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14 points
Militus Dominator
Sacrificing all else for maximum firepower, Militus Dominators lay waste to any enemy
stupid enough to face them head on.
Militus Dominator |
6 |
4 |
4 |
5 |
2 |
7 |
3+ |
Behemoth |
1 Militus Dominator |
2 Incursion Rifles, Lorican Armor |
Aerial Insertion |
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- Must be equipped with 2 of the following:
- Arc Splitter: +2 points.
- Conflagration Launcher: +4 points.
- Incursion Blaster: +2 points.
- Incursion Rifle: +2 points.
- Either Incursion Rifle may be replaced with:
- Arc Splitter: +0 points.
- Combat Gauntlet: -3 points.
- Combat Gauntlet w/Reflex Shield: -2 points.
- Conflagration Launcher: +2 points.
- Incursion Blaster: +0 points.
- May be equipped with:
- Defensive Countermeasures: +1 point.
- Mark of the Initiate: -4 points.
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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.
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.
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.
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.
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DAMAGED:
At FOR 1-3, this model can fire up to 1 weapon. At FOR 4-5, this model can fire up to 2 weapons.
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