Faction and Unit Rules

11
pts
Reaper Cadre
Masters of stealth, Reapers lurk in the shadows, waiting for targets worthy of the kiss of their deadly longrifles.
Name | MV | EVS | SKL | AV | MAS | FOR | WP | Model Type |
Reaper | 6 | 4 | 5 | 3 | 2 | 1 | 4 | Infantry (Human) |
UNIT SIZE: | 3 Reapers. |
EQUIPMENT: | |
ABILITIES: |
© Spiral Arm Studios 2025
UNIT OPTIONS
- May add up to 2 more Reapers: +4 pts each.
- Up to 2 Reapers may replace
Pulse Carbine withPulse Longrifles : +2 pts each.
31.0425
Unit Abilities
Dug-in (+1)
The unit gains +1 to their cover value while pinned.
Scout
This unit may deploy in no-man’s land, but must be entirely in the owning player’s table half. It may instead make a flanking maneuver when held in reserve.
The unit gains +1 to their cover value while pinned.
Scout
This unit may deploy in no-man’s land, but must be entirely in the owning player’s table half. It may instead make a flanking maneuver when held in reserve.
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.
Pulse Carbine
Pulse Longrifle
Pulse Pistol
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.
Pulse Carbine
RNG
18"
SHO
2
PEN
4
DAM
1
Special: Explosive (6+)
Pulse Longrifle
RNG
36"(48”)
SHO
2
PEN
4
DAM
2
Special: Explosive (6+), Heavy, Long Ranged (+12”), Sniper (4+)
Pulse Pistol
RNG
12"
SHO
2
PEN
3
DAM
1
Special: Explosive (6+), Pistol