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Faction and Unit Rules


21 points Brutus Vanquisher Prime A Prime who prizes a strong defensive stronghold above all else, anchored by Brutus Vanquishers.
MODEL NAME MV EVS SKL AV CQA FOR WP MODEL TYPE
Brutus Vanquisher Prime 5 3 5 6 2 11 2+ Behemoth
UNIT SIZE: 1 Brutus Vanquisher Prime
EQUIPMENT: 2 Fodina Heavy Lasers, Lorican Armor
ABILITIES: Advanced Target Acquisition, Aerial Insertion, Command (2), Mission Specialist, Prime Ability - Hold Fast
OPTIONS:
  • May replace either Fodina Laser with Heavy Flechette Launcher: +0 pts.
  • May be equipped with 1 of the following:
    • Lorican Field Generator: +4 points.
    • Stabilizer Rig: +3 points.
  • May be equipped with Defensive Countermeasures: +1 pt.
  • May be equipped with up to 2 of the following:
    • Conflagration Launcher: +5 pts each.
    • Incursion Rifle: +3 pts each.
    • Prime Array: +3 pts.
    • Target Tracker: +1 pt.
    • Vent System: +2 pts each.
  • This unit may lead a detachment containing the following additional units:
    0-1
    1-2
    0-1
    0-2
WEAPON NAME RNG SHO PEN DAM SUP TYPE ABILITIES
Conflagration Launcher 24" 2+SB 4 3 3+ AoE
Fodina Heavy Laser 36" 1 6 6 5+ Superheavy Armor Piercing, Beam
Heavy Flechette Launcher 18" 2+LB 4 1 2+ Superheavy Guided
Incursion Rifle 24" 3 4 2 5+ Phase
ABILITY & EQUIPMENT SUMMARY
ADVANCED TARGET ACQUISITION: When performing a Fire or Suppressive Fire action, you may select up to 2 valid enemy targets (you must declare one target for each firing weapon). Resolve each enemy target as a separate round of shooting.
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.
BEAM: If this attack causes a casualty, inflict 1 additional injury on another model in the target unit.
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.
GUIDED: When the target has at least one Painted token, this attack has unlimited range, does not require line of sight and each hit counts as 2 when blocked by the Dodge ability.
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.
MISSION SPECIALIST: This unit cannot control mission objective markers, though it can still contest them as usual.
PHASE: Each hit counts as 2 when blocked by the Field ability.
PRIME ABILITY - HOLD FAST: Each turn while this unit is activated, you may choose a friendly unit within 24" that is taking cover and add an additional Take Cover token to it.
PRIME ARRAY: (up to 1 per model) This model's Command ability value is improved by +1.
STABILIZER RIG: This model ignores the Superheavy ability on its weapons.
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.
DAMAGED:
At FOR 1-4, this model can fire up to 2 weapons.
At FOR 5-7, this model can fire up to 3 weapons.
UNIT DESIGNATORS: Armored, Brutus, Lorican Champion, Prime




 
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