Faction and Unit Rules

12
pts
SecDef Heavy Weapons Team
Called in when the situation calls for brute force rather than a scalpel, SecDef heavy weapon teams are slower than their brethren but pack a massive punch.
Name | MV | EVS | SKL | AV | MAS | FOR | WP | Model Type |
SecDef Heavy | 5 | 3 | 4 | 4 | 3 | 1 | 3 | Infantry (Human, SecDef) |
SecDef Heavy Sergeant | 5 | 3 | 4 | 4 | 3 | 1 | 3 | Infantry (Human, Squad Leader, Robot, SecDef) |
UNIT SIZE: | 2 SecDef Heavy, 1 SecDef Heavy Sergeant. |
EQUIPMENT: | SecDef Heavy: None. SecDef Heavy Sergeant: None. |
ABILITIES: |
© Spiral Arm Studios 2025
UNIT OPTIONS
- Any SecDef Heavy must be equipped with:
-2 linked Araldyne CG100 Chainguns : +2 pts each.
-2 linked Araldyne LM14 Machine Guns : +1 pt each. - Any SecDef Heavy Sergeants must be equipped with:
-2 linked Araldyne CG100 Chainguns : +2 pts each.
-2 linked Araldyne LM14 Machine Guns : +1 pt each.
45.0325
Unit Abilities
Aerial Insertion
(exclusive ability) When performing a Dash action from reserve, this unit can make an unlimited range dynamic move, but cannot end within 6” of the enemy or be on the move. If ending this dynamic move touching an obstacle or area terrain, it gains +2D3 STs. When returning to the game as a reinforcement, this unit may only utilize aerial insertion if you expend 1 command point (from your command point pool).
Cover Drill
(squad ability) While performing an Advance & Fire main action, this unit may elect to be pinned after it completes its move but before it shoots.
Heavy Gunner
This model ignores the Heavy ability, except while CQ fighting.
(exclusive ability) When performing a Dash action from reserve, this unit can make an unlimited range dynamic move, but cannot end within 6” of the enemy or be on the move. If ending this dynamic move touching an obstacle or area terrain, it gains +2D3 STs. When returning to the game as a reinforcement, this unit may only utilize aerial insertion if you expend 1 command point (from your command point pool).
Cover Drill
(squad ability) While performing an Advance & Fire main action, this unit may elect to be pinned after it completes its move but before it shoots.
Heavy Gunner
This model ignores the Heavy ability, except while CQ fighting.
Unit Equipment
Araldyne CG100 Chaingun
Araldyne LM14 Machine Gun
RNG
30"
SHO
2
PEN
6
DAM
2
Special: Burst (6+), Heavy
Araldyne LM14 Machine Gun
RNG
24"
SHO
2
PEN
4
DAM
1
Special: Burst (4+)