Mechanicus

102GP

1. Magos

ACT

3

ARM

4

HIT

5/5

Weapons
ATT
SKL
Ancestral Blade 3GP
3
4
Blaster (AUT1) 3GP
2
4
Squad Specialty ?
Pain Is Strength
Skills ?
Leader
Call of the Ancestors (1 TO)
Take 'Em Down (1 TO)

Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.

Take 'Em Down (1TO): 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

Call of the Ancestors (1TO): 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.

Pain Is Strength: Each time this Unit performs the Melee or Ranged Combat action, it may re-roll a number of Attack dice equal to its lost HIT (max 2). Each time this Unit Takes Out an enemy in Melee combat, it regains 1 lost HIT.

Warchief* 9+6GP

2. Stalker

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Knucks* (RLT) 4GP
3
4
Squad Specialty ?
Pain Is Strength
Skills ?
Accelerator Membrane*2GP
Bladesmith*
Imposing
Jet Pack (2 ACT)1GP
Push (1 ACT)

Imposing: Each time this Unit is the target of a Melee Attack, the Attacker does not get any support modifiers from its Adjacent Squadmates.

Push (1ACT): 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.

Accelerator Membrane: This Unit gains +1 ACT (maximum 3).

Bladesmith: This Unit's Melee weapon gains +1 SKL.

Jet Pack (2ACT): 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).

Pain Is Strength: Each time this Unit performs the Melee or Ranged Combat action, it may re-roll a number of Attack dice equal to its lost HIT (max 2). Each time this Unit Takes Out an enemy in Melee combat, it regains 1 lost HIT.

Brawler* 8+7GP

3. Servitor Lourd

ACT

2

ARM

4

HIT

3/3

Weapons
ATT
SKL
Knife 1GP
2
3
Hi-Beam Ion Rifle (RLT) 5GP
3
4
Squad Specialty ?
Vengeful

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 2).

Gunner* 8+6GP

4. Centurion

ACT

2

ARM

4

HIT

3/3

Weapons
ATT
SKL
Knife 1GP
2
3
Pistol (RNG6" RLT) 2GP
2
3
Squad Specialty ?
Pain Is Strength
Skills ?
Grenade* (1 ACT)2GP
Relay Order (1 ACT)
Scanner (1 ACT)
Strategize (1 ACT)

Relay Order (1ACT): 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 (1ACT): Until the end of the Turn, enemy Units do not benefit from Cover

Strategize (1ACT): This Unit's Squad gains +1 TO.

Pain Is Strength: Each time this Unit performs the Melee or Ranged Combat action, it may re-roll a number of Attack dice equal to its lost HIT (max 2). Each time this Unit Takes Out an enemy in Melee combat, it regains 1 lost HIT.

Grenade (1ACT): Select one spot on the battlefield visible to and within 6" of this Unit. Inflict 3 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.

Gearhead* 8+5GP

5. Fabricator

ACT

2

ARM

4

HIT

4/4

Weapons
ATT
SKL
Knife 1GP
2
3
Reductor (STN)
3
3
Pistol (RNG6" RLT) 2GP
2
3
Squad Specialty ?
Pain Is Strength
Skills ?
Medpack (1 ACT)
Protect The Kin

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.

Medpack (1ACT): 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.

Pain Is Strength: Each time this Unit performs the Melee or Ranged Combat action, it may re-roll a number of Attack dice equal to its lost HIT (max 2). Each time this Unit Takes Out an enemy in Melee combat, it regains 1 lost HIT.

Fixer* 8+3GP

6. Skiratii

ACT

2

ARM

4

HIT

3/3

Weapons
ATT
SKL
Fists
1
3
Ion Rifle (RLT) 4GP
2
3
Squad Specialty ?
Pain Is Strength

Pain Is Strength: Each time this Unit performs the Melee or Ranged Combat action, it may re-roll a number of Attack dice equal to its lost HIT (max 2). Each time this Unit Takes Out an enemy in Melee combat, it regains 1 lost HIT.

Claimant 5+4GP

7. Skitarii

ACT

2

ARM

4

HIT

3/3

Weapons
ATT
SKL
Fists
1
3
Ion Rifle (RLT) 4GP
2
3
Squad Specialty ?
Pain Is Strength

Pain Is Strength: Each time this Unit performs the Melee or Ranged Combat action, it may re-roll a number of Attack dice equal to its lost HIT (max 2). Each time this Unit Takes Out an enemy in Melee combat, it regains 1 lost HIT.

Claimant 5+4GP

8. Skitarii d'assaut

ACT

2

ARM

4

HIT

3/3

Weapons
ATT
SKL
Knife 1GP
2
3
Pistol (RNG6" RLT) 2GP
2
3
Squad Specialty ?
Pain Is Strength

Pain Is Strength: Each time this Unit performs the Melee or Ranged Combat action, it may re-roll a number of Attack dice equal to its lost HIT (max 2). Each time this Unit Takes Out an enemy in Melee combat, it regains 1 lost HIT.

Claimant 5+3GP

9. Skitarii d'assaut

ACT

2

ARM

4

HIT

3/3

Weapons
ATT
SKL
Knife 1GP
2
3
Pistol (RNG6" RLT) 2GP
2
3
Squad Specialty ?
Pain Is Strength

Pain Is Strength: Each time this Unit performs the Melee or Ranged Combat action, it may re-roll a number of Attack dice equal to its lost HIT (max 2). Each time this Unit Takes Out an enemy in Melee combat, it regains 1 lost HIT.

Claimant 5+3GP