Faction and Unit Rules

12
pts
Gnolti Longhorn
Ancient, wise and massive, Gnolti Longhorns are respected leaders in Broken settlements.
Name | MV | EVS | SKL | AV | MAS | FOR | WP | Model Type |
Gnolti Longhorn | 4 | 1 | 4 | 3 | 3 | 5 | 4 | Behemoth (Squad Leader, Xeno) |
UNIT SIZE: | 1 Gnolti Longhorn. |
EQUIPMENT: | 2x |
ABILITIES: |
© Spiral Arm Studios 2025
UNIT OPTIONS
- May be equipped with
(Chem Cannon) : +2 pts or(Gatling Cannon) : +3 pts.
ADDITIONAL UNITS
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1-4 | 0-2 | 0-2 | 0-2 |
46.0425
Unit Abilities
Command (2)
This model generates +2 command points each turn into your command point pool. Command points can be allocated to this model, not exceeding its WP. This model can issue an order to a unit within 18” when that unit is activated, removing STs from the unit equal to the command points expended. This model can issue up to 2 orders per turn.
Fire Magnet
A unit with the Fire Magnet ability shields friendly units within 3”. Shielded units cannot be selected as a primary target for a round of shooting, provided the fire magnet unit is both closer to the shooting unit and a valid target. Shooting that dictates a specific target (CQ fighting, defensive fire, hit & run, etc.) ignores this ability. A unit inside a building cannot shield other units, nor can large models be shielded by standard sized models.
Regeneration
This unit shakes-off an extra D3 STs when completing its main action not on the move. In addition, if the unit contains any multi-fortitude models, it can forgo removing some of its STs to instead heal an injury. To heal an injury, the unit must forgo removing a number of STs equal to the injured multi-wound model’s MAS characteristic. So to heal an injury on a MAS 3 model, a unit would have to forgo removing 3 STs. A model cannot heal more than one injury per turn this way.
Stoic
If this unit fails an activation discipline check, it performs a Dig-in action instead of a Shaken action unless the number of STs on the unit is at least double their discipline. When shell-shocked, this unit can pass a discipline check on a roll of 6, instead of failing automatically.
This model generates +2 command points each turn into your command point pool. Command points can be allocated to this model, not exceeding its WP. This model can issue an order to a unit within 18” when that unit is activated, removing STs from the unit equal to the command points expended. This model can issue up to 2 orders per turn.
Fire Magnet
A unit with the Fire Magnet ability shields friendly units within 3”. Shielded units cannot be selected as a primary target for a round of shooting, provided the fire magnet unit is both closer to the shooting unit and a valid target. Shooting that dictates a specific target (CQ fighting, defensive fire, hit & run, etc.) ignores this ability. A unit inside a building cannot shield other units, nor can large models be shielded by standard sized models.
Regeneration
This unit shakes-off an extra D3 STs when completing its main action not on the move. In addition, if the unit contains any multi-fortitude models, it can forgo removing some of its STs to instead heal an injury. To heal an injury, the unit must forgo removing a number of STs equal to the injured multi-wound model’s MAS characteristic. So to heal an injury on a MAS 3 model, a unit would have to forgo removing 3 STs. A model cannot heal more than one injury per turn this way.
Stoic
If this unit fails an activation discipline check, it performs a Dig-in action instead of a Shaken action unless the number of STs on the unit is at least double their discipline. When shell-shocked, this unit can pass a discipline check on a roll of 6, instead of failing automatically.
Unit Equipment
(Chem Cannon)
(Gatling Cannon)
Massive Fist
RNG
24"
SHO
2+SB
PEN
3
DAM
2
Special: AoE (SB), Heavy, Ignore Cover, Poison (5+), Suppress (2)
(Gatling Cannon)
RNG
24"
SHO
5
PEN
4
DAM
1
Special: Burst (5+), Heavy
Massive Fist
RNG
CQ
SHO
-
PEN
+2
DAM
2
Special: Heavy, Melee