
| Phase Blade (RLT) 3GP | 3 | 3 |
| Nanobot Swarm (LIM) 1GP | 3 | 4 |
| Rail Gun | 2 | 4 |
Squad Specialty ?
Skills ?
Assassin*
3
4
4
Weapons | ATT | SKL |
|---|---|---|
| Dagger | 2 | 3 |
| Phase Blade (RLT) 3GP | 3 | 3 |
| Disintegrator (AUT1 HVY) 4GP | 4 | 4 |
| Nanobot Swarm (LIM) 1GP | 3 | 4 |
Squad Specialty ?
Skills ?
Sentinel
2
3
3
Weapons | ATT | SKL |
|---|---|---|
| Dagger | 2 | 3 |
| Phase Blade (RLT) 3GP | 3 | 3 |
| Blaster 4GP | 3 | 4 |
| Carbine (AUT1) 5GP | 3 | 4 |
| Nanobot Swarm (LIM) 1GP | 3 | 4 |
Squad Specialty ?
Skills ?
Waneborn
2
3
3
Weapons | ATT | SKL |
|---|---|---|
| Flensing Blades (2MC RLT RND1) | 3 | 4 |
Squad Specialty ?
Skills ?
Aether Scribe*
2
2
2
Weapons | ATT | SKL |
|---|---|---|
| Ram | 1 | 2 |
| Zap (RNG6") | 1 | 3 |
Skills ?
Skills
- Arise!
At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.
- Catalyse
A Squadmate within 6" of this Unit immediately performs one Free Basic or Mission Action of 1 ACT. This Unit may not perform this Action in the same Turn in which it performed the Restore Action.
- Defensive Weave
Each time an enemy Unit moves within 1" or ends a move Adjacent to this Unit, inflict 1 Damage on that enemy Unit.
- Defensive Weave
Each time an enemy Unit passes through or ends a move Adjacent to this Unit, inflict 1 Damage on that enemy Unit.
- Imperative
This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.
- Leader
While this Unit is Standing, you may roll an additional 3 dice to determine Tactical Orders every turn.
- Mindstab
Select an enemy Unit in this Unit's Line of Sight. Until the end of the Turn, that selected enemy Unit cannot re-roll any of its dice (for Attacks, Armor Saves, etc). This can only be done once per Mission.
- No Equipment
This Unit cannot carry anything (e.g. Intel Markers), cannot take Spoils of War, never gets Injuries (treat it as "Recovered" each time you roll for Injuries), and cannot perform Mission Actions or Control Objectives.
- Phase Shift
Each time this Unit is the target of a Ranged Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Dodge specials.
- Phased Edge
This Unit's Dagger gains RND1 - Rending: Up to 1 Critical Success count as 3 successful strikes instead of 2.
- Protect
Select a Squadmate or this Unit. Until the end of the Turn, the selected Unit is always considered to be in Cover. Each time the selected Unit would lose a HIT, roll 1D6: on a 1 or 2, that HIT is not lost. This can only be done once per Mission.
- Proxy
Each time this Unit makes a Ranged attack, if a Secundus Squadmate is visible to this Unit, you can treat that Secundus as the active Unit for the purposes of determining Line Of Sight.
- Restore
A Squadmate within 6" of this Unit immediately recovers 1D3 lost HIT. This Unit may not perform this Action in the same Turn in which it performed the Catalyse Action.
- Small
This Unit is always considered to be in Cover. This Unit may move through enemy Units, does not trigger Attacks of Opportunity for enemies, and cannot perform an Attack of Opportunity on enemies.
- 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.
- Technician*
Each time this Unit performs a Mission action, it costs one less ACT. This means that the first time this Unit performs a Mission action in each of its Activations, it costs zero ACT.