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Faction and Unit Rules


10 points SecDef Tactical Team The finest soldiers money can buy.
MODEL NAME MV EVS SKL AV CQA FOR WP MODEL TYPE
SecDef Infantry 6 4 3 3 2 2 4+ Infantry
SecDef Sergeant 6 4 3 3 2 2 3+ Infantry
UNIT SIZE: 2 SecDef Infantry
1 SecDef Sergeant
EQUIPMENT: SecDef Infantry: Araldyne AR60 Assault Rifle, Araldyne G20 Pistol
SecDef Sergeant: Araldyne AR60 Assault Rifle, Araldyne G20 Pistol
ABILITIES: SecDef Infantry: Aerial Insertion, Cover Drill
SecDef Sergeant: Aerial Insertion, Cover Drill
OPTIONS:
  • May add up to 2 SecDef Infantry: +4 points each.
  • A SecDef Tactical Team may be taken as a Core unit selection in a detachment led by a SecDef Command unit.
  • Up to 1 SecDef Infantry may replace Araldyne AR60 Assault Rifle with:
    • Araldyne CG100 Chaingun: +3 points.
    • Araldyne GL2 Grenade Launcher: +2 points.
    • Araldyne LC42 Laser Carbine: +1 point.
    • Araldyne LM14 Machine Gun: +1 point.
    • Araldyne ML9 Assault Launcher: +2 points.
    • Araldyne SR40 Sniper Rifle: +1 point.
  • Up to 1 SecDef Infantry may replace Araldyne AR60 Assault Rifle with:
    • Araldyne GL2 Grenade Launcher: +2 points.
    • Araldyne LC42 Laser Carbine: +1 point.
    • Araldyne SR40 Sniper Rifle: +1 point.
WEAPON NAME RNG SHO PEN DAM SUP TYPE ABILITIES
Araldyne AR60 Assault Rifle 30" 1 4 1 4+
Araldyne CG100 Chaingun 30" 2 5 3 4+
Araldyne G20 Pistol 12" 1 4 1 5+ Pistol
Araldyne GL2 Grenade Launcher 24" 2+SB 3 1 2+ AoE Dispersed Fire, Poison (+2)
Araldyne LC42 Laser Carbine 18" 1 5 3 4+ Armor Piercing, Beam
Araldyne LM14 Machine Gun 24" 3 4 1 3+
Araldyne ML9 Assault Launcher (Chemtek Warhead) 36" 2+SB 3 1 2+ AoE, Heavy Dispersed Fire, Guided, Poison (+2)
Araldyne ML9 Assault Launcher (Strike Warhead) 36" 1 6 5 5+ Heavy Armor Piercing, Guided
Araldyne SR40 Sniper Rifle 48" 1 6 2 2+ Heavy Armor Piercing, Sniper
ABILITY & EQUIPMENT SUMMARY
AERIAL INSERTION: Movement Action - When arriving from reserve, this unit may be placed in any valid position on the table not within 6" of any enemy. This unit's shooting is automatically wild during the same activation it arrives via Aerial Insertion. You must expend 1 CP to have a reinforcement arrive via Aerial Insertion.
ARMOR PIERCING: AV dice flips against this attack cost 1 more than usual.
BEAM: If this attack causes a casualty, inflict 1 additional injury on another model in the target unit.
COVER DRILL: This unit may take a free Take Cover status action during each activation. This allows the unit to make up to 2 Take Cover actions during a single activation.
DISPERSED FIRE: Each hit counts as 2 when blocked by cover.
GUIDED: When the target has at least one Painted token, this attack has unlimited range, does not require line of sight and each hit counts as 2 when blocked by the Dodge ability.
POISON (+2): (+2) DAM on Organic models.
SNIPER: Ignore the +1 SKL dice flip penalty to change a hit roll result from 5 to 6.
UNIT DESIGNATORS: Organic, SecDef
SecDef Sergeant: Infantry, Squad Leader




 
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