New ankhies

98GP

1. Prime Revenant*

ACT

3

ARM

4

HIT

5/5

Weapons
ATT
SKL
Darkstaff (CHR2)
3
4
Phase Blade (RLT) 3GP
3
4
Phase Cannon 4GP
4
5
Squad Specialty ?
Arise!
Skills ?
Leader
Imperative
Mindstab (1 TO)
Protect (1 TO)
Proxy
Spoils Of War ?
Ranged ATT +1

Leader: While this Unit is Standing, you may roll an additional 3 dice to determine Tactical Orders every turn.

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

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.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Mindstab (1TO): 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.

Protect (1TO): 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.

Ranged ATT +1: This Unit's Ranged weapons gain + 1 ATT.

Prime Revenant* 16+7GP

2. Secundus*

ACT

3

ARM

4

HIT

2/4

Weapons
ATT
SKL
Dagger
2
3
Rail Gun
3
4
Squad Specialty ?
Arise!
Skills ?
Imperative
Spoils Of War ?
Ranged ATT +1

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Ranged ATT +1: This Unit's Ranged weapons gain + 1 ATT.

Secundus* 10GP

3. Assassin*

ACT

3

ARM

4

HIT

4/4

Weapons
ATT
SKL
Phase Blade (RLT) 3GP
3
3
Disintegrator (AUT1 HVY) 4GP
4
4
Nanobot Swarm (LIM) 1GP
3
4
Squad Specialty ?
Arise!
Skills ?
Imperative
Technician*

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

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.

Assassin* 10+8GP

4. Sentinel

ACT

2

ARM

3

HIT

3/3

Weapons
ATT
SKL
Dagger (RND1)
2
3
Phase Blade (RLT) 3GP
3
3
Carbine (AUT1) 5GP
4
4
Squad Specialty ?
Arise!
Skills ?
Imperative
Phased Edge1GP
Spoils Of War ?
Ranged ATT +1

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Phased Edge: This Unit's Dagger gains RND1 - Rending: Up to 1 Critical Success count as 3 successful strikes instead of 2.

Ranged ATT +1: This Unit's Ranged weapons gain + 1 ATT.

Sentinel 10+9GP

5. Waneborn

ACT

2

ARM

3

HIT

2/3

Weapons
ATT
SKL
Flensing Blades (2MC RLT RND1)
4
4
Squad Specialty ?
Arise!
Skills ?
Imperative
Swift
Spoils Of War ?
Melee ATT +1

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

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.

Melee ATT +1: This Unit's Melee weapons gain + 1 ATT.

Waneborn 10GP

6. Waneborn

ACT

2

ARM

3

HIT

2/3

Weapons
ATT
SKL
Flensing Blades (2MC RLT RND1 BRU1)
3
4
Squad Specialty ?
Arise!
Skills ?
Imperative
Swift
Spoils Of War ?
Brutal 1

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

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.

Brutal 1: Each time this Unit performs the Melee Combat action, this Unit may re-roll up to 1 of its Melee Combat attack dice. This is cumulative with other Brutal specials (e.g. on this Unit's weapons).

Waneborn 10GP

7. Aether Scribe*

ACT

2

ARM

2

HIT

0/2

Restore (1ACT): 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.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Catalyse (1ACT): 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.

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.

Aether Scribe* 8GP