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5 points
Angel Minnow Pack
Driven mad by the Maelstrom, in large enough packs Minnows can be as dangerous as their adult kin.
Angel Minnow |
8 |
5 |
1 |
1 |
2 |
2 |
5+ |
Infantry |
3 Angel Minnows |
Cybel Maw, Cybel Pulse |
Cybel Frenzy, Mission Specialist, Mobile, Rift, Sacrifice, Scout |
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- May add up to 3 Angel Minnows: +2 points each.
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Cybel Maw |
CQ |
CQA |
3 |
2 |
- |
Melee |
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Cybel Pulse |
18" |
1 |
3 |
2 |
5+ |
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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.
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