Knights of Titan
Composition
A KNIGHTS OF TITAN KillTeam is composed of:
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1 KNIGHTS OF TITAN JUSTICAR operative selected from the following list:
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TERMINATOR* JUSTICAR with one of the following options:
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Storm Bolter; Nemesis Force Weapon
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Storm Bolter; Nemesis Warding Stave
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Storm Bolter; Nemesis Falchions
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STRIKE JUSTICAR with one of the following options:
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Storm Bolter; Nemesis Force Weapon
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Storm Bolter; Nemesis Warding Stave
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Storm Bolter; Nemesis Falchions
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-
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4 KNIGHTS OF TITAN operatives selected from the following list:
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TERMINATOR* ERADICATOR
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TERMINATOR* HEAVY with one of the following options:
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Psycannon; Gun Butt
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Psilencer; Gun Butt
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Incinerator; Gun Butt
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TERMINATOR* WARRIOR with one of the following options:
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Storm Bolter; Nemesis Force Weapon
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Storm Bolter; Nemesis Falchions
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STRIKE PURIFIER
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STRIKE INTERCEPTOR
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STRIKE PURGATOR with one of the following options:
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Psycannon; Gun Butt
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Psilencer; Gun Butt
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Incinerator; Gun Butt
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STRIKE WARRIOR with one of the following options:
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Storm Bolter; Nemesis Force Weapon
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Storm Bolter; Nemesis Falchions
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Other than TERMINATOR BROTHER and STRIKE BROTHER operatives, your KillTeam can only include each operative above once
*You cannot select more than two of TERMINATOR operatives combined.
Common Abilities and Options
Astartes:
During each friendly KNIGHTS OF TITAN operative's activation, it can perform either two Shoot actions or two Fight actions. If it's a weapon other than Storm Bolter is selected for the Shoot action, 1 additional AP must be spent for the second Shoot action if both actions are using that weapon.
Each friendly KNIGHTS OF TITAN operative can counteract regardless of its order.
Brotherhood of Psykers:
Each time this operative performs the Manifest Psychic Power action, it can choose a
friendly KNIGHTS OF TITAN operative within 3” of it. If it does, the effect of that psychic power is applied to that friendly operative instead. (excluding Vortex of Doom and Argent Wrath)
Manifest Psychic Power (1AP):
PSYCHIC Each option can only resolve once per Turning Point and effects last until end of Turning Point.
After the first time this ability resolves, for each other time this ability resolves roll a D6. On a result of 3+, this ability resolves. Else inflict damage on this operative equal to the result.
- Mist of Deimos: Whenever a friendly KNIGHTS OF TITAN operative is within 3" of this operative being shot at, treat it as Obscured.
- Vortex of Doom: Select one enemy operative that is a valid target to this operative, Inflict D3 damage on it and every other operative within 2" of it.
- Argent Wrath: Select one enemy operative visible to this operative. Until the end of that operative's next activation, subtract 1 from its APL stat.
- Hammerhand: Add 1 to critical damage stat to its melee weapons
- Warding Chant: This operative gain the following rule: Whenever an attack dice inflicts damage of 3 or more on this operative roll one D6: on a 5+, subtract 1 from that inflicted damage.
This operative cannot perform this action while within control range of an enemy operative.
Warded:
When this operative has "Nemesis Warding Stave" as a profile: Whenever an enemy operative is shooting a operative within 4" of this operative, or this operative is fighting or retaliating, your opponent cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Humanity's Shield:
Whenever this operative shooting, fighting or retaliating against an operative that the PSYKER or CHAOS keyword, Add 1 to critical damage stat to its weapons. This is not cumulative with Hammerhand.
TERMINATOR JUSTICAR
A 3
M 6"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 2+ | 3/4 |
| Nemesis Force Weapon (Lethal 5+, Brutal) | 4 | 2+ | 4/5 |
| Nemesis Warding Stave (Stun, *Warded) | 5 | 3+ | 3/4 |
| Nemesis Falchions (Lethal 5+, Ceaseless) | 5 | 2+ | 3/4 |
Abilities
AstartesBrotherhood of Psykers1AP: Manifest Psychic PowerWardedSTRIKE JUSTICAR
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 2+ | 3/4 |
| Nemesis Force Weapon (Lethal 5+, Brutal) | 4 | 2+ | 4/5 |
| Nemesis Warding Stave (Stun, *Warded) | 5 | 3+ | 3/4 |
| Nemesis Falchions (Lethal 5+, Ceaseless) | 5 | 2+ | 3/4 |
Abilities
AstartesBrotherhood of Psykers1AP: Manifest Psychic PowerWardedTERMINATOR ERADICATOR
A 3
M 6"
S 3+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Nemesis Daemon Hammer (Shock, Brutal) | 5 | 4+ | 5/7 |
Abilities
AstartesInescapable Judgement1AP: Manifest Psychic PowerTERMINATOR HEAVY
A 3
M 6"
S 3+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (Hvy(Repos), Blast 1") | 4 | 3+ | 4/5 |
| Psilencer | |||
| Focused (Hvy(Repos), PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping (Hvy(Repos), Tor1") | 4 | 3+ | 4/5 |
| Incinerator | |||
| Standard (Rng 8", Hvy(Repos), Sat, Tor2") | 5 | 2+ | 3/3 |
| Deluge (Rng 4", Hvy(Repos), Sat, Seek Light, *Tor 0") | 5 | 2+ | 3/3 |
| Nemesis Force Weapon (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Astartes1AP: Manifest Psychic PowerTERMINATOR BROTHER
A 3
M 6"
S 3+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Nemesis Force Weapon (Lethal 5+) | 4 | 3+ | 4/5 |
| Nemesis Falchions (Lethal 5+, Ceaseless) | 5 | 3+ | 3/4 |
Abilities
AstartesHumanity's Shield1AP: Manifest Psychic PowerSTRIKE PURIFIER
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Purifying Flame (Psychic, Sat, Severe, Tor 1", *Cleansing Flame) | 6 | 3+ | 2/3 |
| Nemesis Force Weapon (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
AstartesCleansing Flame1AP: Manifest Psychic PowerMindfireParagon of SanctitySTRIKE INTERCEPTOR
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Nemesis Force Weapon (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
AstartesInterceptor Pack1AP: Manifest Psychic Power1AP: Warp QuakeSTRIKE PURGATOR
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (Blast 1") | 4 | 3+ | 4/5 |
| Psilencer | |||
| Focused (PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping (Tor1") | 4 | 3+ | 4/5 |
| Incinerator | |||
| Standard (Rng 8", Sat, Tor2") | 5 | 2+ | 3/3 |
| Deluge (Rng 4", Sat, Seek Light, *Tor 0") | 5 | 2+ | 3/3 |
| Gun Butt | 4 | 3+ | 3/4 |
Abilities
Astartes1AP: Manifest Psychic Power1AP: Purgation PatternSTRIKE BROTHER
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Nemesis Force Weapon (Lethal 5+) | 4 | 3+ | 4/5 |
| Nemesis Falchions (Lethal 5+, Ceaseless) | 5 | 3+ | 3/4 |
Abilities
AstartesHumanity's Shield1AP: Manifest Psychic PowerPsyk-Out Grenades
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades. If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two).
Whenever an operative takes a stun test as a result of a friendly KNIGHTS OF TITAN operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up). If that first operative has the PSYKER and/or CHAOS keyword, inflict damage on it equal to the dice result instead.
Psybolt Ammunition
Once per turning point, when a friendly KNIGHTS OF TITAN operative is performing the Shoot action and you select a Storm Bolter, you can use this rule.
If you do, until the end of the turning point, that weapon has the Piercing 1 weapon rule.
If the operative has the PSYKER and/or CHAOS keyword, it also has the Devastating 2 weapon rule too.
Liber Daemonica
Once per turning point, a friendly KNIGHTS OF TITAN operative can resolve the Manifest Psychic Power action without rolling a D6, ignoring the rule for resolving each other time after the first.
Sixty-sixth Seals
Twice per turning point, when a friendly KNIGHTS OF TITAN 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.
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: Rapid Ingress
Use this firefight ploy at the end of the firefight phase, select a friendly KNIGHTS OF TITAN operative outside of 6" of any enemy operative. Selected operative can perform a free Dash action, but must end that move closer to the closest enemy operative.
You cannot use this ploy during the first turning point.
Firefight: Radiant Strike
Use this firefight ploy after rolling your attack dice for a friendly KNIGHTS OF TITAN operative, if it’s shooting against, fighting against or retaliating against an enemy operative that doesn’t have the IMPERIUM keyword. That friendly operative’s weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the CHAOS and/or PSYKER keyword, that friendly operative’s weapons have the Relentless weapon rule until the end of that sequence instead.
Firefight: Truesilver Armour
Use this firefight ploy when an enemy operative is shooting a friendly KNIGHTS OF TITAN operative, worsen the x of the Piercing weapon rule by 1 (if any).
Note that Piercing 1 would therefore be ignored.
Firefight: The Shrouding
Use this firefight ploy when an operative is shooting a friendly KNIGHTS OF TITAN operative, you can retain one of your defence dice as a normal success without rolling it (In addition to a cover save, if any).
Use this firefight ploy during a friendly KNIGHTS OF TITANS operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Point) except being within 2".
Strategy Ploys
Strategy: Untainted and Unbowed
Whenever a friendly KNIGHTS OF TITAN operative is fighting, its melee weapons have the Balanced weapon rule. If that friendly operative is doing so during an activation in which it performed the Charge action, its melee weapons also have the Rending weapon rule.
Strategy: Precognitive Strikes
Select one enemy operative and one KNIGHTS OF TITAN operative, both gains your Precognitive token. The next time your opponent would activate an enemy operative that has your Precognitive token, you can activate the KNIGHTS OF TITAN operative that has your Precognitive token first.
If you do, during that activation, this operative must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this is not possible, the activation is cancelled). After completing this operative's activation, your opponent activates that enemy operative (if possible), or activates a different enemy operative if they can't.
Strategy: Hallowed Ground
Place your Hallowed Ground marker in the killzone.
Whenever a friendly KNIGHTS OF TITAN operative within 3" of that marker is shooting, fighting or retaliating, its weapons have the Punishing weapon rule.
In the Ready step of the next Strategy phase, remove that marker.
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly KNIGHTS OF TITAN operatives from being injured (including their weapons’ stats).
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Psyk-Out Grenades:
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades. If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two).
Whenever an operative takes a stun test as a result of a friendly KNIGHTS OF TITAN operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up). If that first operative has the PSYKER and/or CHAOS keyword, inflict damage on it equal to the dice result instead.
Psybolt Ammunition:
Once per turning point, when a friendly KNIGHTS OF TITAN operative is performing the Shoot action and you select a Storm Bolter, you can use this rule.
If you do, until the end of the turning point, that weapon has the Piercing 1 weapon rule.
If the operative has the PSYKER and/or CHAOS keyword, it also has the Devastating 2 weapon rule too.
Liber Daemonica:
Once per turning point, a friendly KNIGHTS OF TITAN operative can resolve the Manifest Psychic Power action without rolling a D6, ignoring the rule for resolving each other time after the first.
Sixty-sixth Seals:
Twice per turning point, when a friendly KNIGHTS OF TITAN 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.
Ploys
Firefight - Rapid Ingress:
Use this firefight ploy at the end of the firefight phase, select a friendly KNIGHTS OF TITAN operative outside of 6" of any enemy operative. Selected operative can perform a free Dash action, but must end that move closer to the closest enemy operative.
You cannot use this ploy during the first turning point.
Firefight - Radiant Strike:
Use this firefight ploy after rolling your attack dice for a friendly KNIGHTS OF TITAN operative, if it’s shooting against, fighting against or retaliating against an enemy operative that doesn’t have the IMPERIUM keyword. That friendly operative’s weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the CHAOS and/or PSYKER keyword, that friendly operative’s weapons have the Relentless weapon rule until the end of that sequence instead.
Firefight - Truesilver Armour:
Use this firefight ploy when an enemy operative is shooting a friendly KNIGHTS OF TITAN operative, worsen the x of the Piercing weapon rule by 1 (if any).
Note that Piercing 1 would therefore be ignored.
Firefight - The Shrouding:
Use this firefight ploy when an operative is shooting a friendly KNIGHTS OF TITAN operative, you can retain one of your defence dice as a normal success without rolling it (In addition to a cover save, if any).
Use this firefight ploy during a friendly KNIGHTS OF TITANS operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Point) except being within 2".
Strategic - Untainted and Unbowed:
Whenever a friendly KNIGHTS OF TITAN operative is fighting, its melee weapons have the Balanced weapon rule. If that friendly operative is doing so during an activation in which it performed the Charge action, its melee weapons also have the Rending weapon rule.
Strategic - Precognitive Strikes:
Select one enemy operative and one KNIGHTS OF TITAN operative, both gains your Precognitive token. The next time your opponent would activate an enemy operative that has your Precognitive token, you can activate the KNIGHTS OF TITAN operative that has your Precognitive token first.
If you do, during that activation, this operative must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this is not possible, the activation is cancelled). After completing this operative's activation, your opponent activates that enemy operative (if possible), or activates a different enemy operative if they can't.
Strategic - Hallowed Ground:
Place your Hallowed Ground marker in the killzone.
Whenever a friendly KNIGHTS OF TITAN operative within 3" of that marker is shooting, fighting or retaliating, its weapons have the Punishing weapon rule.
In the Ready step of the next Strategy phase, remove that marker.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly KNIGHTS OF TITAN operatives from being injured (including their weapons’ stats).
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.