Craftworld Guardians
Composition
A CRAFTWORLD GUARDIANS KillTeam is composed of:
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1 CRAFTWORLD GUARDIANS VETERAN operative from the following list:
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DEFENDER VETERAN
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STORMBLADE VETERAN
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1 CRAFTWORLD GUARDIANS PLATFORM operative from the following list:
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HEAVY WEAPON PLATFORM with one of the following options:
- Aeldari Missile Launcher
- Bright Lance
- Scatter Laser
- Shuriken Cannon
- Star Cannon
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SERPENT'S SCALE PLATFORM
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7 CRAFTWORLD GUARDIANS operatives from the following list:
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STORMBLADE with one of the following options:
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Shuriken Pistol; Chainsword
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Shuriken Pistol; Blade
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DEFENDER
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DEFENDER PLATFORM CONTROLLER
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STORMBLADE GUNNER with Aeldari Flamer; Gun butt
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STORMBLADE GUNNER with Fusion Gun; Gun butt
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STORMBLADE ADEPT
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Other than DEFENDER and STORM GUARDIAN operatives, your kill team can only include each operative on this list once.
FACTION RULES
TACTICAL MANEUVERS - Every other Turning Point, before determining Initiative, choose Storm Tactics or Defence Tactics. Every Turning Point, as a Strategic Gambit, choose a Maneuver under your current Tactics for the turning point.
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Storm Tactics Maneuvers
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Fleetfoot - Each friendly CRAFTWORLD GUARDIANS operative can perform a free Dash action during its activation.
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Flurry of Cuts - Each friendly CRAFTWORLD GUARDIANS operatives' melee weapons have the Balanced weapon rule.
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Acrobatics - Each friendly CRAFTWORLD GUARDIANS operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).
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Defence Tactics Maneuvers
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Fleetfoot - Each friendly CRAFTWORLD GUARDIANS operative can perform a free Dash action during its activation.
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Shuriken Panopoly - Each friendly CRAFTWORLD GUARDIANS operative's Shuriken weapons have the Balanced weapon rule.
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Gain Control - Whenever determining control of a marker, treat friendly CRAFTWORLD GUARDIANS operatives' APL stats as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this. Up to three times this turning point, friendly CRAFTWORLD GUARDIANS operatives can perform, Pick Up, Place Marker, and Mission Actions for 1 less AP.
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Common Abilities and Options
Aeldari Platform:
- This operative can't be activatated unless another friendly CRAFTWORLD GUARDIAN operative is within control range of it.(Or 3," at the beginning of its activation, in the case of the PLATFORM CONTROLLER operative.)
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If this operative performs a Reposition action, choose another friendly CRAFTWORLD GUARDIAN operative within its control range (or within 3" in the case of a DEFENDER PLATFORM CONTROLLER). If you chose a friendly DEFENDER PLATFORM CONTROLLER operative, you can ignore the following: That friendly operative must move with this operative. At the end of the move, that friendly operative must be placed within control range of this operative. If that friendly operative can't be placed within its control range, the move can't be done and action points are refunded. That friendly operative cannot perform the reposition action for the rest of the turning point and if it performs a Charge later in the turning point, it can only move up to 3".
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This operative provides light cover for other friendly CRAFTWORLD GUARDIAN operatives.
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This operative's APL stat cannot be changed.
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Whenever determining control of an objective marker, treat this operative's APL stat as 1 lower.
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When determining what's visible to this operative, the fixture above the disc (excluding gun barrels) is its head.
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This operative cannot use any weapons or equipment that are not on its datacard.
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This operative can perform the Fall Back action for 1AP.
Ram (1AP):
If another friendly CRAFTWORLD GUARDIANS operative is within its control range(or within 3" in the case of a friendly DEFENDER PLATFORM CONTROLLER operative), this operative can perform a free Charge action. At the end of its movement, it deals D3+2 damage to up to two enemy operatives within its control range.
Reinforced Wraithbone Panels:
Whenever an enemy operative fights this operative, each time that enemy operative retains a normal success roll a D6. On a 5+, halve the Dmg dealt to this operative(rounding up) to a minimum of 2. (This abilty does not affect critical damage.)
Craftworld Veteran:
This operative can perform a 1 AP action for free during its activation.
FACTION RULES:
TACTICAL MANEUVERS - Every other Turning Point, before determining Initiative, choose Storm Tactics or Defence Tactics.
Every Turning Point, as a Strategic Gambit, choose a Maneuver under your current Tactics for the turning point.
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Storm Tactics Maneuvers
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Fleetfoot - Each friendly CRAFTWORLD GUARDIANS operative can perform a free Dash action during its activation.
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Flurry of Cuts - Friendly CRAFTWORLD GUARDIANS operative's melee weapons have the Balanced weapon rule.
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Acrobatics - Friendly CRAFTWORLD GUARDIANS operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).
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Defence Tactics Maneuvers
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Fleetfoot - Each friendly CRAFTWORLD GUARDIANS operative can perform a free Dash action during its activation.
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Shuriken Panopoly - Friendly CRAFTWORLD GUARDIANS operative's Shuriken weapons have the Balanced weapon rule.
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Gain Control - Whenever determining control of a marker, treat friendly CRAFTWORLD GUARDIANS operatives' APL stats as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this. Up to three times this turning point, friendly CRAFTWORLD GUARDIANS operatives can perform, Pick Up, Place Marker, and Mission Actions for 1 less AP.
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Tactical Pivot (1AP):
Once per battle, if the current tactics are Defence Tactics, change it to Storm Tactics then choose a new Maneuver for the rest of the Turning Point.
This resets your tactics choice so you cannot change tactics until the turning point after the next.
Heavy Weapon Platform
A 2
M 5"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeldari Missile Launcher | |||
| Sunburst (Blast 2") | 5 | 3+ | 3/5 |
| Starshot (Piercing 1) | 4 | 3+ | 5/6 |
| Bright Lance (Piercing 2) | 4 | 3+ | 6/7 |
| Scatter Laser (Ceaseless, Torrent 2") | 5 | 3+ | 4/5 |
| Shuriken Cannon (Lethal 5+, Rending) | 6 | 3+ | 3/5 |
| Star Cannon (Piercing 1, 1" Devastating 2) | 4 | 3+ | 5/5 |
| None | - | - | - |
Abilities
Aeldari PlatformHeavy Weapon Platform1AP: RamReinforced Wraithbone PanelsSerpent's Scale Platform
A 2
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| None | - | - | - |
Abilities
Aeldari PlatformDistortion Field1AP: RamReinforced Wraithbone PanelsShield Platform1AP: Shield ProjectionStormblade Veteran
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Craftworld VeteranFACTION RULES1AP: Tactical PivotDefender Veteren
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Rending) | 4 | 3+ | 3/4 |
| Gun butt | 4 | 3+ | 2/3 |
Abilities
Craftworld VeteranFACTION RULES1AP: Tactical PivotStormblade
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Chainsword (Rending) | 4 | 3+ | 4/5 |
| Blade | 4 | 3+ | 4/6 |
Defender
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Rending) | 4 | 3+ | 3/4 |
| Gun butt | 3 | 3+ | 2/3 |
Stormblade Gunner
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeldari Flamer (Rng 8", Torrent 2") | 6 | 2+ | 3/3 |
| Fusion Gun (Rng 6", Devastating 3, Piercing 2) | 4 | 3+ | 5/3 |
| Gun butt | 3 | +3 | 2/3 |
Defender Platform Controller
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Rending) | 4 | 3+ | 3/4 |
| Gun butt | 3 | 3+ | 2/3 |
Abilities
1AP: Activate PlatformRemote Platform ControlStormblade Adept
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Chainsword and Blade (Ceaseless, Rending) | 4 | 3+ | 4/6 |
Abilities
Dual WieldingExtra Platform Controls
Once per turning point, a friendly CRAFTWORLD GUARDIANS operative (excluding PLATFORM operatives) can perform the following action:
1AP Activate Platform - After this operative is expended, you can immediately activate a visible, ready, friendly PLATFORM operative. After your friendly PLATFORM operative is expended, your opponent activates their next operative as normal. This operative cannot perform this action while within control range of an enemy operative.
Wraithbone Talisman
Once per turning point, when a friendly CRAFTWORLD GUARDIANS operative is shooting, fighting, or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Scatter Shurikens
Once per turning point, when a friendly CRAFTWORLD GUARDIANS operative performs a Shoot action, that operative's Shuriken weapons have the Torrent 1" weapon rule.
Restoratives
Once per turning point, a friendly CRAFTWORLD GUARDIANS operative (excluding PLATFORM operatives) can perform the following action:
1AP Inject Stimms - Select one friendly CRAFTWORLD GUARDIANS operative within this operative’s control range (excluding PLATFORM operatives) to regain up to D3+2 lost wounds. This operative cannot perform this action while within control range of an enemy operative.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Soul Stone Recovery
Use this firefight ploy when a friendly CRAFTWORLD GUARDIANS operative would be incapacitated and only once per battle. Before that operative is removed from the kill zone, place a Soul Stone token in its control range. Friendly CRAFTWORLD GUARDIANS operatives may perform the Pick Up and Place Marker actions on that token. At the end of the battle, if a friendly operative controls or is holding that token or it is in your drop zone, your opponent's number of incapacitated enemy operatives for their kill op is treated as being one less.
Firefight: Nimble Escape
Use this firefight ploy when you activate a friendly operative that's in control range of an enemy operative. That friendly operative can perform the Fall Back action for 1 less AP.
Firefight: Second Wind
Use this when a friendly CRAFTWORLD GUARDIANS operative has performed both a Fight and Charge action during its activation. If that Charge was 7" or less, it can perform another free Fight action.
Firefight: Locked on Target
Use this when you activate a friendly CRAFTWORLD GUARDIANS operative (excluding the HEAVY WEAPONS PLATFORM). As long as that operative does not move during its activation, it can perform two Shoot actions if one of those shoot actions is with a Shuriken weapon.
Strategy Ploys
Strategy: Will to Duel
Friendly STORMBLADE operatives' melee weapons have the Ceasless weapon rule. If they already have Ceasless, they have Relentless instead.
Strategy: Familiar Ground
Whenever a friendly CRAFTWORLD GUARDIANS operative that's in your territory and in cover becomes the target of a Shoot action, you can re-roll one defence die.
Strategy: Blade Dance
The first time a friendly LEADER or STORMBLADE operative moves within control range of an enemy operative this turning point, inflict D3+1 damage on that enemy operative.
Strategy: Craftworld Defenders
Whenever a friendly CRAFTWORLD GUARDIANS operative shoots or retalliates against an enemy operative that is wholly within your territory, that friendly operative's ranged weapons have the Lethal 5+ weapon rule.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Extra Platform Controls:
Once per turning point, a friendly CRAFTWORLD GUARDIANS operative (excluding PLATFORM operatives) can perform the following action:
1AP Activate Platform - After this operative is expended, you can immediately activate a visible, ready, friendly PLATFORM operative. After your friendly PLATFORM operative is expended, your opponent activates their next operative as normal. This operative cannot perform this action while within control range of an enemy operative.
Wraithbone Talisman:
Once per turning point, when a friendly CRAFTWORLD GUARDIANS operative is shooting, fighting, or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Scatter Shurikens:
Once per turning point, when a friendly CRAFTWORLD GUARDIANS operative performs a Shoot action, that operative's Shuriken weapons have the Torrent 1" weapon rule.
Restoratives:
Once per turning point, a friendly CRAFTWORLD GUARDIANS operative (excluding PLATFORM operatives) can perform the following action:
1AP Inject Stimms - Select one friendly CRAFTWORLD GUARDIANS operative within this operative’s control range (excluding PLATFORM operatives) to regain up to D3+2 lost wounds. This operative cannot perform this action while within control range of an enemy operative.
Ploys
Firefight - Soul Stone Recovery:
Use this firefight ploy when a friendly CRAFTWORLD GUARDIANS operative would be incapacitated and only once per battle. Before that operative is removed from the kill zone, place a Soul Stone token in its control range. Friendly CRAFTWORLD GUARDIANS operatives may perform the Pick Up and Place Marker actions on that token. At the end of the battle, if a friendly operative controls or is holding that token or it is in your drop zone, your opponent's number of incapacitated enemy operatives for their kill op is treated as being one less.
Firefight - Nimble Escape:
Use this firefight ploy when you activate a friendly operative that's in control range of an enemy operative. That friendly operative can perform the Fall Back action for 1 less AP.
Firefight - Second Wind:
Use this when a friendly CRAFTWORLD GUARDIANS operative has performed both a Fight and Charge action during its activation. If that Charge was 7" or less, it can perform another free Fight action.
Firefight - Locked on Target:
Use this when you activate a friendly CRAFTWORLD GUARDIANS operative (excluding the HEAVY WEAPONS PLATFORM). As long as that operative does not move during its activation, it can perform two Shoot actions if one of those shoot actions is with a Shuriken weapon.
Strategic - Will to Duel:
Friendly STORMBLADE operatives' melee weapons have the Ceasless weapon rule. If they already have Ceasless, they have Relentless instead.
Strategic - Familiar Ground:
Whenever a friendly CRAFTWORLD GUARDIANS operative that's in your territory and in cover becomes the target of a Shoot action, you can re-roll one defence die.
Strategic - Blade Dance:
The first time a friendly LEADER or STORMBLADE operative moves within control range of an enemy operative this turning point, inflict D3+1 damage on that enemy operative.
Strategic - Craftworld Defenders:
Whenever a friendly CRAFTWORLD GUARDIANS operative shoots or retalliates against an enemy operative that is wholly within your territory, that friendly operative's ranged weapons have the Lethal 5+ weapon rule.
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.