Phalanx Bredren

100GP

1. Ah'Bhys'Mal

ACT

3

ARM

4

HIT

5/5

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

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.

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.

Defensive Weave: Each time an enemy Unit passes through or ends a move Adjacent to this Unit, inflict 1 Damage on that enemy Unit.

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

Prime Revenant* 16+8GP

2. Largo

ACT

3

ARM

4

HIT

4/4

Weapons
ATT
SKL
Dagger (RND1 CHR1)
2
3
Nanobot Swarm (LIM) 1GP
3
4
Rail Gun
2
4
Squad Specialty
Arise!
Skills
Defensive Weave1GP
Phased Edge1GP
Spoils Of War ?
Counter
Melee Chain Reaction 1

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

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

Defensive Weave: Each time an enemy Unit passes through or ends a move Adjacent to this Unit, inflict 1 Damage on that enemy Unit.

Counter: Once per Turn, when 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.

Melee Chain Reaction 1: This Unit's Melee Weapons gain CHR1 (Chain Reaction 1).

Secundus* 10+3GP

3. Vladimir, Bane of Xenos

ACT

3

ARM

4

HIT

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
Arise!
Skills
Defensive Weave1GP
Imperative
Technician*
Spoils Of War ?
Tough 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.

Defensive Weave: Each time an enemy Unit passes through or ends a move Adjacent to this Unit, inflict 1 Damage on that enemy Unit.

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

Tough 1: Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.

Assassin* 10+9GP

4. Zuril

ACT

2

ARM

3

HIT

3/3

Weapons
ATT
SKL
Dagger (RND1)
2
3
Carbine (AUT1 ACC1) 5GP
4
5
Squad Specialty
Arise!
Skills
Imperative
Phased Edge1GP
Spoils Of War ?
Accurate 1
Ranged ATT +1
Ranged SKL + 1
Swift

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.

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

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

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.

Sentinel 10+6GP

5. Beemo

ACT

2

ARM

2

HIT

2/2

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

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.

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.

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.

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.

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.

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

Aether Scribe* 8GP

6. Zakaarn

ACT

2

ARM

3

HIT

3/3

Weapons
ATT
SKL
Dagger
2
3
Blaster (ACC1) 4GP
4
4
Carbine (AUT1 ACC1) 5GP
4
4
Squad Specialty
Arise!
Skills
Defensive Weave1GP
Imperative
Spoils Of War ?
Accurate 1
Ranged ATT +1
Swift

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.

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

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

Defensive Weave: Each time an enemy Unit passes through or ends a move Adjacent to this Unit, inflict 1 Damage on that enemy Unit.

Sentinel 10+10GP