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 2025
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
56.1025
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