Malcador tank crew
Composition
TANK COMMANDER
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volkite pistol (Range 8”, piercing 1, saturate) | 1 | 3+ | 4/6 |
| Paragon blade (Shock) | 4 | 3+ | 3/5 |
| Melta charge (Lethal+4, QuickDraw, dev 2, limited 1) | 6 | 3+ | 4/6 |
Abilities
2AP: FIRE!1AP: HURRY HURRY!Icon Bearer
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno pistol (Range 3”) | 4 | 4+ | 6/4 |
| Power fist (Brutal) | 5 | 3+ | 5/7 |
Abilities
1AP: Chapters protectionMotivational member1AP: The chapter masters guidanceGunslinger
A 3
M 2”
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt revolver (Balanced, range 8”) | 6 | 3+ | 4/6 |
| Las revolver (Balanced, range 8”) | 6 | 3+ | 4/4 |
| Bolt repeater (Balanced) | 6 | 3+ | 4/6 |
| Custom Kroot revolver (Relentless,dev2, torrent 3”, limited 3) | 6 | 4+ | 6/8 |
| Duel revolver (Torrent 1”, range 8”) | 12 | 4+ | 2/4 |
Abilities
Heavily armored1AP: Necrotic ArmVeterans Grit2AP: Walking arsenalVox operator
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 3+ | 3/4 |
| Fist | 2 | 5+ | 1/2 |
Abilities
Call for help1AP: Supply CallData analyst
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Las rifle | 4 | 4+ | 3/4 |
| Hook (Rending) | 2 | 3+ | 2/3 |
Abilities
4AP: Analyzing the battle field1AP: Damage assessmentLone wolf
A 3
M 8”
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Modified las gun (Piercing 1, balanced) | 6 | 3+ | 3/4 |
| Gun butt | 3 | 4+ | 2/3 |
Abilities
All aloneAll on you1AP: JammerTank gunner
A 2
M 0”
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Multilaser (Relentless) | 10 | 3+ | 3/4 |
Abilities
On watchTANK
A 6
M 8”
S 6+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vanquisher battle cannon | 10 | D6 | |
| Auto cannon (Stun) | 6 | 3+ | 6/8 |
| Heavy flamer | 6 | 2+ | 2/3 |
Repairment
gain the ability to repair the tank 1d3 at a cost of 1apl, this action does not have limit
Unfortunate goodbye
when the tank is destroyed after its final repair itll blow up and all its weapons and ammo will also blow up, the explosion will be a 12x12 explosion dealing 6D6s of dmg
Turtle
while inside the tank and under 50% repairment nobody inside can be attacked or affected by any sort of ability, allowing them to continue repairment in the safety of their tank
Called in supplies
this is what is granted depending on what supplies are called grenade crate- 7 krak grenades, 2 melta mines and a bear trap stimm crate - 8 stims that heal 1d6 heavy tank armor - the tank is outfitted with heavier tank armor but loses 4 inches of movement but gains 25 wounds thats dont have to be repaired to light tank armor- the tank is scrapped of some of its armor infavor of lighter armor pieces, the wounds drop to 35 wounds but the tank will be faster to repair and gain 2" of movement special ammo- astartes busters ( dev 2 ) Armor piercing ( piercing 1) telsa bolt ( stun and shock )
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: Run em over
if it so happens when the tank is able to move and a enemy operative is run over while having the "heavy armor" equiped on the tank, theyll instantly die
Firefight: Gambling man
when half lf your friendly operatives are lost, you are able to challenge opponents to honor duels, if accepted youll both stand across from eachother and throw one d6 , whoever has the higher number does that number as damage and gains a instant free attack phase, but if your opponent rejects you roll 1d6 and gain whatever you hit as overhealth ( note you are capped at 14 wounds ) if capped already and you are rejected again you gain brutal on your next attack phase
Firefight: Hardly fair
You've noticed that you are outmanned and out gunned, this ploy will grant all with relic aged weaponary "DEV3" and a single lower hit rate ( note this ploy can only be used when all defensive operatives are down, icon and gunslinger )
Firefight: Life on the line
when half of the friendly operatives are incapacitated each characters repair speed will go from a D3 to a D6 and from now on every destruction of the tank will hit a check point so after the first destruction 25 then 50 and finally 75 on its last full repairment
Strategy Ploys
Strategy: Escape hatch
whenever this operative uses this ploy the TANK will shoot out smoke grenades envelping a 12x12 in smoke until the end of the turn and operatives can use the escape catch gain and gain a free dash to their movement to escape.
Strategy: Surrounded by enemies
Use this strategy ploy when surronded while inside the tank, the tank will shoot out mustard gas in a 8x8 radius, it deals 1d6 damage per turn if u dont move away from it. (friendly opratives will not be affected by the gas
Strategy: Relic age technology
You can ignore any changes to the APL stats of friendly operatives, and they aren’t affected by enemy operatives Stun, shock weapon rules
Strategy: Lost cause
use this ploy when your on your final operative, set off secret hidden explosives inside your tank dealing 4 d6 dmg in a 8x8 radius, you can activate this whenever you want, only 3 of the dice are blockable 1 is guaranted
Strategy: Lucky break
When a friendly operative is incapacitated before removing them from the board Roll 1d6 if higher than a 3 then theyll live on 1hp and gain a free immediate fall back (note that every operative can only do this once)
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
Repairment:
gain the ability to repair the tank 1d3 at a cost of 1apl, this action does not have limit
Unfortunate goodbye:
when the tank is destroyed after its final repair itll blow up and all its weapons and ammo will also blow up, the explosion will be a 12x12 explosion dealing 6D6s of dmg
Turtle:
while inside the tank and under 50% repairment nobody inside can be attacked or affected by any sort of ability, allowing them to continue repairment in the safety of their tank
Called in supplies:
this is what is granted depending on what supplies are called
grenade crate- 7 krak grenades, 2 melta mines and a bear trap
stimm crate - 8 stims that heal 1d6
heavy tank armor - the tank is outfitted with heavier tank armor but loses 4 inches of movement but gains 25 wounds thats dont have to be repaired to
light tank armor- the tank is scrapped of some of its armor infavor of lighter armor pieces, the wounds drop to 35 wounds but the tank will be faster to repair and gain 2" of movement
special ammo- astartes busters ( dev 2 )
Armor piercing ( piercing 1) telsa bolt ( stun and shock )
Ploys
Firefight - Run em over:
if it so happens when the tank is able to move and a enemy operative is run over while having the "heavy armor" equiped on the tank, theyll instantly die
Firefight - Gambling man:
when half lf your friendly operatives are lost, you are able to challenge opponents to honor duels, if accepted youll both stand across from eachother and throw one d6 , whoever has the higher number does that number as damage and gains a instant free attack phase, but if your opponent rejects you roll 1d6 and gain whatever you hit as overhealth ( note you are capped at 14 wounds ) if capped already and you are rejected again you gain brutal on your next attack phase
Firefight - Hardly fair:
You've noticed that you are outmanned and out gunned, this ploy will grant all with relic aged weaponary "DEV3" and a single lower hit rate ( note this ploy can only be used when all defensive operatives are down, icon and gunslinger )
Firefight - Life on the line:
when half of the friendly operatives are incapacitated each characters repair speed will go from a D3 to a D6 and from now on every destruction of the tank will hit a check point so after the first destruction 25 then 50 and finally 75 on its last full repairment
Strategic - Escape hatch:
whenever this operative uses this ploy the TANK will shoot out smoke grenades envelping a 12x12 in smoke until the end of the turn and operatives can use the escape catch gain and gain a free dash to their movement to escape.
Strategic - Surrounded by enemies:
Use this strategy ploy when surronded while inside the tank, the tank will shoot out mustard gas in a 8x8 radius, it deals 1d6 damage per turn if u dont move away from it.
(friendly opratives will not be affected by the gas
Strategic - Relic age technology:
You can ignore any changes to the APL stats of friendly operatives, and they aren’t affected by enemy operatives Stun, shock weapon rules
Strategic - Lost cause:
use this ploy when your on your final operative, set off secret hidden explosives inside your tank dealing 4 d6 dmg in a 8x8 radius, you can activate this whenever you want, only 3 of the dice are blockable 1 is guaranted
Strategic - Lucky break:
When a friendly operative is incapacitated before removing them from the board Roll 1d6 if higher than a 3 then theyll live on 1hp and gain a free immediate fall back
(note that every operative can only do this once)
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.