Breachers
Composition
1 BREACHER SHAS’UI operative
9 BREACHER operatives from the following list:
- ASSAULT GRENADIER
- BLOODED
- COMBAT MEDIC
- GUNSLINGER
- INGRESS SPECIALIST
- NIGHTHUNTER
- SHAS’LA
- SHIELD BEARER
- WEAPONS EXPERT equipped with a gun butt and burst cannon.
- WEAPONS EXPERT equipped with a gun butt and fusion blaster.
- WEAPONS EXPERT equipped with a gun butt and light missile pod.
1 DRONE operative from the following list:
- DS8 TACTICAL SUPPORT TURRET
- MV1 GUN DRONE
- MV36 GUARDIAN DRONE
- MV4 SHIELD DRONE
- MV7 MARKER DRONE
Other than SHAS’LA operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two WEAPONS EXPERT operatives.
Common Abilities and Options
Mont'Ka:
Whenever a BREACHER operative (excluding DRONE) fights in the same activation it performs the Charge action, if it is fighting or retaliating as a part of a hatchway fight, e.g. killzone Tomb World, or if it is retaliating within 1” of an objective marker or one of your objective tokens, you can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If that friendly operative has an Engage order while doing so, you can immediately resolve one success as a hit before the sequence starts. You cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent. If the selected weapon has the Piercing weapon rule, it is instead considered to have the Brutal weapon rule for that sequence instead.
Stick and Move:
Whenever a BREACHER operative (excluding DRONE) incapacitates an enemy operative within 3” of them, it can immediately perform a free Dash action.
Drone:
- This operative cannot perform any actions other than Fight and Shoot. It cannot use any weapons that aren’t on its datacard.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to this operative’s APL stat, so any changes are cumulative with this.
- Whenever determining what’s visible to this operative, the round disk at the top of the miniature is its head.
Shas'Ui Breacher
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Bonding Knife (Balanced) | 3 | 4+ | 3/4 |
Abilities
Mont'Ka0AP: Patient HuntStick and MoveTempered ReflexesAssault Grenadier Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Grenade (Range 6", Devastating 2, Limited 1, Piercing 2, Saturate) | 4 | 3+ | 4/3 |
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Grenadier SpecialistMont'KaStick and MoveTactical RicochetBlooded Breacher
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Modified Pulse Blaster | |||
| Short Range (Range 6", Piercing 1, Rending) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1, Balanced) | 4 | 4+ | 3/4 |
| Bionic Arm | 3 | 4+ | 3/4 |
Abilities
Aggressive AssaultMont'KaStick and MoveCombat Medic Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
1AP: Combat StimsMedic!Mont'KaStick and MoveGunslinger Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Pulse Pistols | |||
| Focused (Accurate 2, Range 8") | 4 | 4+ | 4/5 |
| Salvo (Accurate 1, Range 8", Salvo*) | 4 | 4+ | 4/5 |
| Twin Pulse Pistols (Point Blank) (Accurate 2) | 4 | 4+ | 4/5 |
Abilities
*SalvoMont'KaSharpshotStick and MoveIngress Specialist Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
1AP: Breaching ChargeEntry VanguardMont'KaStick and MoveNighthunter Breacher
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'KaSilent AmbushStealth KitStick and MoveShas'La Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Close Quarters TrainingMont'KaStick and MoveShield Bearer Breacher
A 2
M 5"
S 2+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1, Shield*) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Shield Bash (Accurate 1, Shield*) | 3 | 5+ | 1/2 |
Abilities
Impact DampenerMont'KaShield*Stick and MoveTidewall ShieldWeapons Expert Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless, Heavy (Reposition and Charge only)) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1", Heavy (Reposition only)) | 4 | 4+ | 3/4 |
| Light Missile Pod (Heavy (Reposition only)) | 4 | 4+ | 5/7 |
| Fusion Blaster | |||
| Short Range (Range 6”, Devastating 4, Piercing 2, Heavy (Reposition and Charge only)) | 4 | 4+ | 6/3 |
| Long Range (Range 12”, Piercing 1, Heavy (Reposition only)) | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'KaStick and MoveDS8 Tactical Support Turret
A 2
M
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile Pod | |||
| Smart Targeting (Balanced, Heavy, Smart Targeting*) | 6 | 4+ | 3/4 |
| Focused (Ceaseless, Heavy) | 4 | 4+ | 5/7 |
| Self-Destruct (Blast 2”, Lethal 4+, Limited 1, Self Destruct*) | 5 | 3+ | 3/4 |
| Ram | 1 | 6+ | 1/1 |
Abilities
DroneSelf Destruct*Smart Targeting*Support TurretMV1 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Pulse Carbine (Ceaseless) | 4 | 4+ | 4/5 |
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneMV36 Guardian Drone
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
Drone1AP: Guardian FieldGuardian Shield GeneratorMV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneShield GeneratorMV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
Drone1AP: MarkerlightDrone Controller
Whenever you activate a friendly BREACHER DRONE operative in the killzone, until the end of that operative’s next activation, ignore the first two bullet points of its Drone rule (this takes precedence over that rule).
Photon Grenade
Twice per turning point, a friendly BREACHER operative (excluding DRONE) can perform the following unique action:
Photon Grenade (1AP)
- Select one enemy operative visible to and within 6” of this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2” from its Move stat and it cannot perform the Dash action.
- An operative cannot perform this action while within control range of an enemy operative.
Nano-Crystalline Padding
Whenever a friendly BREACHER operative (excluding DRONE) fights or retaliates, the first time an attack dice inflicts Normal Dmg of 4 or more on it during that sequence, that attack inflicts 1 less damage on it.
Fusillade Receiver
Once per turning point, when a friendly BREACHER operative fights or retaliates and you select a pulse blaster (short range), you can use this rule. If you do, until the end of that sequence, that weapon has the Lethal 5+ and Shock weapon rules.
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 Edge Gambit
Use this firefight ploy in the Firefight phase when a friendly BREACHER operative performs a Dash, Fall Back, or Reposition action. During that action, add 2” to its Move stat, and it can move within engagement range of enemy operatives, but cannot finish that move within engagement range of them.
Firefight: Pinpoint Counter-Offensive
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) is incapacitated. Select one friendly BREACHER operative (excluding DRONE) that can select that enemy operative as a valid target and make a shooting attack. For this attack, its weapons gain the Ceaseless weapon rule and if it has the Range x weapon rule, add 4” to it for the purposes of selecting valid targets for that attack.
Firefight: Savior Protocols
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly BREACHER DRONE operative visible to and within 3” of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Firefight: Stand and Fire
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) retaliates. For that sequence, treat it as the Montka faction rule and it fights first, with this ploy taking precedence over that rule’s normal conditions. If that operative had a Conceal order, change it to Engage.
Strategy Ploys
Strategy: Breach and Clear
Each time a friendly BREACHER operative makes an attack with a pulse weapon that has the Range x weapon rule as the result of a Shoot or Fight action:
- For that shooting attack, enemy operatives within 6” cannot retain any cover saves.
- In the Roll Attack Dice step of that sequence, if the target is within 3” of it, it gains the Balanced weapon rule.
Strategy: Brace for Counterattack
Whenever an operative is shooting against, fighting against, or retaliating against a friendly BREACHER operative that’s within your territory or hasn’t performed the Charge, Fall Back, or Reposition action during this turning point, Normal and Critical Dmg of 3 or more inflicts 1 less damage on that friendly operative.
Strategy: Frontline Sweep
Friendly BREACHER operatives wholly within your territory can perform a free Dash action, but must end that move closer to an enemy operative or objective marker. If a friendly BREACHER operative is within 3” of an enemy operative, it can perform a free Charge action instead. You cannot use this ploy during the First turning point.
Strategy: Fire Discipline
Until the end of the turning point, whenever a Shoot action is performed by a friendly BREACHER operative, in the Select Valid Target step of that shooting attack, you can select an enemy operative that is within control range of a friendly operative and within 6” of the active operative as a valid target. If the current killzone uses the Close Quarters rules, friendly operative’s ranged weapons cannot have their Attack stat be modified as a result of crossing another operative’s base when establishing cover lines.
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
Drone Controller:
Whenever you activate a friendly BREACHER DRONE operative in the killzone, until the end of that operative’s next activation, ignore the first two bullet points of its Drone rule (this takes precedence over that rule).
Photon Grenade:
Twice per turning point, a friendly BREACHER operative (excluding DRONE) can perform the following unique action:
Photon Grenade (1AP)
- Select one enemy operative visible to and within 6” of this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2” from its Move stat and it cannot perform the Dash action.
- An operative cannot perform this action while within control range of an enemy operative.
Nano-Crystalline Padding:
Whenever a friendly BREACHER operative (excluding DRONE) fights or retaliates, the first time an attack dice inflicts Normal Dmg of 4 or more on it during that sequence, that attack inflicts 1 less damage on it.
Fusillade Receiver:
Once per turning point, when a friendly BREACHER operative fights or retaliates and you select a pulse blaster (short range), you can use this rule. If you do, until the end of that sequence, that weapon has the Lethal 5+ and Shock weapon rules.
Ploys
Firefight - Keen Edge Gambit:
Use this firefight ploy in the Firefight phase when a friendly BREACHER operative performs a Dash, Fall Back, or Reposition action. During that action, add 2” to its Move stat, and it can move within engagement range of enemy operatives, but cannot finish that move within engagement range of them.
Firefight - Pinpoint Counter-Offensive:
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) is incapacitated. Select one friendly BREACHER operative (excluding DRONE) that can select that enemy operative as a valid target and make a shooting attack. For this attack, its weapons gain the Ceaseless weapon rule and if it has the Range x weapon rule, add 4” to it for the purposes of selecting valid targets for that attack.
Firefight - Savior Protocols:
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly BREACHER DRONE operative visible to and within 3” of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Firefight - Stand and Fire:
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) retaliates. For that sequence, treat it as the Montka faction rule and it fights first, with this ploy taking precedence over that rule’s normal conditions. If that operative had a Conceal order, change it to Engage.
Strategic - Breach and Clear:
Each time a friendly BREACHER operative makes an attack with a pulse weapon that has the Range x weapon rule as the result of a Shoot or Fight action:
- For that shooting attack, enemy operatives within 6” cannot retain any cover saves.
- In the Roll Attack Dice step of that sequence, if the target is within 3” of it, it gains the Balanced weapon rule.
Strategic - Brace for Counterattack:
Whenever an operative is shooting against, fighting against, or retaliating against a friendly BREACHER operative that’s within your territory or hasn’t performed the Charge, Fall Back, or Reposition action during this turning point, Normal and Critical Dmg of 3 or more inflicts 1 less damage on that friendly operative.
Strategic - Frontline Sweep:
Friendly BREACHER operatives wholly within your territory can perform a free Dash action, but must end that move closer to an enemy operative or objective marker. If a friendly BREACHER operative is within 3” of an enemy operative, it can perform a free Charge action instead. You cannot use this ploy during the First turning point.
Strategic - Fire Discipline:
Until the end of the turning point, whenever a Shoot action is performed by a friendly BREACHER operative, in the Select Valid Target step of that shooting attack, you can select an enemy operative that is within control range of a friendly operative and within 6” of the active operative as a valid target.
If the current killzone uses the Close Quarters rules, friendly operative’s ranged weapons cannot have their Attack stat be modified as a result of crossing another operative’s base when establishing cover lines.
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.