Académique Documents
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6
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)
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
Training
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.
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.
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.
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.
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.
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.
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.
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.
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.