Hunting Pack
Composition
A HUNTING PACK KillTeam is composed of:
- 1 HUNTING PACK Operative Selected from the following list:
- GREY HUNTER PACK LEADER with one option from the following:
- Bolt Carbine or Plasma Pistol, and;
- Chainsword, Power Fist or Power Weapon
- BLOOD CLAW PACK LEADER
- Plasma Pistol or Bolt Pistol, and;
- Chainsword, Lightning Claw or Power Weapon
- GREY HUNTER PACK LEADER with one option from the following:
- 5 HUNTING PACK Operatives Selected from the following list:
- BLADE MASTER with:
- Bolt Carbine or Plasma Pistol, and;
- Frost Weapon
- GRENADIER with Bolt Carbine and Chainsword
- SKJALD with Bolt Carbine and Chainsword
- GLORYSEEKER with Bolt Pistol and Howling Blades
- GREY HUNTER with Bolt Carbine and Chainsword
- BLOOD CLAW with Bolt Pistol and Chainsword
- BLADE MASTER with:
Other than GREY HUNTER or BLOOD CLAW Operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Astartes:
HUNTING PACK operatives can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt weapon must be selected for a least one of them. Each friendly HUNTING PACK operative can counteract regardless of its order.
Cunning Of The Wolf:
HUNTING PACK operatives can perform a Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
Mentor's Guidance (1AP):
Once during each of this operative's activations, you can select one other friendly HUNTING PACK operative visible to it. Until the end of that operative's next activation, add 1 to its APL stat, or if it is a GLORYSEEKER operative, its Reckless Abandon Roll this turning point is a result of 1.
Pack Hunters:
Once per turning point, whenever a single HUNTING PACK operative with this rule is shooting against, fighting against or retaliating against an enemy operative within 2" of another friendly operative, add 1 to the Atk stat of that operative’s weapons.
Pack Totem:
Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.
Touch Of The Wild:
HUNTING PACK operative’s melee weapons gain the Punishing weapon rule, and if performing a Fight action during an activation in which it performed a Charge action the first time you strike during that sequence inflict 1 additional damage.
Berserk Charge:
Once per turning point, a single operative with this rule is eligible to perform a Charge action in a turn in which it performed a Dash action.
Grey Hunter Pack Leader
A 3
M 7"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Carbine (Ceaseless) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Overcharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Chainsword (Punishing) | 5 | 3+ | 4/5 |
| Power Fist (Punishing, Brutal) | 5 | 4+ | 5/7 |
| Power Weapon (Punishing, Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesCunning Of The Wolf1AP: Mentor's GuidancePack HuntersPack TotemTouch Of The WildBlood Claw Pack Leader
A 3
M 7"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Overcharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Chainsword (Punishing) | 5 | 3+ | 4/5 |
| Lightning Claw (Punishing, Ceaseless, Lethal 5+) | 5 | 3+ | 4/5 |
| Power Weapon (Punishing, Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBerserk ChargeCunning Of The Wolf1AP: Mentor's GuidancePack TotemTouch Of The WildBlade Master
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Carbine (Ceaseless) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Overcharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Frost Blade (Punishing, Lethal 5+) | 5 | 3+ | 4/7 |
Abilities
AstartesCunning Of The WolfMaster At ArmsPack HuntersTouch Of The WildGrenadier
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Carbine (Ceaseless) | 4 | 3+ | 3/4 |
| Chainsword (Punishing) | 5 | 3+ | 4/5 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
AstartesCunning Of The WolfGrenadierPack HuntersTouch Of The WildSkjald
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Carbine (Ceaseless) | 4 | 3+ | 3/4 |
| Chainsword (Punishing) | 5 | 3+ | 4/5 |
Abilities
AstartesCunning Of The WolfDeeds Worthy Of SagaPack HuntersTouch Of The WildGloryseeker
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Howling Blades (Punishing, Ceaseless) | 6 | 3+ | 4/5 |
Abilities
AstartesBerserk ChargeCunning Of The WolfReckless AbandonTouch Of The WildGrey Hunter Warrior
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Carbine (Ceaseless) | 4 | 3+ | 3/4 |
| Chainsword (Punishing) | 5 | 3+ | 4/5 |
Abilities
AstartesCunning Of The WolfPack HuntersTouch Of The WildBlood Claw Warrior
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword (Punishing) | 5 | 3+ | 4/5 |
Abilities
AstartesBerserk ChargeCunning Of The WolfTouch Of The WildWolf Tail Talismans
Once per turning point, when a friendly HUNTING PACK 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.
Hunting Trophies
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly HUNTING PACK operative that is within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Fenrisian Steel
Friendly HUNTING PACK operatives' melee weapons gain the balanced special rule.
Wolf Tooth Necklace
Once per turning point, you can use the Overwhelming Savagery Firefight Ploy for 0CP.
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: Keen Senses
Use this Firefight Ploy when a ready friendly HUNTING PACK operative performs a Shoot action. Until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly HUNTING PACK operative, in the Roll Defense Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Overwhelming Savagery
Use this firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly HUNTING PACK operative within its control range.
Firefight: Healing Balms
Use this firefight ploy when a friendly HUNTING PACK operative is activated. Heal D3+3 lost wounds to that operative.
Strategy Ploys
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly HUNTING PACK operatives from being injured (including their weapons’ stats).
Strategy: Runic Wards
Whenever a HUNTING PACK Operative is targeted by a PSYCHIC Attack, improve their save characteristic to 2+. Additionally, any HUNTING PACK Operatives that are affected by a PSYCHIC ability, ignore the effects of that ability on a 4+.
Strategy: Saga Of The Warrior Born
Whenever a HUNTING PACK Operative is fighting or retaliating enemy operatives cannot assist.
Strategy: Saga Of The Bear
Whenever Normal Dmg of 3 or more is inflicted on a friendly PACK HUNTERS operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
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
Wolf Tail Talismans:
Once per turning point, when a friendly HUNTING PACK 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.
Hunting Trophies:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly HUNTING PACK operative that is within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Fenrisian Steel:
Friendly HUNTING PACK operatives' melee weapons gain the balanced special rule.
Wolf Tooth Necklace:
Once per turning point, you can use the Overwhelming Savagery Firefight Ploy for 0CP.
Ploys
Firefight - Keen Senses:
Use this Firefight Ploy when a ready friendly HUNTING PACK operative performs a Shoot action. Until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly HUNTING PACK operative, in the Roll Defense Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Overwhelming Savagery:
Use this firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly HUNTING PACK operative within its control range.
Firefight - Healing Balms:
Use this firefight ploy when a friendly HUNTING PACK operative is activated. Heal D3+3 lost wounds to that operative.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly HUNTING PACK operatives from being injured (including their weapons’ stats).
Strategic - Runic Wards:
Whenever a HUNTING PACK Operative is targeted by a PSYCHIC Attack, improve their save characteristic to 2+. Additionally, any HUNTING PACK Operatives that are affected by a PSYCHIC ability, ignore the effects of that ability on a 4+.
Strategic - Saga Of The Warrior Born:
Whenever a HUNTING PACK Operative is fighting or retaliating enemy operatives cannot assist.
Strategic - Saga Of The Bear:
Whenever Normal Dmg of 3 or more is inflicted on a friendly PACK HUNTERS operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
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.