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16 points
Militus Warrior Prime
The most versatile Remnant Prime, with a keen tactical mind and an ace always up his sleeve.
Militus Warrior Prime |
6 |
4 |
5 |
5 |
3 |
8 |
2+ |
Behemoth |
1 Militus Warrior Prime |
2 Incursion Rifles, Lorican Armor |
Aerial Insertion, Command (2), Prime Ability - Counterattack |
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- Either Incursion Rifle may be replaced with:
- Arc Splitter: +0 points each.
- Aruval Phase Blade: -3 points each.
- Combat Gauntlet: -3 points each.
- Combat Gauntlet w/Reflex Shield: -2 points each.
- Conflaguration Launcher: +2 points each.
- Incursion Blaster: +0 points each.
- May be equipped with 1 of the following:
- Arc Splitter: +3 points.
- Conflagration Launcher: +5 points.
- Incursion Blaster: +3 points.
- Incursion Rifle: +3 points.
- Lorican Field Generator: +4 points.
- May add Defensive Countermeasures: +1 point.
- May be equipped with up to 2* of the following:
- Prime Array: +3 points.
- Target Tracker: +1 point.
- Vent System: +2 points.
- This unit may lead a detachment containing the following additional units:
- If equipped with 3 weapons, only 1 item may be chosen from this list.
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Arc Splitter |
18" |
4 |
3 |
1 |
4+ |
Short Ranged |
Arc |
Aruval Phase Blade |
CQ |
+2 |
6 |
1 |
- |
Melee |
Phase |
Combat Gauntlet |
CQ |
+2 |
5 |
2 |
- |
Melee |
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Conflagration Launcher |
24" |
2+SB |
4 |
3 |
3+ |
AoE |
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Incursion Blaster |
18" |
2 |
5 |
3 |
5+ |
Short Ranged |
Phase |
Incursion Rifle |
24" |
3 |
4 |
2 |
5+ |
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Phase |
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.
ARC:
Critical hit - Inflict 3 hits instead of 1, provided the target contains more than 1 model.
COMMAND (2):
Generates (2) extra CPs per turn. Each turn during its activation, can issue (2) orders to friendly units within 18".
DEFENSIVE COUNTERMEASURES:
An enemy unit that targets this unit with short ranged shooting must immediately take a WP test. If passed, the attacking unit's suppression level is raised by +1. If failed, the attacking unit's suppression level is raised by +2.
LORICAN ARMOR:
Overcharge
Models with Lorican Armor are able to overcharge their capabilities. Each overcharge requires you expend 1 CP and raise the Champion's suppression level by +1. For example: When firing with one of your Champions, you could choose to overcharge each of its two weapons once, by expending 2 CPs and immediately raising its suppression level by +2.
- Overcharge Defense While being fired at, raise a Champion's existing Dodge or Field ability value by +1 for that round of shooting, after seeing the results of the opponent's hit roll results.
- Overcharge Movement While moving, add +2 to a Champion's MV for the remainder of that move, up to a maximum of +4 MV.
- Overcharge Weapon
During shooting, before making hit rolls, improve a Champion's weapon by +1 SHO for that round, up to a maximum of +2 SHO per weapon.
- Vent Heat During a Champion's activation, lower its suppression level by -2. Performing this overcharge does not raise the Champion's suppression level, but it may not be done during a round of shooting.
CROWD FAVORITES
During each command phase, for every 2 Lorican Champions you have either on the table or in reserve, gain +1 additional CP.
LORICAN FIELD GENERATOR:
This model has the Field (1) ability, which allows it to block up to (1) hits each round of shooting.
PHASE:
Each hit counts as 2 when blocked by the Field ability.
PRIME ABILITY - COUNTERATTACK:
Once per turn when a friendly unit within 24" performs a Fire action which targets the last enemy unit to have activated, that friendly unit gets +1 SKL for the round of shooting.
PRIME ARRAY:
(up to 1 per model) This model's Command ability value is improved by +1.
REFLEX SHIELD:
You may force enemy melee weapon hits to be re-rolled during CQ Fighting targeting this unit.
TARGET TRACKER:
(up to 1 per model) The target of this model's shooting counts as having 1 less On the Move token than it actually has. Also, if the target has the Dodge ability, reduce its ability value by -1 for the round of shooting.
VENT SYSTEM:
For each Vent System equipped, this model may perform 1 Vent Heat overcharge for free (costing 0 CP) during each of its activations.
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DAMAGED:
At FOR 1-3, this model can fire up to 1 weapon. At FOR 4-5, this model can fire up to 2 weapons.
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