Ghoul Kingdom
Composition
A Goul Kingdom Kill Team is composed of:
-Valgul, the Fallen one
-1 Lych Lord
-5 Flayed Ones
-3 Flayer Scarab Swarms
Common Abilities and Options
Living Metal:
In the Ready step of each Strategy phase, after resolving all other rules in this step, each friendly operative regains up to D3+1 lost wounds.
Reanimation Protocols:
In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one D6:
on a 1-2, leave that Reanimation marker in the killzone and repeat this process with a different one of your Reanimation markers, if any on a 3+, an operative is REANIMATED
You can only select each of your Reanimation markers once per turning point, and once you roll a 3+, you don’t select any more for that turning point.
Whenever an operative is REANIMATED:
set up the operative that Reanimation marker was placed for wholly within 3” of that marker and not within control range of enemy operatives it has 1 wound remaining it has an order of your choice and is ready remove that Reanimation marker
Valgul, the Fallen Lord
A 4
M 6"
S 2+
W 22
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sobek (Lethal 5+, Piercing 1) | 4 | 3+ | 3/4 |
| Sobek (Devastating 2, Shock) | 4 | 3+ | 5/8 |
| Shield | 0 | 0 | 0 |
Abilities
*ShieldFleshy Horror2AP: GhostwindLiving MetalReanimation ProtocolsFlayed One
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flayer Claws (Ceaseless, Rending) | 4 | 3+ | 4/5 |
Abilities
Horrifying FlayingLiving MetalReanimation ProtocolsLych Lord
A 3
M 7"
S 4+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Phaser Claws (Sever, Lethal 5+) | 4 | 3+ | 4/5 |
| Atomizer Beam (Range 8", Punishing) | 4 | 4+ | 3/4 |
Abilities
1AP: From the ShadowsLiving MetalReanimation ProtocolsFlayer Scarab Swarm
A 2
M 8"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Self-Destruct Protocol (Blast 2", *Detonate) | 5 | 4+ | 5/5 |
| Feeder Mandibles | 5 | 4+ | 1/2 |
Abilities
2AP: *DetonateInsignificantScuttlerPhase Shifter
Once per turning point, when an operative is shooting a friendly Flayed One operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Flayed Skin
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Tesseract Labyrinth
Limit one use.
Only leader can choose this equipment.
After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn’t incapacitated, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated (taking precedence over rules that prevent incapacitation, e.g. Medic!, FELLGOR RAVAGER Frenzy) and your opponent cannot place a Reanimation marker (HIEROTEK CIRCLE ) for that operative, if relevant.
Range 6" A 4 Hit 4+ D 1/1
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: So Hungary!
Select up to two friendly Flayed One operatives that are not within control range of enemy operatives. Each selected operative can immediately perform a free Dash action in any order of your choice.
Firefight: Hyper Alloy
At the end of the turning point each friendly operative regains 1d3+1 wounds.
Strategy Ploys
Strategy: OH, THE HORROR!
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of friendly operatives.
Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Strategy: Feeding Frenzy
For the whole Turning Point all friendly Flayed Ones operatives gain 2" of movement, one extra attack, and reduce all damage by one (to a minimum of 2)
This ploy can only be used once per battle.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.
Equipment
Phase Shifter:
Once per turning point, when an operative is shooting a friendly Flayed One operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Flayed Skin:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Tesseract Labyrinth:
Limit one use.
Only leader can choose this equipment.
After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn’t incapacitated, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated (taking precedence over rules that prevent incapacitation, e.g. Medic!, FELLGOR RAVAGER Frenzy) and your opponent cannot place a Reanimation marker (HIEROTEK CIRCLE ) for that operative, if relevant.
Range 6" A 4 Hit 4+ D 1/1
Ploys
Firefight - So Hungary!:
Select up to two friendly Flayed One operatives that are not within control range of enemy operatives. Each selected operative can immediately perform a free Dash action in any order of your choice.
Firefight - Hyper Alloy:
At the end of the turning point each friendly operative regains 1d3+1 wounds.
Strategic - OH, THE HORROR!:
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of friendly operatives.
Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Strategic - Feeding Frenzy:
For the whole Turning Point all friendly Flayed Ones operatives gain 2" of movement, one extra attack, and reduce all damage by one (to a minimum of 2)
This ploy can only be used once per battle.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.