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Heroic Traits (UCF & AIC) V1.

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The average trooper in the Mobile Infantry is by far better trained than any other soldier in Earth’s history. However,
joining the Mobile Infantry is not about being average and there will always be some exceptional individuals who
remain far ahead of the curve.
Even more outstanding, the Veterans of the AIC Army will often find that their superior battlefield experience has to
make up for the lack of advanced weaponry and high-end equipment.
All these brave men and women are represented by the use of Heroic Traits.

Qualities
Daredevil (20p)
Dirty Fighter (15p)
Fast Mover (15p)
Fire King (10p)
Escape! (50p)
Heroic Surge! (30p)*
Jumpball Player! (20p)*
Last Breath! (20p)
Lucky! (15p)
Protagonist! (20p)
Rallying Cry (10p)
Stay frosty (25p)
True Grit (50p)*
Veteran Trooper (10p)

Training
Artillery Corps (30p)
Caleb Bond (25p)*
Close Combat Expert (15p)
Combat Drop Veteran (30p)
Computer Training (20p/Enhanced 30p)
Demolitions Training(20p)*
Engineer Training (25p)*
Fleet Liason (25p)
Marksman (20p)
Medic Training (15p)*
Heavy Weapons Training (25p)
Tunnel Fighter (15p)

Psychic Talents
Advanced Senses (30p)
Alertness (20p)
Block Psychic Talent (-)
Call of Agony (20p)
Conceal (30p)
Confuse (30p)
Sense Presence (40p/Enhanced 60p)
Tremor (40p/Enhanced 60p)

Great Potential (0->2 20p/2->4 30p/4->6 50p)


Hide Mind (20p/Enhanced 50p)

Heroic Traits marked with an asterisk (*) may not be taken by models in Marauder suits.
Those marked with an exclamation mark (!) may only be used once per game.
Qualities

Daredevil (+20 points)


The model is well accustomed to performing daredevil antics when the situation demands it, often opening fire
perilously close to friends. When creating a Fire Zone, this model may ignore any friendly model for the purpose of
allocating Damage Dice – no dice at all are placed on friendly models as the daredevil’s shots just whistle straight past.
This trait may not be used with LZ(X) weapons, unless using direct fire. May never be used with Atomic weapons.

Dirty Fighter (+15 points)


Whether skilled in martial arts or just mean as hell, the model is a fiend in close combat, skilfully avoiding the attacks
of his enemies to launch his own lethal counters. The model gains the Parry trait.

Escape! (50 points)


Either having hard-earned experience or a vague form of psychic foresight the model can see it's death aproaching and
has escaped in the last moment for more than one time. Escape! must be announced before damage dice are rolled.
If the model is about to be hit by a normal attack (close combat, shooting) it instead flinches D6” in a random direction
and ignores the attack completely. If hit by an LZ(X) weapon it is placed beyond the nearest rim of the template, if
capable of getting there in any way (i.e. if the model has jump/12” it is able of moving 12” for the purposes of escape,
wether it is actually readied or not) and is not hit by the attack at all. Yes, this also works with Atomic weapons.
Escape! does not work against psychic attacks.

Fast Mover (+15 points)


Part of being a hero is getting to the right place at the right time. The hero gains +1” to his Move characteristic and any
special movement mode he is capable of.

Fire King (+10 points)


The model excels in fast, accurate direction of fire. The Squad this model is attached to may create two firezones
without loosing any attack dice.

Heroic Surge! (+30 points)


The model can draw on superhuman reserves of determination, giving his all when it would seem impossible he has any
more to give. Once per game, the model can take one extra action in its turn (for a total of three actions). Other models
in the same unit do not join him in taking this extra action.

Jumpball Player! (+20 points)


A popular sport won by speed, aggression and agility, jumpball makes good training for any soldier. Once per game,
the model can add +2 to any dodge saves he has to make for the duration of any turn. If a dodge save is made
successfully, the model can be immediately moved in any direction up to 6”. This free movement may only be
performed once in a turn. This Heroic Trait may not be used by models in Grizzly/Griffon Exosuits or Marauders.

Last Breath! (+20 points)


Facing his inevitable death the model takes all his powers to perfome one last heroic action.
If the model is about to be removed as a casualty it may immediately take one last action (even if acting out of
sequence) before it is truly removed from the battlefield.

Lucky! (+15 points)


The model is nothing but extraordinary lucky. Once per game it may completely reroll any one dice roll.

Protagonist! (+20 points)


The model has enough good sense to save his best until it’s needed the most. Once per game, the model can make any
action or reaction as if he had taken a Ready action, allowing special movement modes or Ready weapons to be used,
for example.

Rallying Cry (+10 points)


The model has a tremendous presence on the battlefield. His men will not give an inch in combat and would rather die
where they stand. All models within his command range may choose not to flinch if they would have to.

Stay Frosty (+25 points)


The model has an uncanny sense of when and where the enemy will strike next. The hero can react on if an enemy unit
completes an action within 12” of him rather than the usual 10”.
True Grit (+50 points)
The model is as tough as nails. Increase the model’s Target and Kill values by one (so a model with Target 4+ and Kill
7+ would become Target 5+ and Kill 8+). Models in Exosuit armour or a Marauder may not choose this Heroic Trait.

Veteran Trooper (+10 points)


A survivor of a hundred battles there is few that daunts this model. He's a Veteran, familiar with having to get by
without being told what to do. When out of command due to the death of a unit leader, a unit containing this model will
loose only one action, before the experienced member places himself (or someone else) in charge who becomes the new
unit leader.

Training

Artillery Corps (+30 points)


Days spent learning about trajectories, muzzle velocities and wind effects can pay off surprisingly on the battlefield.
The model and any models from the unit he is with can re-roll one of the deviation dice for scatter when using Artillery
fire.

Close Combat Expert (+15 points)


Having drilled long and hard in combat training, the model is a force to be reckoned with when fighting at close
quarters. He may re-roll any of his Close Combat damage dice when he takes a Charge action.

Combat Drop Veteran (+30p)


The model is an experienced soldier of hundreds of airborne missions and has learned to quickly respond to any
situation on the ground. When entering the battlefield with a Drop Capsule the model may execute a ranged or close
combat attack at the end of it's move (land) movement. This counts as part of the move (land action).

Computer Training (+20 points, Enhanced +30 points)


The Model gains a +2 bonus to it's Hacker trait.
Enhanced: The Model gains a +4 Bonus to it's Hacker trait.

Demolitions Training (+20 points)


It is all about the right spots to hit. A model with Demolitions Training who plants a Remote weapon my reroll any
damage dice rolled when it is triggered.

Engineer Training (+25 points)


With the technical advancement of modern weaponry and armour, some basic training of engineering principle is
essential for even the lowest grunt. Even more specialised training is often a prerequisite for command. By taking a read
action, a model with Engineer Training can repair one hit of damage on a multihit model within it's point blank range on
a D6 roll of 3+.
This trait my not be used by models in Marauder Suits.

Fleet Liaison (+20 points)


The Trooper has undergone some level of training with the Fleet. He is able to speak their language and guide them
accurately on to a target. During the Air Phase, this model can assist Air units.
Air units may halve their deviation result when bombing an area the model with Fleet Liason has Line of Sight to.
Missiles need guidance of a model with Fleet Liaison in order to attack ground targets.

Heavy Weapon Training (+25p)


The model is familiar with the use of squad support platforms. If he places a Micro-Support Platform with a ready
action he may fire the weapon mounted on it as part of this ready action.

K9 Corps (+20 points)


The model has undergone training and bonding with a K9 neodog, enabling him to use its superior senses to scout at a
distance. The model gains a K9 Neodog model as a companion.

Type Size Move Close Combat Target Save Kill Traits


Neodog 1 6” 2xD6 4+ -/2+ 5+ Advanced Senses (10”), Retaliate, Stealthy
(4), Shoot on the run
The Neodog is armed with a Trech Sweeper Laser.
Caleb Bond: The model can make a reaction when an enemy completes an action within 10” of his Neodog. If the
Neodog is removed as a casualty the model is so traumatised, he is removed as a casualty too. If the model is removed
as a casualty, the Neodog must be removed as well.

This trait may not be used by models in Marauder suits.

Marksman (+20 points)


There is nothing deadlier than this model and a loaded weapon. His accuracy with a ranged weapon is phenomenal and
there is no enemy safe from his sights. The model may re-roll any one (1) of his Damage Dice in a Shoot action unless
he is using Artillery fire.

Medic Training (+15 points)


Medical science has reached a point where almost any patient can survive if he can be brought to a suitable facility. If a
friendly model (that does not have the Hits trait) within 6” is about to be removed as a casualty for failing a save, you
may move the medic into contact with the downed model immediately to keep it in play. Models about to be removed
for other reasons (such as having their Kill score beaten by an attack) may not be rescued in this way. The medic and
his patient may not move or take actions. Roll a D6 at the beginning of each subsequent turn.

1 -Despite the medic’s best efforts, the model is removed as a casualty.


2 -The patient needs more care and may not take actions. If the game ends with a model in this state and the medic still
in contact with it, the model does not count as a casualty. If the medic takes any actions the patient is removed as a
casualty.
3-6 - The medic stabilises the patient to the point where he can fight on. Both models can take actions again.

This trait may not be used by or at models in Marauder armour.

Standard Bearer (+30 points)


Holding the platoon’s, company’s or even regiment’s flag aloft for all to see, a color sergeant (as the Trooper taking
this trait becomes officially known as) acts as a focal point on the battlefield. So long as the color sergeant remains in
Line of Sight, an out of command Mobile Infantry unit may always take two actions, as long as at least one is a Move
action, and that any Move actions are made directly towards the color sergeant at maximum movement speed.
Any out of command unit that reaches the command radius of the colour sergeant may immediately join him and
become part of his unit.
The Color Sergeants gains the Specialist trait (if he does not possess it anyway).

Tunnel Fighter (+15 points)


The model and the unit it is attached to gain the subterrain trait.

Psychic
Advanced Senses (Psychic, +30p)
Range: self, passive
Target: self
Blockable: yes

The model gains the Advances Senses (10”) trait. Note that this trait can be blocked as it is a psychic power, not a trait
the model normally posesses.

Alertness (Psychic; +20 points)


Range: self, passive
Target: self
Blockable: yes

The telepath conveys a sense of danger to nearby units, warning them of attack. Nominate one friendly unit within 6”
after the model has completed any actions. That unit may react to an enemy completing actions within 12”, rather than
the normal 10” until the Mobile Infantry’s next turn.

Block Psychic Talent (Psychic; automatic)


Range: 24“, no LoS, passive
Target: Any unit targeted by a psychic talent
Blockable: no

Summoning great reserves of mental power, the model attempts to befuddle the mind of enemy psychics, causing their
talents to go awry.
This power may be used for free whenever a unit within 24” is targeted by a psychic talent. Both players roll a D10 and
add their Psyker Value to the result. If the blocking model rolls equal or higher than it's opponent, then the talent is
completely nullified and has no effect.
Block Psychic Talent may be used any number of times during one turn but for each additional attempt during the same
turn the result of the caster's D10 is reduced by one.

Call of Agony (Psychic, +30 points)


Range: 20”, LoS, active
Target: self
Blockable: yes

The psychic model attempts to flood the enemy's mind and body with waves of horrible pain.
Call of Agony is treated as a ranged attack, that ignores armour and dodge saves.

Type, Range, Damage, Traits


Call of Agony, 20”, D6, LoS

Conceal (Psychic; +30 points)


Range: self, passive
Target: self
Blockable: yes

The model can attempt to lull the senses and distract enemies so that they miss the obvious. The model and the unit he
is within gain the stealthy (2) trait.

Confuse (Psychic; +30 points)


Range: 36”, LoS, active
Target: Arachnid tunnel entrance of any kind
Blockable: yes

One of the most dangerous talents yet developed, the telepath enters the mind of the bug menace, disrupting their
distributed intelligence and disorienting the creatures. Nominate a tunnel entrance within 36”. The model confuses the
Arachnid’s into losing their way, or thinking the connecting tunnels are much narrower than they are, or that they are no
longer open. The tunnel entrance in question has the maximum number and size of models that may exit the tunnel
halved (rounding down) until the Mobile Infantry’s next turn.

Sense presence (Psychic, +40 points, Enhanced +60 points)


Range: self, passive
Target: self
Blockable: yes

The model can react on Alert Status if an enemy unit completes an action within 10+D6” of him. Make a roll for the
model's sensing distance each time a reaction could be triggered (for example if an enemy completes an action within
16”). If the model can react any friendly models within it's command range can react too.
Enhanced: Re-roll the D6 if desired.

Tremor (Psychic, +40 points, Enhanced +60 points)


Range: self, active
Target: self
Blockable: yes

The model creates a resonant harmonic in the ground, dislodging opponents and potentially damaging tunneling
creatures. Any model within 6” must flinch away from the model using this talent. Any units represented by tunnel
markers within 12” suffer one D6 damage, just as if the tunnel marker itself had suffered a hit.
Enhanced: The model roles 2D6 damage against units represented by tunnel markers.

Warning (Psychic; +40 points, Enhanced +50 points)


Range: self, passive
Target: self
Blockable: yes

Add +1 to any saves (armour or dodge) that are made by the model.
Enhanced: The model may apply this bonus to any friendly models within 6” if desired. Every time the model uses this
option he must roll a D6. On a 4+ he model takes a hit, representing the additional risk and mental strain the model is
undertaking when trying to protect others.

The following two talents do never count against the maximum limit of points a model can take heroic traits for:

Great Potential
The model shows extraordinary psychic capabilities. It gains a bonus of +2 on it's Psyker Value.
The Cost depends on the basic Psyker value.

Psyker +0 -> +2 = 20 points


Psyker +2 -> +4 = 30 points
Psyker +4 -> +6 = 50 points

Hide Mind (+20 points, Enhanced +50 points)


The model is an expert in hiding it's presence from other psykers and in withstanding mental attacks.
The models may stack a +2 bonus to his Psyker Value when defending against an attack via Mind War.
Enhanced: The bonus increases to +4.

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