Catachan Devils
Composition
Operative Selection
1 CATACHAN DEVILS COLONEL operative with one of the following options:
- Auto shotgun; Power devil’s claw
- Plasma pistol; Power fist
9 CATACHAN DEVILS operatives selected from the following list:
- COMMANDO
- CRACKSHOT
- DEMOLITIONIST
- GRUNT
- GUNLUGGER equipped with an Autocannon and Catachan fang
- GUNLUGGER equipped with a Heavy Bolter and Catachan fang
- GUNLUGGER equipped with a Heavy Flamer and Catachan fang
- MEDIC
- PREDATOR
- SIGINT
- SLAB (counts as two selections)
- TRAILBLAZER
Other than GRUNT operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Cold Steel and Courage:
You begin each battle with your Courage, which you have until you use it. Whenever a friendly CATACHAN DEVILS operative is fighting or retaliating and you strike or block, you can use your Courage to immediately block with another attack dice (before your opponent resolves their next attack dice). Your opponent must resolve their next attack dice or the sequence must end before you may use this rule again.
Once you use your Courage, you can't use it until you gather it again. You gather your Courage:
- At the start of each Turning Point.
- Each time a friendly CATACHAN DEVILS operative performs a Charge action.
- Each time you injure or incapacitate an enemy operative.
*Venom:
In the Resolve Attack Dice step, each time you inflict damage with a critical success, the operative this weapon is being used against gains one of your Venom tokens. Operatives with a Venom token are considered injured even if they have more than less than half their starting wounds, and each time one would gain another Venom token, inflict 1 damage on it instead.
Colonel
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto shotgun (Rng 6", Ceaseless, Tor 1") | 4 | 3+ | 3/3 |
| Plasma pistol | |||
| Standard (Rng 8", Prc1) | 4 | 4+ | 3/5 |
| Supercharge (Rng 8", Hot, Prc1, Lethal 5+) | 4 | 4+ | 4/5 |
| Power devil's claw (Lethal 5+) | 5 | 3+ | 3/5 |
| Power fist (Brutal) | 4 | 4+ | 5/7 |
Abilities
Cold Steel and CourageFearless Leadership1AP: Get to the Point!Commando
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped ripper pistol (Rng 12”, Severe, *Venom) | 4 | 4+ | 3/4 |
| Night reaper (Severe, *Venom) | 5 | 3+ | 3/4 |
Abilities
*VenomCold Steel and CourageLike Fighting a ShadowLone Special OperativeCrackshot
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Rifle | |||
| Concealed (Hvy, *Concealed Position, Sil, Dev 3) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Hvy, Dev 3) | 4 | 2+ | 3/3 |
| Catachan fang | 4 | 3+ | 2/3 |
Abilities
*Concealed Position*VenomCold Steel and CourageRifle CustomizationOptions
Carbine ConversionHollow PointsFull Metal JacketKillshot ConversionPreciseSkeletonizedSilencedRipper AmmoDemolitionist
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 4+ | 2/3 |
| Hidden charges (Hvy(Dash), Blast 2”, Sat, Seek Light, Sil, Lim1) | 4 | 3+ | 2/4 |
| Catachan Fang | 4 | 3+ | 2/3 |
Abilities
1AP: BreachCold Steel and CourageGrenadierGrunt
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 4+ | 2/3 |
| Devil's claw | 5 | 3+ | 3/4 |
Abilities
Cold Steel and CourageGung-HoGunlugger
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autocannon (Hvy(Dash), Prc1, Severe) | 4 | 4+ | 5/6 |
| Heavy bolter | |||
| Focused (Hvy(Dash), PrcCrit1) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), PrcCrit1, Tor 1”) | 4 | 4+ | 4/5 |
| Heavy flamer (Rng 8”, Hvy(Dash), Sat, Tor 3”) | 5 | 2+ | 3/3 |
| Catachan fang | 4 | 3+ | 2/3 |
Abilities
Cold Steel and CouragePayback TimeMedic
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 4+ | 2/3 |
| Devil's claw | 5 | 3+ | 3/4 |
Abilities
Cold Steel and Courage1AP: Rub Some Dirt On ItWalk it OffPredator
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Knife (Lethal 5+, Venom*) | 1 | 2+ | 5/7 |
| Polearm | 4 | 3+ | 4/5 |
Abilities
*VenomCold Steel and CourageFirst BloodWeatheredSigint
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 4+ | 2/3 |
| Devil's claw | 5 | 3+ | 3/4 |
Abilities
1AP: Bait and SwitchCold Steel and Courage1AP: Signals IntelligenceSlab
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| 'Uge knife | 5 | 3+ | 4/5 |
Abilities
BruteCold Steel and CourageLoyal ProtectorSlow-WittedTrailblazer
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 4+ | 2/3 |
| Devil's claw | 5 | 3+ | 3/4 |
Abilities
Behind Enemy LinesCold Steel and Courage1AP: FlareBandoliers and Bandanas
Whenever a friendly CATACHAN DEVILS operative is shooting or being shot, you can use your Courage to re-roll one of your dice.
Envenomed Blades
Once per Turning Point, when a friendly CATACHAN DEVILS operative not equipped with a power fist is fighting or retaliating inflicts damage with a critical success, the operative it is fighting or retaliating against gains one of your Venom tokens. This can stack with the *Venom rule.
Spike Traps
Before the battle, you can set up two of your Spike Trap markers wholly within your territory and more than 2" from other markers, access points, and accessible terrain. The first time a Spike Trap marker is within an enemy operative’s control range, remove that marker, give that operative a Venom token and it ends its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so.
Underbarrel Munitions - Krak (X1)
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal. When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Frag (X1)
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal. When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Smoke (X1)
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal. When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Stun (X1)
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal. When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare 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: Beat the Grass
Use this firefight ploy when a friendly CATACHAN DEVILS operative is selected as the valid target of a Shoot action. Until the end of the Turning Point, your operative is obscured from enemy operatives further than 8” from it while it has light or heavy terrain within its control range.
Firefight: Double Time
Use this firefight ploy during a friendly CATACHAN DEVILS operative’s activation, before or after it performs an action. Until the start of its next activation, ignore modifiers to its Move stat and it may move through light and/or accessible terrain features as if they were not there, but must end those moves in a location it can be placed.
Firefight: Nothing is Over!
Use this Firefight ploy when a friendly CATACHAN DEVILS operative is incapacitated during the Fight action. You can strike the enemy operative in that sequence with one of your unresolved successes before your operative is removed from the killzone.
Firefight: Mission Accomplished
Use this firefight ploy when an enemy operative is incapacitated within 3” of a friendly CATACHAN DEVILS operative. That friendly operative can immediately perform a free Dash or Fall Back action (for the former, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.
Strategy Ploys
Strategy: Bushmasters
Until the end of the Turning Point, friendly CATACHAN DEVILS operatives can perform the Charge action while they have a Conceal order if you already had your Courage immediately before performing that action.
Strategy: Hellraisers
Until the end of the Turning Point, whenever a friendly CATACHAN DEVILS operative has an Engage order, melee weapons equipped by it have the Balanced weapon rule and each time you use your Courage to block with a normal success, it can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
Strategy: No Time to Bleed
Until the end of the Turning Point, each time you activate a friendly CATACHAN DEVILS operative that is injured, choose one:
- Gather your Courage.
- Use your Courage to have your operative regain up to D3+1 lost wounds.
Strategy: Waiting Death
When you activate the last ready friendly CATACHAN DEVILS operative this Turning Point when all others are expended, you gather your Courage, add 1 to its APL stat (to a maximum of 3), and weapons equipped by it have the Rending weapon rule until the end of the Turning Point.
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.
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
Bandoliers and Bandanas:
Whenever a friendly CATACHAN DEVILS operative is shooting or being shot, you can use your Courage to re-roll one of your dice.
Envenomed Blades:
Once per Turning Point, when a friendly CATACHAN DEVILS operative not equipped with a power fist is fighting or retaliating inflicts damage with a critical success, the operative it is fighting or retaliating against gains one of your Venom tokens. This can stack with the *Venom rule.
Spike Traps:
Before the battle, you can set up two of your Spike Trap markers wholly within your territory and more than 2" from other markers, access points, and accessible terrain. The first time a Spike Trap marker is within an enemy operative’s control range, remove that marker, give that operative a Venom token and it ends its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so.
Underbarrel Munitions - Krak (X1):
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal.
When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Frag (X1):
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal.
When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Smoke (X1):
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal.
When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Stun (X1):
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal.
When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Ploys
Firefight - Beat the Grass:
Use this firefight ploy when a friendly CATACHAN DEVILS operative is selected as the valid target of a Shoot action. Until the end of the Turning Point, your operative is obscured from enemy operatives further than 8” from it while it has light or heavy terrain within its control range.
Firefight - Double Time:
Use this firefight ploy during a friendly CATACHAN DEVILS operative’s activation, before or after it performs an action. Until the start of its next activation, ignore modifiers to its Move stat and it may move through light and/or accessible terrain features as if they were not there, but must end those moves in a location it can be placed.
Firefight - Nothing is Over!:
Use this Firefight ploy when a friendly CATACHAN DEVILS operative is incapacitated during the Fight action. You can strike the enemy operative in that sequence with one of your unresolved successes before your operative is removed from the killzone.
Firefight - Mission Accomplished:
Use this firefight ploy when an enemy operative is incapacitated within 3” of a friendly CATACHAN DEVILS operative. That friendly operative can immediately perform a free Dash or Fall Back action (for the former, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.
Strategic - Bushmasters:
Until the end of the Turning Point, friendly CATACHAN DEVILS operatives can perform the Charge action while they have a Conceal order if you already had your Courage immediately before performing that action.
Strategic - Hellraisers:
Until the end of the Turning Point, whenever a friendly CATACHAN DEVILS operative has an Engage order, melee weapons equipped by it have the Balanced weapon rule and each time you use your Courage to block with a normal success, it can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
Strategic - No Time to Bleed:
Until the end of the Turning Point, each time you activate a friendly CATACHAN DEVILS operative that is injured, choose one:
- Gather your Courage.
- Use your Courage to have your operative regain up to D3+1 lost wounds.
Strategic - Waiting Death:
When you activate the last ready friendly CATACHAN DEVILS operative this Turning Point when all others are expended, you gather your Courage, add 1 to its APL stat (to a maximum of 3), and weapons equipped by it have the Rending weapon rule until the end of the Turning Point.
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.
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.