Ghar Outcast Command Squad

Outcast Command Squad

Combat Level: Strategic

Where: Core Rulebook

Such is the nature of the Ghar that even Outcasts continue to value power, still rating their status in terms of the number of other Ghar who must answer to them. Betrayal can advance even the lowliest Outcast and if they’re lucky they may receive their own maglash and become a slave driver, a leader of sorts, to those unfortunate Outcasts beneath them.

The Outcast Maglash is a short ranged magnetic impulse weapon that can also be used in hand-to-hand fighting after the fashion of a whip. They’re not an especially common weapon amongst Antarean space, as most factions consider it unnecessarily cruel and barbaric. The magnetic field can be extended, allowing a skilled user to ‘throw’ a burst of energy a limited distance. On the table, this gives the user two hand to hand attacks.

Trooper Ag Acc Str Res Init Co Special
Outcast Slave Driver with Maglash 6 5 3 4 7 7 Leader, Hero, Command, Follow, Outcasts
2-4 Outcasts with Maglash 6 5 3 4 7 7 Outcasts

There are limitations in that a Ghar force must have at least as many Outcast Squads as Outcast command squads. The advantage the Outcast Command Squad has is that it can use its Command and Follow attributes to affect other Outcast squads: Outcasts can only accept commander benefits from those with the ‘Outcast’ attribute. The squad also allows the selection of multiple Outcast Disruptor Cannon teams and is fairly cheap in points, so can be used to useful fill in spare points allocations in larger armies when another Battle squad cannot be used.

In store