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Faction and Unit Rules


13 points Nimbus Longshot Prime A Prime who loves to attack from a distance, waiting to find the perfect target and decimate it with a coordinated strike.
MODEL NAME MV EVS SKL AV CQA FOR WP MODEL TYPE
Nimbus Longshot Prime 7 4 5 4 2 6 2+ Infantry
UNIT SIZE: 1 Nimbus Longshot Prime
EQUIPMENT: Lorican Armor, Torus Sniper Rifle
ABILITIES: Aerial Insertion, Command (2), Prime Ability - Focus Fire, Scout
OPTIONS:
  • 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.
    • Target Tracker: +1 point.
    • Thermal Tracker: +4 points.
    • Vent System: +2 points.
  • This unit may lead a detachment containing the following additional units:
    0-1
    1-2
    0-2
    0-2

  • If equipped with a Lorican Boostpack, only Vent Systems may be chosen from this list.
WEAPON NAME RNG SHO PEN DAM SUP TYPE ABILITIES
Torus Sniper Rifle 72" 2 6 3 2+ Armor Piercing, Phase, Sniper
ABILITY & EQUIPMENT SUMMARY
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.
ARMOR PIERCING: AV dice flips against this attack cost 1 more than usual.
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.
PRIME ABILITY - FOCUS FIRE: Each turn, when this unit performs a Fire action, if the next friendly activation also performs a Fire action against the same target, that enemy unit raises its suppression level by an additional +1.
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.
SNIPER: Ignore the +1 SKL dice flip penalty to change a hit roll result from 5 to 6.
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.
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.
UNIT DESIGNATORS: Armored, Lorican Champion, Nimbus, Prime




 
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