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20 points
Militus Skyrunner Prime
A hot-headed Prime will pilot a Militus Skyrunner, allowing them to bring the fight right to the enemy.
Militus Skyrunner Prime |
6 (8) |
4 |
5 |
5 |
3 |
8 |
2+ |
Behemoth |
1 Militus Skyrunner Prime |
2 Incursion Rifles, Lorican Armor, Lorican Boostpack |
Aerial Insertion, Command (2), Prime Ability - Mobile Strike |
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- Either Incursion Rifle may be replaced with:
- Arc Splitter: +0 points.
- Aruval Phase Blade: -3 points.
- Combat Gauntlet: -3 points.
- Combat Gauntlet w/Reflex Shield: -2 points each.
- Conflagration Launcher: +2 points.
- Incursion Blaster: +0 points.
- May be equipped with:
- May be equipped with up to 2 of the following:
- This unit may lead a detachment containing the following additional units:
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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.
DODGE (1):
Block up to (1) hits each round of shooting.
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 BOOSTPACK:
This model has +2 MV, may move dynamically and has the Dodge (1) and Mobile abilities.
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.
PHASE:
Each hit counts as 2 when blocked by the Field ability.
PRIME ABILITY - MOBILE STRIKE:
Once per turn, when a friendly unit within 24" that is on the move performs a Fire action, it gains +1 SKL for that round of shooting.
REFLEX SHIELD:
You may force enemy melee weapon hits to be re-rolled during CQ Fighting targeting this unit.
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.
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