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exo-armor:start

Exo-Armor

G.U.A.R.D. has proven its facility at manufacturing powerful mechanized warriors. In addition to the larger “super mech” weapons platforms, it has unleashed a large number of smaller exo-armors to assist in flexible ground support. These mechs are extremely durable, being all but immune to explosions in their vicinity. While some of G.U.A.R.D.’s weaponry was based on preexisting designs, the heavy Monster Response Tank was created specifically to assist in encounters with gargantuan Monsters. The focused firepower of MR-Tanks exceeds all previous developments, enabling these machines to potentially damage even the greatest of Earth’s threats.


Protectors - This model may be played in any list with the Protectors agenda

Faction - G.U.A.R.D.

Model Type - Unit

Special Rules

Grunt

Hunker - This unit does not suffer damage from brawl and blast attack triggers.

Uncrushable - This model is immune to stomp power attacks.

Cost SPD DEF High Mobility
1 5 3 No
Attack Type RNG Dice Weapon Rules
Brawl 2 + 1
Blast 3 1

Elite

Commander: Exo-Armor - Allied Exo-Armor grunt units within two spaces of this unit gain +1 Boost Die when participating in brawl or blast attacks.

Hunker - This unit does not suffer damage from brawl and blast attack triggers.

Uncrushable - This model is immune to stomp power attacks.

Cost SPD DEF High Mobility
2 5 3 No
Attack Type RNG Dice Weapon Rules
Brawl 2 + 2
Blast 3 1 + 1

Strategy

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List Building

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Rules Interactions

exo-armor/start.txt · Last modified: 2023/05/02 21:52 by admin