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9 points
Nimbus Pathfinder Prime
A Prime who prefers stealth and deception above all else will choose to pilot a Nimbus Pathfinder.
Nimbus Pathfinder Prime |
7 |
4 |
5 |
4 |
2 |
6 |
2+ |
Infantry |
1 Nimbus Pathfinder Prime |
Incursion Blaster, Lorican Armor, Pinpoint Scanner |
Active Scan, Aerial Insertion, Command (2), Prime Ability - Strike and Vanish, Scout |
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- May replace Incursion Blaster with Arc Splitter: 0 points.
- May be equipped with 1 of the following:
- Cloak Generator: +3 points.
- Lorican Boostpack: +4 points.
- May be equipped with up to 2* of the following:
- Hologram Projector: +1 point.
- Prime Array: +3 points.
- Thermal Tracker: +2 points.
- Vent System: +2 points.
- This unit may lead a detachment containing the following additional units:
- If equipped with a Lorican Boostpack, only Vent Systems may be chosen from this list.
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Arc Splitter |
18" |
4 |
3 |
1 |
4+ |
Short Ranged |
Arc |
Incursion Blaster |
18" |
2 |
5 |
3 |
5+ |
Short Ranged |
Phase |
ACTIVE SCAN:
Status action - Place a Painted token on this unit, as well as each enemy unit within 18". Shooting units have a +1 SKL bonus per Painted token their target has. A unit removes all of its Painted tokens the next time it moves.
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.
CLOAK GENERATOR:
This model has +1 EVS, except when the enemy is firing at short range.
COMMAND (2):
Generates (2) extra CPs per turn. Each turn during its activation, can issue (2) orders to friendly units within 18".
DODGE (1):
Block up to (1) hits each round of shooting.
HOLOGRAM PROJECTOR:
(up to 1 per model) During an enemy unit's activation, if this unit is declared as either a charge target or a target for short ranged (non-CQ Fighting) shooting, it may immediately make a free, dynamic move up to D6". If this move means the unit is no longer a valid target, your opponent may select a different target or action instead.
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.
PINPOINT SCANNER:
After completing a Fire action against a target within 18", place 2 Painted tokens on that target (See the Active Scan ability for more details about Painted tokens).
PRIME ABILITY - STRIKE AND VANISH:
Once per turn, when a friendly unit within 24" that is not in contact with the enemy activates, it may opt to perform the following 3 actions (and only those 3 actions, though Free actions may still be performed), in this precise order: Aim, Fire, Move.
PRIME ARRAY:
(up to 1 per model) This model's Command ability value is improved by +1.
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.
THERMAL TRACKER:
(up to 1 per model) This unit may draw line of sight entirely through area terrain features as though they were not there, though enemy units targeted this way are never a wide open shot.
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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