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Humanoid in appearance, The Remnants are elven in origin. Elves historically have lived in close quarters with their source of sustenance, humans. Their prey have little idea that the elves that live amongst them “feed” on their emotions. Hundreds of years ago, elves were more akin to psychic vampires, though as human society evolved, so did the palette of the elves. The rich tapestry of complex emotions in societies domesticated the elves; no longer were they stalkers in the night. The Remnant are those elves that wish to return to the way things once were, to cast aside the comforts that they believe have ruined their societies. Returning to the hunting and trapping to prove their potency and purity, striving to undergo a ritual known as the Embrace. This ritual will cast them back in form and thought to what was.

GAMEPLAY

The Remnants are averse to modern armor making them very agile but easy to wound. This necessitates that they be patient hunters,  using hit-and-run tactics to apply the Hunter makers or Bleeding condition to models while waiting for the right moment to down a quarry. Their preternaturally high speed allows them to dictate the terms under which an encounter occurs.

KeyWords

  • Bleeding: a model hit by an attack made using a weapon with the bleeding profile gives a bleeding counter, which resolves in the end phase that they must pass a condition test to find out if it either takes one damage and removes the counter for failure or if it is passed the counter is removed. 
  • Fade: After making an attack, a model may vault up to 2” away. This ability cannot be used if the model making the attack has a floored counter. 
  • Ambush: While this model is within or in contact with terrain with the light cover or heavy terrain rule, it is also considered to be in terrain with the Obscuring rule. 

Remnant MODELS