Cataphractii Arch-Contaminators
Composition
A CATAPHRACTII ARCH-CONTAMINATORS Kill Team is composed of:
-
1 CHAMPION operative from the following list:
-
TERMINATOR PLAGUE SORCERER with one of the following options:
-
Combi-Plasma; Leechspore Eruption; Plague Wind; Plague Fist
-
Corrputed Staff; Leechspore Eruption; Plague Wind; Plague Fist
-
-
BLIGHTLORD CHAMPION with one option from each of the following:
-
Combi-Melta or Combi-Flamer
-
Plague ChainFist or Bubotic Axe
-
-
DEATHSHROUD CHAMPION
-
-
4 CATAPHRACTII TERMINATOR operatives selected from the following list:
-
BLIGHTLORD GUNNER with one option from each of the following:
-
Heavy Plague Spewer or Reaper Autocannon
-
Plague ChainFist, Bubotic Axe or Balesword
-
-
BLIGHTLORD GRANADIER with one of the following options:
-
Plague ChainFist; Heavy Blight Launcher
-
Bubotic Axe; Heavy Blight Launcher
-
Balesword; Heavy Blight Launcher
-
-
BLIGHTLORD BRAWLER
-
BLIGHTLORD WARRIOR with one of the following options:
-
Bubotic Axe; Combi-Flamer
-
Bubotic Axe; Combi-Melta
-
Bubotic Axe; Combi-Plasma
-
-
DEATHSHROUD WARRIOR
-
Other than BLIGHTLORD WARRIOR and DEATHSHROUD WARRIOR operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
ASTARTES:
During each friendly CATAPHRACTII TERMINATOR operative’s activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolter or PSYCHIC weapon must be selected for at least one of them. You cannot select the same PSYCHIC ranged weapon more than once per activation.
Each friendly CATAPHRACTII TERMINATOR operative can counteract regardless of its order.
CATAPHRACTII ARMOR:
Whenever a friendly CATAPHRACTII TERMINATOR operative has not moved more than 3" in the round, defence dice results of 5+ are critical successes.
This Operative can not realize Dash and Reposition Actions in the same activation.
DISGUSTINGLY RESILIENT:
Whenever an attack dice inflicts damage of 3 or more on a friendly CATAPHRACTII TERMINATOR operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.
BLISTERING OFFENSIVE (1AP):
Weapons equiped by this Operative gain the rule "Piercing Crits 1" and "Ceaseless". This action can be done once per round per model.
NURGLE´S CHAMPION:
Whenever an enemy operative is Shooting at this Operative or this Operative is Retaliating, it ignores all piercing rules.
PLAGUE FUMES (1AP):
Untill the end of the round this Operative and Any Allied Operative within 3" is considered to be Obscured. Also Ranged Weapons equipped by this Operative gain the "Relentless" ability.
This action can be used by only one Operative per turn.
Terminator Plague Sorcerer
A 3
M 5"
S 3+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Leechspore Eruption (Psychic, Rng7", Sat, Severe, Blast1", *Leechlife) | 4 | 4+ | 4/7 |
| Plague Wind (Psychic, Sat, Severe, Tor1") | 6 | 3+ | 2/3 |
| Combi-Plasma | |||
| Combi-Plasma (Bolter) (Saturate, Torrent 1") | 5 | 3+ | 3/4 |
| Combi-Plasma (Plasma) (Hot, Blast 1", Prc1) | 4 | 3+ | 5/6 |
| Plague Fist (Brutal, Lethal5+, Rending) | 4 | 2+ | 5/7 |
| Corrupted Staff (Psychic, Severe, Stun, Shock) | 5 | 3+ | 3/4 |
Abilities
*LEECHLIFEASTARTESCATAPHRACTII ARMORDISGUSTINGLY RESILIENT1AP: POISONOUS MIASMABlightlord Champion
A 3
M 5"
S 3+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-Flamer | |||
| Combi-Flamer (Bolter) (Saturate, Torrent 1") | 5 | 3+ | 3/4 |
| Combi-Flamer (Flamer) (Rng 8", Severe, Torrent 1") | 4 | 3+ | 4/5 |
| Combi-Melta | |||
| Combi-Melta (Bolter) (Saturate, Torrent 1") | 5 | 3+ | 3/4 |
| Combi-Melta (Melta) (Rng 6", Dev4, Prc2) | 4 | 3+ | 4/6 |
| Bubotic Axe (Lethal 5+, Brutal) | 5 | 3+ | 4/5 |
| Plague ChainFist (Ceaseless, Rending) | 4 | 3+ | 5/7 |
Abilities
ASTARTES1AP: BLISTERING OFFENSIVECATAPHRACTII ARMORDISGUSTINGLY RESILIENTNURGLE´S CHAMPIONDeathshroud Champion
A 3
M 5"
S 3+
W 22
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dual Plague-Spurt Gauntlet (Rng 8", Ceaseless, Torrent 1") | 6 | 3+ | 3/4 |
| Manreaper (Ceaseless, Lethal 5+, Punishing) | 5 | 2+ | 5/7 |
Abilities
ASTARTESCATAPHRACTII ARMORDISGUSTINGLY RESILIENTNURGLE´S CHAMPION1AP: PLAGUE FUMESBlightlord Gunner
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reaper Autocannon (Dev1, Torrent 2", Heavy (DASH only)) | 4 | 3+ | 5/6 |
| Heavy Plague Spewer (Saturate, Rng 12", Severe, Torrent 2", Heavy (DASH only)) | 6 | 3+ | 4/5 |
| Bubotic Axe (Lethal 5+, Brutal) | 5 | 3+ | 4/5 |
| Balesword (Brutal, Punishing) | 5 | 3+ | 4/5 |
| Plague Chainfist (Ceaseless, Rending) | 4 | 3+ | 5/7 |
Abilities
ASTARTES1AP: BLISTERING OFFENSIVECATAPHRACTII ARMORDISGUSTINGLY RESILIENTBlightlord Granadier
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Blight Launcher (Saturate, Blast 2", Heavy (DASH only)) | 3 | 3+ | 6/7 |
| Bubotic Axe (Lethal 5+, Brutal) | 5 | 3+ | 4/5 |
| Balesword (Brutal, Punishing) | 5 | 3+ | 4/5 |
| Plague Chainfist (Ceaseless, Rending) | 4 | 3+ | 5/7 |
Abilities
ASTARTES1AP: BLISTERING OFFENSIVECATAPHRACTII ARMORDISGUSTINGLY RESILIENTBlightlord Brawler
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flail of Corruption (Brutal, Severe, Shock) | 6 | 3+ | 4/5 |
Abilities
ASTARTES1AP: BLISTERING OFFENSIVECATAPHRACTII ARMORDISGUSTINGLY RESILIENT1AP: FlailBlightlord Warrior
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-Plasma | |||
| Combi-Plasma (Bolter) (Saturate, Torrent 1") | 5 | 3+ | 3/4 |
| Combi-Plasma (Plasma) (Hot, Blast 1", Prc1) | 4 | 3+ | 5/6 |
| Combi-Flamer | |||
| Combi-Flamer (Bolter) (Saturate, Torrent 1") | 5 | 3+ | 3/4 |
| Combi-Flamer (Flamer) (Rng 8", Severe, Torrent 1") | 4 | 3+ | 4/5 |
| Combi-Melta | |||
| Combi-Melta (Bolter) (Saturate, Torrent 1") | 5 | 3+ | 3/4 |
| Combi-Melta (Melta) (Rng 6", Dev4, Prc2) | 4 | 3+ | 4/6 |
| Bubotic Axe (Lethal 5+, Brutal) | 5 | 3+ | 4/5 |
Abilities
ASTARTES1AP: BLISTERING OFFENSIVECATAPHRACTII ARMORDISGUSTINGLY RESILIENTDeathshroud Warrior
A 3
M 5"
S 3+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plague-Spurt Gauntlet (Rng 8", Ceaseless, Torrent 1") | 4 | 3+ | 3/4 |
| Manreaper (Ceaseless, Lethal 5+, Punishing) | 5 | 2+ | 5/7 |
Abilities
ASTARTESCATAPHRACTII ARMORDISGUSTINGLY RESILIENT1AP: PLAGUE FUMESBlight Grenades
Friendly CATAPHRACTII TERMINATOR operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Blight Granade | 4 | 4+ | 2/4 |
Weapon Rules
Range 6", Blast 2", Saturate, Severe
Plague Bells
You can ignore any changes to the stats of friendly CATAPHRACTII TERMINATOR operatives from being injured (including their weapons’ stats).
Plague Rounds
Friendly CATAPHRACTII TERMINATOR operatives' Combi-Bolters have the "Devastating 1" and "Severe" weapon rules. The Weapons this equipment affect also includes the "Combi-Melta (Bolter)", "Combi-Flamer (Bolter)" and "Combi-Plasma (Bolter)" profiles.
Pestilent Familiar
Once per battle round, when an attack dice inflicts Normal Damage OR Devastating Wounds on a friendly CATAPHRACTII TERMINATOR operative. Ignore that inflicted damage.
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: Putrid Detonation
Use this firefight ploy when a friendly CATAPHRACTII TERMINATOR operative is incapacitated, before it is removed from the killzone. For each enemy operative visible to and within 3" of that operative inflict D3 damage on them.
Firefight: Curse Of Rot
Use this firefight ploy when a friendly PLAGUE MARINE operative is fighting against or shooting against an enemy operative within 3" of it, after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success, and they cannot re-roll it.
Firefight: Sickening Resilience
Use this firefight ploy when an attack dice inflicts damage on a friendly PLAGUE MARINE operative. Until the end of the activation/counteraction, for the purposes of the Disgustingly Resilient rule for that operative, always subtract 1 from the damage inflicted (to a minimum of 2) – you do not need to roll.
Firefight: Blight Boons
Select one friendly CATAPHRACTII TERMINATOR operative within a Marker control range to regain up to D3+1 lost wounds. An operative cannot perform this action while within control range of an enemy operative.
Strategy Ploys
Strategy: Contagion
Subtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) whenever any of the following are true:
It is visible to (or vice versa) and within 2" of a friendly CATAPHRACTII TERMINATOR operatives. It is visible to (or vice versa) and within 4" of a friendly CATAPHRACTII TERMINATOR CHAMPION operative.
Strategy: Nurglings
Select one enemy operative within 3" of a friendly CATAPHRACTII TERMINATOR operative. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.
Strategy: Cloud of Flies
BLIGHTLORD operatives can perform the "PLAGUE FUMES (1 AP)" action in this battle-round
One DEATHSHROUD operative can perform the "PLAGUE FUMES (1 AP)" action in this battle-round despite it being already used by another Friendly Operative.
PLAGUE FUMES (1 AP): Untill the end of the round this Operative and Any Allied Operative within 3" is considered to be Obscured. Also Ranged Weapons equipped by this Operative gain the "Relentless" ability.
This action can be used by only one Operative once per turn.
Strategy: Putrid Stuborness
You can ignore any changes to the stats of friendly CATAPHRACTII TERMINATOR 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.
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
Blight Grenades:
Friendly CATAPHRACTII TERMINATOR operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Blight Granade | 4 | 4+ | 2/4 |
Weapon Rules
Range 6", Blast 2", Saturate, Severe
Plague Bells:
You can ignore any changes to the stats of friendly CATAPHRACTII TERMINATOR operatives from being injured (including their weapons’ stats).
Plague Rounds:
Friendly CATAPHRACTII TERMINATOR operatives' Combi-Bolters have the "Devastating 1" and "Severe" weapon rules. The Weapons this equipment affect also includes the "Combi-Melta (Bolter)", "Combi-Flamer (Bolter)" and "Combi-Plasma (Bolter)" profiles.
Pestilent Familiar:
Once per battle round, when an attack dice inflicts Normal Damage OR Devastating Wounds on a friendly CATAPHRACTII TERMINATOR operative. Ignore that inflicted damage.
Ploys
Firefight - Putrid Detonation:
Use this firefight ploy when a friendly CATAPHRACTII TERMINATOR operative is incapacitated, before it is removed from the killzone. For each enemy operative visible to and within 3" of that operative inflict D3 damage on them.
Firefight - Curse Of Rot:
Use this firefight ploy when a friendly PLAGUE MARINE operative is fighting against or shooting against an enemy operative within 3" of it, after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success, and they cannot re-roll it.
Firefight - Sickening Resilience:
Use this firefight ploy when an attack dice inflicts damage on a friendly PLAGUE MARINE operative. Until the end of the activation/counteraction, for the purposes of the Disgustingly Resilient rule for that operative, always subtract 1 from the damage inflicted (to a minimum of 2) – you do not need to roll.
Firefight - Blight Boons:
Select one friendly CATAPHRACTII TERMINATOR operative within a Marker control range to regain up to D3+1 lost wounds. An operative cannot perform this action while within control range of an enemy operative.
Strategic - Contagion:
Subtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) whenever any of the following are true:
It is visible to (or vice versa) and within 2" of a friendly CATAPHRACTII TERMINATOR operatives. It is visible to (or vice versa) and within 4" of a friendly CATAPHRACTII TERMINATOR CHAMPION operative.
Strategic - Nurglings:
Select one enemy operative within 3" of a friendly CATAPHRACTII TERMINATOR operative. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.
Strategic - Cloud of Flies:
BLIGHTLORD operatives can perform the "PLAGUE FUMES (1 AP)" action in this battle-round
One DEATHSHROUD operative can perform the "PLAGUE FUMES (1 AP)" action in this battle-round despite it being already used by another Friendly Operative.
PLAGUE FUMES (1 AP): Untill the end of the round this Operative and Any Allied Operative within 3" is considered to be Obscured. Also Ranged Weapons equipped by this Operative gain the "Relentless" ability.
This action can be used by only one Operative once per turn.
Strategic - Putrid Stuborness:
You can ignore any changes to the stats of friendly CATAPHRACTII TERMINATOR 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.
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.