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9 points
Militus Holista
The unsung heroes of the Remnant, Holistas repair fellow Lorican Champions or tag them for
retrieval when the damage is too severe.
Militus Holista |
6 |
4 |
4 |
5 |
2 |
7 |
3+ |
Behemoth |
1 Militus Holista |
Heat Exchange, Incursion Rifle, Lorican Armor, 2 Vent Systems |
Aerial Insertion, Tagged For Retrieval |
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- May replace Incursion Rifle with:
- Arc Splitter: -1 point.
- Combat Gauntlet: -2 points.
- Combat Gauntlet w/Reflex Shield: -1 point.
- Conflagration Launcher: +1 point.
- Incursion Blaster: -1 point.
- May be equipped with 1 of the following:
- Lorican Boostpack: +4 points.
- Lorican Field Generator: +2 points.
- May be equipped with:
- Defensive Countermeasures: +1 point.
- Mark of the Initiate: -1 point.
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Arc Splitter |
18" |
4 |
3 |
1 |
4+ |
Short Ranged |
Arc |
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.
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.
HEAT EXCHANGE:
Status action - Choose another friendly unit within 3". Lower that unit's suppression level by any amount, but raise this unit's suppression level by an equal amount. Alternatively, you may heal up to 2 injuries from the selected unit instead of lowering its suppression level. A unit may not Regroup the same activation it performs this action.
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.
LORICAN FIELD GENERATOR:
This model has the Field (1) ability, which allows it to block up to (1) hits each round of shooting.
MARK OF THE INITIATE:
This model has -1 SKL, -1 FOR and WP 4+. No more than one model per detachment may have the Mark of the Initiate.
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.
REFLEX SHIELD:
You may force enemy melee weapon hits to be re-rolled during CQ Fighting targeting this unit.
TAGGED FOR RETRIEVAL:
Anytime one of your Champions is retired while within 3" of one or more friendly Holistas, you gain +2 CPs.
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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