Faction and Unit Rules
X
pts
SecDef Medic
Kill that guy or heal this guy? I get paid the same either way.
Name | MV | EVS | SKL | AV | MAS | FOR | WP | Model Type |
SecDef Medic | 6 | 3 | 4 | 4 | 2 | 1 | 3 | Infantry (Human, SecDef) |
EQUIPMENT: | |
ABILITIES: |
© Spiral Arm Studios 2024
UNIT OPTIONS
-
Add-on: May add up to 1 SecDef Medics to the following units, without exceeding their normal maximum size:
- SecDef Tactical Team: +4 pts
56.1224
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).
Medic (D3)
(squad ability) When this unit completes an Advance & Fire or Dash action, it may select one friendly unit within 6” (including itself) that contains at least half organic models. The selected unit immediately removes (D3) STs.
(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).
Medic (D3)
(squad ability) When this unit completes an Advance & Fire or Dash action, it may select one friendly unit within 6” (including itself) that contains at least half organic models. The selected unit immediately removes (D3) STs.
Unit Equipment
Araldyne CB22 Assault Carbine
RNG
18"
SHO
2
PEN
4
DAM
1
Special: Burst (6+), Short Ranged