Faction and Unit Rules
Official Units
HQ Units
The Cybel reactor carried by these revered priests is a source of immense power, but also a deadly burden.
Using cybel energy as bait, a Keeper leads the bizarre aliens known as Angels into battle for the Karist cause.
A junior priest, tasked with leading Karist forces on a crusade to spread the good word.
Veterans of countless battles, Triarchs command Karist military caste detachments.
Vanguard Units
Rift teleportation allows these mysterious agents to infiltrate governments and battlefields alike.
Core Units
The core of the Enclave's military caste - highly adaptable and utterly devoted to the Karist Way.
Driven mad by the Maelstrom, in large enough packs Minnows can be as dangerous as their adult kin.
Hammer Units
Specialised in clearing the toughest opposition, Trooper Assault Squads are always found where the fighting is thickest.
Only the most veteran Karist soldiers earn the right to wear the powerful armor
and deadly weaponry of a Tempest.
Hellblasters are trained to be a living weapon, capable of killing enemy infantry en masse
with a powerful blast of cybel energy.
Equal parts skilled, loyal and deadly, Praetorians keep Karist leadership safe and strike terror into their foes.
Anvil Units
These alien monsters can shift their void-gel form as needed, confounding and terrifying their prey.
Pursuit of ascension sometimes requires heavier firepower.
Add-on Units
Embedded within military caste units, Proselytizers inspire their squadmates while sharing the Karist truth to unbelievers.