Faction and Unit Rules
9
pts
Karist Praetorians
Equal parts skilled, loyal and deadly, Praetorians keep Karist leadership safe and strike terror into their foes.
Name | MV | EVS | SKL | AV | MAS | FOR | WP | Model Type |
Praetorian | 6 | 3 | 5 | 4 | 2 | 1 | 4 | Infantry (Human, Military Caste) |
Praetorian Tetrarch | 6 | 3 | 5 | 4 | 2 | 1 | 4 | Infantry (Human, Squad Leader, Military Caste) |
UNIT SIZE: | 1 Praetorian, 1 Praetorian Tetrarch. |
EQUIPMENT: | |
ABILITIES: |
© Spiral Arm Studios 2024
UNIT OPTIONS
- May add up to 3 more Praetorians: +4 pts each.
- Any model may replace
Pulse Carbine withCybel Blade : +0 pts each. - Up to 2 models may replace
Pulse Carbine with:
-Cybel Glaive : +3 pts each.
-Radwave Emitter : +0 pts each.
-Ripper Energy Grenade Launcher : +2 pts each. - Praetorian Tetrarch may replace
Pulse Carbine withPulse Carbine Mk2 : +1 pt each.
17.0324
Unit Abilities
Bodyguard (3+)
When this unit suffers any Precision Kill penetrations, it may roll a D6. On a result of 3+, the penetrations must be applied onto bodyguard models first, unless the attacks are against the unit’s rear arc.
When this unit suffers any Precision Kill penetrations, it may roll a D6. On a result of 3+, the penetrations must be applied onto bodyguard models first, unless the attacks are against the unit’s rear arc.
Unit Equipment
Commune Reactor
If desired, reduce result needed to pass a discipline check by 1 after seeing the result of the roll, but doing so gains the unit +D3 STs after the check is passed.
Cybel Blade
Cybel Glaive
Ranged:
CQ:
Glaive Field: As long as this model is not on the move and did not fire during its main action, it has the Field (1) ability, or adds +1 to any other Field ability the unit has. This lasts only until the unit next activates or the model fires defensively.
Pulse Carbine
Pulse Pistol
Rad Grenades
Radwave Emitter
Ripper Energy Grenade Launcher
Pulse Carbine Mk2
Standard:
Charged Shot:
If desired, reduce result needed to pass a discipline check by 1 after seeing the result of the roll, but doing so gains the unit +D3 STs after the check is passed.
Cybel Blade
RNG
CQ
SHO
-
PEN
5
DAM
1
Special: Explosive (6+), Melee
Cybel Glaive
Ranged:
RNG
12"
SHO
1+LB
PEN
3
DAM
1
Special: AoE (LB), Explosive (6+), Glaive Field, Short Ranged
CQ:
RNG
CQ
SHO
-1
PEN
7
DAM
2
Special: Explosive (6+), Glaive Field, Heavy, Melee
Glaive Field: As long as this model is not on the move and did not fire during its main action, it has the Field (1) ability, or adds +1 to any other Field ability the unit has. This lasts only until the unit next activates or the model fires defensively.
Pulse Carbine
RNG
18"
SHO
2
PEN
4
DAM
1
Special: Explosive (6+)
Pulse Pistol
RNG
12"
SHO
2
PEN
3
DAM
1
Special: Explosive (6+), Pistol
Rad Grenades
RNG
6"
SHO
1+SB
PEN
4+
DAM
1
Special: AoE (SB), F-PEN (4+), Grenade, Ignore Cover
Radwave Emitter
RNG
8"
SHO
2+SPR
PEN
4+
DAM
1
Special: AoE (SPR), F-PEN (4+)
Ripper Energy Grenade Launcher
RNG
18"
SHO
1+SB
PEN
3
DAM
1
Special: AoE (SB), Explosive (6+), Ignore Cover, Suppress (1)
Pulse Carbine Mk2
Standard:
RNG
18"
SHO
2
PEN
4
DAM
1
Special: Explosive (6+)
Charged Shot:
RNG
12"
SHO
2
PEN
5
DAM
2
Special: Explosive (6+)