Relict Wardens

48GP

1. Waneborn

ACT

2

ARM

3

HIT

3/3

Weapons
ATT
SKL
Flensing Blades (2MC RLT RND1)
4
4
Skills
Behavior - Melee
Dodge 1
Swift
Squad Specialty
Arise!

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

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.

Behavior - Melee: For PvE behaviors, ignore increased ACT cost for repeated actions.

  • If there is a valid Melee target, attack that target in Melee combat (up to twice per Activation)
  • Move or Dash toward closest Priority Enemy, to cover if possible (up to twice per Activation)

Priority Enemy:

  • Unit carrying an objective
  • Unit closest to an objective
  • Unit with lowest remaining HIT
Waneborn 10GP
FV: 1

2. Sentinel

ACT

2

ARM

3

HIT

3/3

Weapons
ATT
SKL
Dagger
2
3
Carbine (AUT1) 5GP
4
4
Skills
Behavior - Ranged
Imperative
Squad Specialty
Arise!

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.

Behavior - Ranged: For PvE behaviors, ignore increased ACT cost for repeated actions.

  • If this Unit is Adjacent to an enemy Unit, Move away from all enemy Units
  • If there is a valid Ranged target, attack Priority Enemy in Ranged combat (up to twice per Activation)
  • Move or Dash to cover with Line of Sight on Priority Enemy (up to twice per Activation)

Priority Enemy:

  • Unit carrying an objective
  • Unit closest to an objective
  • Unit with lowest remaining HIT
Sentinel 10+5GP
FV: 2

3. Prime Revenant

ACT

3

ARM

4

HIT

5/5

Weapons
ATT
SKL
Phase Blade (RLT) 3GP
4
4
Phase Cannon 4GP
4
5
Skills
Behavior - Mixed
Imperative
Squad Specialty
Arise!

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.

Behavior - Mixed: For PvE behaviors, ignore increased ACT cost for repeated actions.

  • If there is a valid Melee target, attack that target in Melee combat (up to once per Activation)
  • If there is a valid Ranged target, attack Priority Enemy in Ranged combat (up to twice per Activation)
  • Move or Dash to cover with Line of Sight on Priority Enemy (up to twice per Activation)

Priority Enemy:

  • Unit carrying an objective
  • Unit closest to an objective
  • Unit with lowest remaining HIT
Prime Revenant* 16+7GP
FV: 2