1. Kyrus
4
4
5
/5
Weapons | ATT | SKL |
|---|---|---|
| Gladius (2MC) | 3 | 5 |
| Reaper (2RC RLT) | 4 | 5 |
Skills
Squad Specialty
Duty Before Death: When this Unit reaches 0 HIT, it may perform one free Basic or Mission Action before losing its last HIT. That action must be 1 ACT or less.
Counter: Each time 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.
Grapnel: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.
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.
Leader: This Unit gains +1 SKL on its Weapons and Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.
2. Aeneris
4
4
5
/5
Weapons | ATT | SKL |
|---|---|---|
| Vorpal Sword (2MC) | 5 | 4 |
| Aggressor (2RC RNG4") | 4 | 3 |
Skills
Squad Specialty
Duty Before Death: When this Unit reaches 0 HIT, it may perform one free Basic or Mission Action before losing its last HIT. That action must be 1 ACT or less.
Counter: Each time 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.
Shield: Each time this Unit is the target of a Melee Attack, it may choose to treat Save rolls of 1 as two successful saves instead of retaliating against the Attacker.
Aegis Aura: Each time this Unit or a Squadmate within 6" of this Unit is targeted in combat, that Squadmate may re-roll one Save die.
3. Visalon
4
4
5
/5
Weapons | ATT | SKL |
|---|---|---|
| Scythe (CHR1) | 4 | 4 |
| Aggressor (2RC RNG4") | 4 | 3 |
Skills
Squad Specialty
Duty Before Death: When this Unit reaches 0 HIT, it may perform one free Basic or Mission Action before losing its last HIT. That action must be 1 ACT or less.
Counter: Each time 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.
Jump Strike (2ACT): Once per Turn, this Unit may move up to 10" in a straight line but must end that movement Adjacent to an enemy. Ignore vertical distance when performing this move. After this move, this Unit immediately performs a Melee Attack. This Unit may not perform this Action while Adjacent to an enemy, or if it is carrying an item (e.g. mission intel).
4. Sicanius
4
4
5
/5
Weapons | ATT | SKL |
|---|---|---|
| Combat Knife (2MC) | 2 | 3 |
| Sniper Rifle (ACC1 RND1 HVY) | 5 | 4 |
Skills
Squad Specialty
Duty Before Death: When this Unit reaches 0 HIT, it may perform one free Basic or Mission Action before losing its last HIT. That action must be 1 ACT or less.
Counter: Each time 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.
Cloak (1ACT): Until this Unit's next Activation, it cannot be the primary target in Ranged combat. In addition, each time it is the target of a Melee attack, it may re-roll up to 2 Save dice. This can only be done once per Mission. This Unit may not perform this Action while Adjacent to an enemy.