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18 points
Brutus Breacher Prime
A Prime who believes that disruption, chaos and fear are the ultimate keys to victory.
Brutus Breacher Prime |
5 |
3 |
5 |
6 (7) |
3 |
11 |
2+ |
Behemoth |
1 Brutus Breacher Prime |
Arena Shield, Breach Hammer, Lorican Armor |
Aerial Insertion, Command (2), Mission Specialist, Prime Ability - Battlefield Domination |
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- May be equipped with 1 of the following:
- Lorican Field Generator: +4 points.
- Sonic Disruptor: +2 points.
- May be equipped with Defensive Countermeasures: +1 pt.
- May be equipped with up to 2 of the following:
- Inhibitor Mine Launcher: +2 points.
- Prime Array: +3 points.
- Vent System: +2 points.
- This unit may lead a detachment containing the following additional units:
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Arena Shield |
CQ |
+1 |
4 |
1 |
- |
Melee |
Deflect (2), Shield (+1) |
Breach Hammer |
CQ |
+2 |
6 |
4 |
- |
Melee |
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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.
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.
DEFLECT (2):
Special defense - Block up to (2) melee weapon hits each round of CQ Fighting.
INHIBITOR MINE LAUNCHER:
(up to 1 per model) Free shooting action - Place an Inhibitor Mine token within 24" of this model, but not within 6" of the enemy. The area within 6" of an inhibitor mine is dangerous ground (+D3) to enemy models. Once an inhibitor mine raises an enemy unit's suppression level, remove that mine token from the table.
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.
PRIME ABILITY - BATTLEFIELD DOMINATION:
Each end phase, choose a friendly unit within 24". For the duration of the phase, that unit can control an objective marker even when the enemy is contesting it. If the selected unit has the Mission Specialist ability, it instead ignores that ability for the duration of the phase.
PRIME ARRAY:
(up to 1 per model) This model's Command ability value is improved by +1.
SHIELD (+1):
This model has (+1) AV, but only against attacks that hit its front arc.
SONIC DISRUPTOR:
While within 8", all enemy units gain the Mission Specialist ability. In addition, when this unit charges an enemy unit, that target's suppression level is increased by +2 before it fires defensively.
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 1-4, this model can fire up to 1 weapon.
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