Vostroyan Firstborn
Composition
A VOSTROYAN FIRSTBORN KillTeam is composed of:
1 VOSTROYAN SERGEANT operative with the following:
- Relic Laslock; Integrated Bardiche
- Bolt Pistol; Power Sabre
- Plasma Pistol; Power Sabre
8 VOSTROYAN FIRSTBORN operatives selected from the following list:
- VOSTROYAN GUNNER with fists and arc rifle
- VOSTROYAN GUNNER with fists and grenade launcher
- VOSTROYAN GUNNER with fists and flamer
- VOSTROYAN GUNNER with fists and plasma gun
- VOSTROYAN MEDIC
- VOSTROYAN VOX-OPERATOR
- VOSTROYAN TROOPER
- TECH-PRIEST ENGINSEER
- FULGURITE ELECTRO-PRIEST
- CORPUSCARII ELECTRO-PRIEST
4 VOSTROYAN FIRSTBORN operatives selected from the following list:
- VOSTROYAN KOMISARZ (counts as two selections)
- VOSTROYAN OGRYN (counts as two selections)
- KATAPHRON BREACHER (counts as two selections)
- KATAPHRON DESTROYER (counts as two selections)
- VOSTROYAN TROOPER
Other than TROOPER operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Omnissiah’s Blessing:
You start the battle with a pool of 10 Machine points.
Each time a friendly ASTRA MILITARUM operative makes a shooting attack, or a friendly ADEPTUS MECHANICUS operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can spend 1 (And only one per action) Machine point to turn a failed dice to a normal success (you cant use Machine points on weapon that can only do critical rolls ex. Weapon's Hit 5+ and it has Lethal 5+ Rule).
Losing harmony with the Mechanicus:
If this operative is incapacitated and removed from the killzone you lose 2 Machine Point.
Fanatical Devotion:
Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.
Voltagheist Field:
Whenever an operative is shooting a friendly VOSTROYAN FIRSTBORN operative that’s within 4" of this operative, you can re-roll one of your defence dice.
Heavy Battle Servitor:
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
Mindlock:
Whenever this operative is activated, if it’s visible to and within 3" of another friendly VOSTROYAN FIRSTBORN operative (excluding SERVITOR) or vice versa, add 1 to this operative’s APL stat until the end of that activation.
Vostroyan Sergeant
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic Laslock | |||
| Mobile (Lethal 5+) | 4 | 3+ | 2/4 |
| Stationary (Hvy(Dash), Lethal 5+) | 4 | 3+ | 3/5 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 4+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 4+ | 4/5 |
| Integrated Bardiche | 4 | 4+ | 4/5 |
| Power Sabre (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Honoured DuellistLead By ExampleOmnissiah’s BlessingRetrieve RelicVostroyan Komisarz
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laslock Pistol | |||
| Mobile (Rng 8") | 4 | 3+ | 2/3 |
| Stationary (Hvy(Dash), Rng 8") | 4 | 3+ | 3/4 |
| Power Sabre (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aura of DisciplineOmnissiah’s Blessing1AP: Summary ExecutionVostroyan Ogryn
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripper Gun (Rng 8", Punishing) | 4 | 4+ | 4/5 |
| Bayonet | 4 | 3+ | 4/5 |
Abilities
Bayonet ChargeBruteOmnissiah’s BlessingSlow-WittedVostroyan Standard Bearer
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laslock pistol | |||
| Mobile (Rng 8") | 4 | 3+ | 2/3 |
| Stationary (Hvy(Dash), Rng 8") | 4 | 3+ | 3/4 |
| Sabre | 4 | 4+ | 4/5 |
Abilities
Omnissiah’s BlessingRegiment StandardVostroyan Vox-Operator
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laslock | |||
| Mobile | 4 | 4+ | 2/3 |
| Stationary (Hvy(Dash)) | 4 | 3+ | 3/4 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Omnissiah’s Blessing1AP: SignalVostroyan Medic
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laslock | |||
| Mobile | 4 | 4+ | 2/3 |
| Stationary (Hvy(Dash)) | 4 | 3+ | 3/4 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Medic!1AP: MedikitOmnissiah’s BlessingVostroyan Gunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arc Rifle (Prc1, Stun) | 4 | 4+ | 4/5 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Prc1) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Omnissiah’s BlessingVostroyan Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laslock | |||
| Mobile | 4 | 4+ | 2/3 |
| Stationary (Hvy(Dash)) | 4 | 3+ | 3/4 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Group ActivationOmnissiah’s BlessingTech-Priest Enginseer
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic Laspistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
| Omnissian axe (Lethal 5+, Shock) | 4 | 4+ | 5/6 |
| Servo-arm (Severe, Shock) | 4 | 3+ | 3/4 |
Abilities
2AP: Canticles of the OmnissiahLosing harmony with the MechanicusOmnissiah’s Blessing1AP: Servo RepairsFulgurite Electro-Priests
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Electroleech stave (Shock, Brutal) | 4 | 3+ | 3/5 |
Abilities
Fanatical DevotionLosing harmony with the MechanicusOmnissiah’s BlessingVoltagheist FieldCorpuscarii Electro-Priests
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Electrostatic gauntlets (Rng 7", Seek Light, Stun, Dev1) | 4 | 4+ | 3/3 |
| Electrostatic gauntlets (Shock) | 4 | 3+ | 4/4 |
Abilities
Fanatical DevotionLosing harmony with the MechanicusOmnissiah’s BlessingVoltagheist FieldKataphron Breacher
A 1
M 5"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Arc Rifle (Hvy(Dash), Prc1, Stun) | 5 | 4+ | 4/6 |
| Torsion cannon | |||
| Focused (Hvy(Dash), Rnd) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), Rnd, Tor1") | 4 | 4+ | 4/5 |
| Servo-Claw | 3 | 4+ | 4/5 |
Abilities
1AP: Breaching CommandHeavy Battle ServitorLosing harmony with the MechanicusMindlockOmnissiah’s BlessingKataphron Destroyer
A 1
M 5"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cognis flamer (Rng 6", Sat, Tor2") | 4 | 2+ | 3/4 |
| Plasma culverin | |||
| Standard (Blast 2", Hvy(Dash), Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Blast 2", Hvy(Dash), Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Heavy grav-cannon (Hvy(Dash), Prc1, *Grav) | 4 | 3+ | 4/5 |
| Phosphor blaster (Blast 2", Hvy(Dash), Severe) | 4 | 4+ | 3/5 |
| Servo-Claw | 3 | 4+ | 4/5 |
Abilities
*GravHeavy Battle ServitorLosing harmony with the MechanicusMindlockOmnissiah’s BlessingToschenko Armour
Improve the Save Stat of your friendly LEADER operative by 1.
Flasks of Rahzvod
Once per turning point, when a friendly ASTRA MILITARUM operative (excluding OGRYN) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, for the rest of this turning point normal Dmg of 3+ inflicts 1 less damage on that friendly operative.
If you use this on the same operative twice worsen the Hit stat of that operative’s weapons by 1 for the rest of the battle due to being drunk.
Copy of Treatis Elatii
Once per turning point, a friendly SERGEANT or friendly KOMISARZ operative can perform the following unique action:
SAINT NADALYA'S BENEDICTION (1AP): For the rest of this turning point whenever a friendly ASTRA MILITARUM operative is within 3" of this operative, that friendly operative's weapons have the Severe weapon rule.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
This operative cannot perform this action while within control range of an enemy operative.
Servitor Lynx
Once per battle, when a friendly VOSTROYAN FIRSTBORN operative is fighting or retaliating, use this equipment. Until that enemy operative is no longer within this operative’s control range, worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform the Fall Back action.
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: Firstborn Pride
Use this firefight ploy when a friendly ASTRA MILITARUM operative (excluding LEADER) within 6" of a friendly SERGEANT or friendly STANDARD BEARER operative is shooting, fighting or retaliating, for this Roll Attack Dice Step you get a free Machine Point that must be spent in this shoot action or is lost.
Firefight: Litany of the Electromancer
Use this firefight ploy when a friendly ELECTRO-PRIEST operative is activated, roll a D6 for each Visible enemy operative within 6" of this operative. On a roll of 6 the enemy suffers D3 damage.
You can spend 1 Machine point to turn a failed dice roll to a success (you can only spend 1 Machine point).
Firefight: Repel the Enemy!
Use this firefight ploy when a friendly VOSTROYAN FIRSTBORN operative (excluding SERVITOR) is retaliating, if it wasn’t within control range of enemy operatives at the start of the current turning point. You can shoot one of its ranged weapons as a melee weapon attack (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot parry during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.
Firefight: Look Out Sir!
Use this firefight ploy when a friendly VOSTROYAN FIRSTBORN operative is selected as the valid target of a Shoot action. Select one friendly TROOPER operative visible to and within 2" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly TROOPER operative is only in Cover if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Strategy Ploys
Strategy: Incantation of the Iron Soul
Earn D3 Machine Points.
Strategy: Chant of the Remorseless Fist
Whenever a friendly VOSTROYAN FIRSTBORN operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.
Add 1 to both Dmg stats of friendly VOSTROYAN FIRSTBORN operatives' melee weapons.
Strategy: Heirloom Weapons
Whenever a friendly VOSTROYAN FIRSTBORN operative is shooting using a Ranged weapon, increase its Range by 2" for this turning point.
Strategy: The Steel Armorial
You can only use this Strategy Ploy in the first turning point. If you selected one of the following equipments: Utility Grenade, Explosive Grenade, Ladders.
You may pick one of these Equipments and increase the number of its uses by 1.
(For example: UTILITY GRENADE (x2) becomes UTILITY GRENADE (x3) for the battle).
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
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.
Equipment
Toschenko Armour:
Improve the Save Stat of your friendly LEADER operative by 1.
Flasks of Rahzvod:
Once per turning point, when a friendly ASTRA MILITARUM operative (excluding OGRYN) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, for the rest of this turning point normal Dmg of 3+ inflicts 1 less damage on that friendly operative.
If you use this on the same operative twice worsen the Hit stat of that operative’s weapons by 1 for the rest of the battle due to being drunk.
Copy of Treatis Elatii:
Once per turning point, a friendly SERGEANT or friendly KOMISARZ operative can perform the following unique action:
SAINT NADALYA'S BENEDICTION (1AP): For the rest of this turning point whenever a friendly ASTRA MILITARUM operative is within 3" of this operative, that friendly operative's weapons have the Severe weapon rule.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
This operative cannot perform this action while within control range of an enemy operative.
Servitor Lynx:
Once per battle, when a friendly VOSTROYAN FIRSTBORN operative is fighting or retaliating, use this equipment. Until that enemy operative is no longer within this operative’s control range, worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform the Fall Back action.
Ploys
Firefight - Firstborn Pride:
Use this firefight ploy when a friendly ASTRA MILITARUM operative (excluding LEADER) within 6" of a friendly SERGEANT or friendly STANDARD BEARER operative is shooting, fighting or retaliating, for this Roll Attack Dice Step you get a free Machine Point that must be spent in this shoot action or is lost.
Firefight - Litany of the Electromancer:
Use this firefight ploy when a friendly ELECTRO-PRIEST operative is activated, roll a D6 for each Visible enemy operative within 6" of this operative. On a roll of 6 the enemy suffers D3 damage.
You can spend 1 Machine point to turn a failed dice roll to a success (you can only spend 1 Machine point).
Firefight - Repel the Enemy!:
Use this firefight ploy when a friendly VOSTROYAN FIRSTBORN operative (excluding SERVITOR) is retaliating, if it wasn’t within control range of enemy operatives at the start of the current turning point. You can shoot one of its ranged weapons as a melee weapon attack (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot parry during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.
Firefight - Look Out Sir!:
Use this firefight ploy when a friendly VOSTROYAN FIRSTBORN operative is selected as the valid target of a Shoot action. Select one friendly TROOPER operative visible to and within 2" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly TROOPER operative is only in Cover if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Strategic - Incantation of the Iron Soul:
Earn D3 Machine Points.
Strategic - Chant of the Remorseless Fist:
Whenever a friendly VOSTROYAN FIRSTBORN operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.
Add 1 to both Dmg stats of friendly VOSTROYAN FIRSTBORN operatives' melee weapons.
Strategic - Heirloom Weapons:
Whenever a friendly VOSTROYAN FIRSTBORN operative is shooting using a Ranged weapon, increase its Range by 2" for this turning point.
Strategic - The Steel Armorial:
You can only use this Strategy Ploy in the first turning point. If you selected one of the following equipments: Utility Grenade, Explosive Grenade, Ladders.
You may pick one of these Equipments and increase the number of its uses by 1.
(For example: UTILITY GRENADE (x2) becomes UTILITY GRENADE (x3) for the battle).
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
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.