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Faction and Unit Rules


18
pts
Militus Dominator
Militus Dominator
Sacrificing all else for maximum firepower, Militus Dominators lay waste to any enemy stupid enough to face them head on.
Name MV EVS SKL AV MAS FOR WP Model Type
Militus Dominator 6 3 5 5/4 3 3 4 Behemoth (Lorican Champion)
UNIT SIZE: 1 Militus Dominator.
EQUIPMENT:  2x Incursion Rifles.
ABILITIES: Aerial Insertion, Crowd Favorites, Fire Assist (+1), Overcharge.

© Spiral Arm Studios 2019
UNIT OPTIONS
  • Either Incursion Rifle may be replaced with:
     - Arc Splitter: +0 pts each.
     - Combat Gauntlet: -3 pts each.
     - Combat Gauntlet with Reflex Shield: -2 pts each.
     - Conflagration Launcher: +2 pts each.
     - Incursion Blaster: +0 pts each.
  • Must be equipped with any 2 additional:
     - Arc Splitter: +4 pts each.
     - Conflagration Launcher: +6 pts each.
     - Incursion Blaster: +4 pts each.
     - Incursion Rifle: +4 pts each.
  • May be equipped with Defensive Countermeasures: +2 pts each.
  • For -5 pts, may be equipped with Mark of the Initiate
testing



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).

Crowd Favorites
During each command phase, a Remnant player generates an additional +1 command point for every 3 Lorican Champions they have on the table.
Lorican Champions may have command points allocated onto them during each command phase, as though they had the Command ability. Unless a Lorican Champion actually has the Command ability, it may not use its command points to issue orders.

Fire Assist (+1)
A model with this ability is able to fire (+1) more weapons during each round of shooting than they are normally allowed. Note that when a model is not allowed to fire at all, this ability does not allow them to.

Overcharge
A champion may expend their command points to boost their performance:
Boost Movement:
Add +2 to the champion's MV characteristic for one move. Costs 1 command point and adds 2 STs to the champion per use. This cannot improve the champion's MV by more than +4.
Boost Weapon:
Add +1 to the SHO characteristic of the champion's weapon for one round of shooting. Costs 1 command point and adds STs to the champion equal to that weapon's DAM characteristic, per use. This cannot improve a weapon's SHO by more than double its unmodified value.
Boost Dodge/Field:
Add +1 to a champion's existing Dodge, Dug-in or Field or ability value for one round of enemy shooting, after seeing the enemy's rolls to hit. Costs 1 command point and adds 2 STs to the champion per use.
Vent Heat:
Remove STs from the champion right before it takes a Discipline Check. Costs 1 command point per ST removed.



Unit Equipment

Arc Splitter
RNG
18"
SHO
3
PEN
3
DAM
1
Special: Burst (6+), Short Ranged


Combat Gauntlet
RNG
CQ
SHO
-
PEN
+2
DAM
1
Special: Melee


Combat Gauntlet with Reflex Shield
This champion is equipped with a Combat Gauntlet (see profile above). In addition, it may force enemy melee weapon hits to be re-rolled during CQ fighting that targets this unit.

Conflagration Launcher
RNG
24"
SHO
1+SB
PEN
5
DAM
3
Special: AoE (SB)


Defensive Countermeasures
This champion may re-roll misses when firing defensively, including defensive fire that is wild.

Incursion Blaster
RNG
18"
SHO
2
PEN
5
DAM
3
Special: Phase, Short Ranged

Phase: Cannot be ignored by a Field.

Incursion Rifle
RNG
24"
SHO
3
PEN
4
DAM
2
Special: Phase

Phase: Cannot be ignored by a Field.

Mark of the Initiate
This champion has -2 SKL, -1 FOR and -1 WP. No more than one champion per detachment may have Mark of the Initiate.







 
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