Relict Wardens

We arise.

Prime Revenant*

16GP
ACT

3

ARM

4

HIT

5

Weapons
ATT
SKL
Darkstaff (CHR2)
4
4
Phase Blade (RLT) 3GP
4
4
Phase Cannon 4GP
4
5
Skills
Leader
Defensive Weave1GP
Imperative
Mindstab (1 TO)
Protect (1 TO)
Proxy
Technician*
Squad Specialty
Arise!

Secundus*

10GP
ACT

3

ARM

4

HIT

4

Weapons
ATT
SKL
Dagger
2
3
Phase Blade (RLT) 3GP
4
3
Nanobot Swarm (LIM) 1GP
4
4
Rail Gun
3
4
Skills
Defensive Weave1GP
Imperative
Phased Edge1GP
Technician*
Squad Specialty
Arise!

Assassin*

10GP
ACT

3

ARM

4

HIT

4

Weapons
ATT
SKL
Dagger
2
3
Phase Blade (RLT) 3GP
4
3
Disintegrator (AUT1 HVY) 4GP
5
4
Nanobot Swarm (LIM) 1GP
4
4
Skills
Defensive Weave1GP
Dodge 1
Imperative
Phased Edge1GP
Technician*
Squad Specialty
Arise!

Sentinel

10GP
ACT

2

ARM

3

HIT

3

Weapons
ATT
SKL
Dagger
2
3
Phase Blade (RLT) 3GP
4
3
Blaster 4GP
4
4
Carbine (AUT1) 5GP
4
4
Nanobot Swarm (LIM) 1GP
4
4
Skills
Defensive Weave1GP
Imperative
Phased Edge1GP
Technician*
Squad Specialty
Arise!

Waneborn

10GP
ACT

2

ARM

3

HIT

3

Weapons
ATT
SKL
Flensing Blades (2MC RLT RND1)
4
4
Skills
Defensive Weave1GP
Dodge 1
Imperative
Swift
Technician*
Squad Specialty
Arise!

Aether Scribe*

8GP
ACT

2

ARM

2

HIT

2

Weapons
ATT
SKL
Ram
1
2
Zap (RNG6")
1
3
Skills
No Equipment
Catalyse (1 ACT)
Imperative
Restore (1 ACT)
Small
Swift

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 passes through or ends a move Adjacent to this Unit, inflict 1 Damage on that enemy Unit.

  • Dodge 1

    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.

  • 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 be equipped with gear that costs Gear Points (GP), does not gain XP, never get Injuries, and cannot take any Spoils Of War.

  • 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*

    During each of its Activations, this Unit may perform one Mission action for 1 less ACT.