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Faction and Unit Rules


10 points SecDef Rapid Insertion Team Float like a butterfly, sting like a sledgehammer.
MODEL NAME MV EVS SKL AV CQA FOR WP MODEL TYPE
SecDef Boostpack Infantry 8 4 3 3 2 2 4+ Infantry
SecDef Boostpack Sergeant 8 4 3 3 2 2 3+ Infantry
UNIT SIZE: 2 SecDef Boostpack Infantry
1 SecDef Boostpack Sergeant
EQUIPMENT: SecDef Boostpack Infantry: Boostpack, Frag Grenades, Twin Araldyne CB22 Assault Carbines
SecDef Boostpack Sergeant: Boostpack, Frag Grenades, Twin Araldyne CB22 Assault Carbines
ABILITIES: SecDef Boostpack Infantry: Aerial Insertion, Mobile, Scout, Strike and Feint
SecDef Boostpack Sergeant: Aerial Insertion, Mobile, Scout, Strike and Feint
OPTIONS:
  • May add up to 2 SecDef Boostpack Infantry: +4 points each.
  • Up to 2 SecDef Boostpack Infantry may replace Twin Araldyne CB22 Assault Carbines with:
    • Twin Araldyne CF13 Clingfire Sprayers: +2 points.
    • Twin Araldyne FG19 Flakk Guns: +3 points.
WEAPON NAME RNG SHO PEN DAM SUP TYPE ABILITIES
Twin Araldyne CB22 Assault Carbines 18" 2 4 1 4+ Short Ranged
Twin Araldyne CF13 Clingfire Sprayers 8" 2+D6 4 2 2+ Short Ranged Burn (1), Dispersed Fire
Twin Araldyne FG19 Flakk Guns 18" 2 5 3 4+ Short Ranged
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.
BOOSTPACK: This model may move dynamically (see main rulebook pg xx for details).
BURN (1): Critical hit - Immediately place (1) Burn token on the target. When the target next activates, raise its suppression level by +1 for each Burn token it has. Burn tokens can be removed via the Extinguish action.
DISPERSED FIRE: Each hit counts as 2 when blocked by cover.
FRAG GRENADES: Can be used when shooting at short range and when charging to raise the target's suppression level by +1. See main rulebook page xx for details.
MOBILE: Ignore the wild firing penalty for shooting after performing a Dash action, but this unit cannot perform both Aim and Take Cover actions during the same activation.
SCOUT: When deploying your force, this unit may be set up in no-man's land, provided it is still entirely on your half of the table (measured from your reserve table edge). Alternatively, scout units in reserve may make a flanking maneuver.
STRIKE AND FEINT: When the enemy declares this unit as a charge target, it may immediately retreat, but its suppression level is raised by +2 if it does. If retreating means this unit can no longer be reached by the charge, the enemy makes a Move action instead.
UNIT DESIGNATORS: Organic, SecDef
SecDef Boostpack Sergeant: Infantry, Squad Leader




 
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