| Melee Weapons |
|---|
| Staff of Tomorrow:
Orikan re-rolls failed To Hit roll in close combat. Wounds caused by the Staff of Tomorrow ignore armour saves. |
| Abilities |
|---|
| Lord of Time:
This ability can be used once, at the start of one of your turns. For the remainder of that turn, any unsuccessful reserve rolls must be re-rolled. |
| The Stars Are Right:
Orikan starts the game with his basic profile, as the game progresses, there is a chance that the stars will come into alignment and restore to him a portion of ancient power. Roll a D6 at the start of each of your turns. If the dice roll is less than or equal to the turn number, then the constellations have come into alignment and Orikan has unlocked a portion of celestial power. Orikan henceforth uses the 'Orikan Empowered' profile (it's still the same model). Once Orikan powers up, continue to roll a D6 at the start of each of your turns; if the result is less than or equal to the turn number, the power recedes, Orikan returns to his initial profile and no further transformation rolls are made. Wounds suffered are carried over between incarnations (which can mean that Orikan is removed as a casualty if he transforms back to his weaker incarnation). |
| Temporal Snares:
During the first game turn, all enemy units that move count as moving through difficult terrain. If they are actually moving through difficult terrain, then a unit can only move the lowest D6 results of their difficult terrain test, rather than the highest. |
| Ever-living:
If a model with this special rule is removed as a casualty, do not add a Reanimation Protocols counter to its unit. Instead place an Ever-living counter where the model was removed from play. At the end of the phase, roll for this counter, just as you would for a Reanimation Protocols counter. If the model had joined a unit when it was removed as a casualty, and the roll was passed, it must be returned to play with a single Wound, in coherency with that unit as explained in Reanimation Protocols. If the model had not joined a unit when it was removed as a casualty, it must be returned to play, with a single Wound, within 3" of the counter. In either case, the model must be placed at least 1" away from enemy models. If the model is placed in coherency with one or more friendly units that it is eligible to join, it automatically joins one of those units (your choice). If the model was locked in close combat when it 'died', and the combat is ongoing, then it must immediately pile in. If the returning model cannot be placed, for whatever reason, it is lost and does not return. If the roll was failed, remove the counter from play. |
| Independent Character:
Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in. Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit! |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Orikan the Diviner | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 10 | 4+ |
| Orikan Empowered | 5 | 5 | 7 | 7 | 4 | 4 | 4 | 10 | 4+ |
| Wargear |
|---|
| Phase Shifter:
A model with a phase shifter has a 3+ Invulnerable save. |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Transdimensional Beamer | 12" | X | - | Heavy 1, Exile Ray |