Phalanx Bredren

95GP

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
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.

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.

Prime Revenant* 16+7GP

2. Largo

ACT

3

ARM

4

HIT

4/4

Weapons
ATT
SKL
Dagger (RND1 CHR1)
2
3
Rail Gun
2
4
Squad Specialty ?
Arise!
Skills ?
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.

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+1GP

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 ?
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.

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.

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+8GP

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)
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.

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 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.

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 ?
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).

Sentinel 10+9GP