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Faction and Unit Rules


5 points Angel Minnow Pack Driven mad by the Maelstrom, in large enough packs Minnows can be as dangerous as their adult kin.
MODEL NAME MV EVS SKL AV CQA FOR WP MODEL TYPE
Angel Minnow 8 5 1 1 2 2 5+ Infantry
UNIT SIZE: 3 Angel Minnows
EQUIPMENT: Cybel Maw, Cybel Pulse
ABILITIES: Cybel Frenzy, Mission Specialist, Mobile, Rift, Sacrifice, Scout
OPTIONS:
  • May add up to 3 Angel Minnows: +2 points each.
WEAPON NAME RNG SHO PEN DAM SUP TYPE ABILITIES
Cybel Maw CQ CQA 3 2 - Melee
Cybel Pulse 18" 1 3 2 5+
ABILITY & EQUIPMENT SUMMARY
CYBEL FRENZY: During CQ Fighting, if the target has a suppression level of 1 or more, then all models in this unit with Cybel Frenzy gain +1 CQA for the round of shooting. Each hit roll result of 1 made by a model with this CQA bonus raises this unit's suppression level by +1 (after the round of shooting).
MISSION SPECIALIST: This unit cannot control mission objective markers, though it can still contest them as usual.
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.
RIFT: This model may move dynamically (see main rulebook pg x for details).
SACRIFICE: When activating a Mature Angel, Angel Minnows from friendly units within 6" may be sacrificed. For each Minnow sacrificed, lower the Mature Angel's suppression level by up to -2 or heal up to 2 of its injuries.
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.
UNIT DESIGNATORS: Angel




 
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