The Reforged
Composition
The REFORGED consist of the following.
1 Reforged Space Marine Captain with the following weapon/s
.Reforged boltgun .Reforged stalker bolter .Reforged bolt pistol .Reforged plasma pistol
1 Reforged SOLITAIRE with
- Kiss
4 Reforged auxiliaries from the list below:
. Kroot warrior with: -Reforged Kroot Rifle
- Gun blade
. Votann warrior with:
- Reforged Bolt Shotgun
- Reforged Bolt Revolver
- Plasma Knife
. Reforged combat servitor with
- Reforged Phosphor Blaster
- Reforged Servo-Claw
. Fellgor warrior
- Reforged Auto-Pistol
- Reforged Bludgeon
. (placeholder)
- Reforged (placeholder)
- Reforged (placeholder)
Reforged Space Marine Captain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Reforged Chainsword (Punishing) | 5 | 3+ | 4/5 |
Abilities
Astartes1AP: Boon of faith1AP: Lead by exampleOptions
Reforged armourSolitaire
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Solitaire's kiss (*Encore) | 5 | 3+ | 3/7 |
| Reforged Kiss (Ranged) (Rng3", Lethal 5+, *Lasting kiss) | 3 | 4+ | 1/1 |
Abilities
0AP: *Encore1AP: Enthralling performanceOptions
Solo actFlip beltLasting kissWarrior
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Kroot Rifle | 4 | 4+ | 3/4 |
| Gun Blade | 4 | 3+ | 3/5 |
| Reforged Kroot Rifle (Sweeping) (Torrent 2") | 3 | 4+ | 3/4 |
Abilities
Tactical ResponseVotann Warrior
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Bolt Revolver (Rng 8") | 4 | 4+ | 3/5 |
| Reforged Bolt Shotgun | |||
| Short Range (Rng 6" *beauty of destruction*) | 4 | 3+ | 4/4 |
| Reforged Bolt Shotgun (Ranged) (*beauty of destruction*) | 4 | 5+ | 2/2 |
| Plasma Knife (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
0AP: Beauty of destructionDauntless Explorers1AP: Quit cryin' about itOptions
(Reforged) allied exemptionScavengerBeastman Warrior
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Reforged Bludgeon (Brutal) | 4 | 3+ | 4/4 |
Abilities
1AP: Beastly vitalityOptions
Reforged (scavenged weaponry)Reforged Combat Servitor
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Phosphor Blaster (Sev, Blast 1") | 4 | 4+ | 3/5 |
| Reforged Servo-Claw | 3 | 4+ | 3/4 |
Abilities
0AP: Assured destructionOptions
(Reforged) Updated circuits(Place holder)
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged (Placeholder) | 4 | 4+ | 3/4 |
| Reforged (placeholder) | 4 | 4+ | 3/4 |
Tooth of the void
(only applicable to Reforged Space Marine captain)
gifted by a pale warrior in a mutal show of respect, this unique weapon carries 1 shot in the chamber, and cannot be reloaded in the field. (one use per game)
Tooth of the void: 3+, lethal 4+, piercing 2, *nowhere to hide,*Dmg 5/8
*nowhere to hide (this weapon ignores any rule that dictates auto retaining cover saves, the opponent must roll to prevent damage and is capped at 1 defence dice) * (this does not prevent enemy actions that force alternative targeting, however a target must be shot at.)
(if this weapon is used, the ASTARTES rule is non applicable and this operative cannot shoot again in this activation
Questionable rations
(Only applicable to Kroot Warrior and Fellgor Warrior)
This "food" is a bit much for most palletes, but for those inclined, it provides a needed boost
Gain 1" more distance on their charge and fallback actions
Votann traps
place 2 mines wholly within your territory and 3 inches away from any objective.
if an enemy enters the control range of a mine, they take D3+1 damage
if this equipment is chosen, you can gain up to a maximum of 3 mines if regular mines are also chosen (does not effect mines gained from *scrap)
Mirage cloak
(only applicable to SOLITAIRE)
"cegorach laughs, my performance is not over yet"
If your SOLITAIRE would have been incapacitated by normal damage, they survive on 1 wound (this does not apply to critical damage or any devastating/special damage rule) (this effect can only trigger once per battle)
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: Blank aura
Their presence corrodes the mind, and makes focusing significantly harder.
when your SOLITAIRE is within control range of an objective, when an enemy operative is shooting at this operative, they can only roll a maximum of 3 attack dice, 2 if the SOLITAIRE is injured.
Firefight: Ravenous pursuit
blood is in the air and you crave the tang of iron
Your Reforged Kroot Warrior or Reforged Fellgor Warrior can perform a free charge action on an injured enemy operative (this can only be done once by each specified friendly operative)
Firefight: Tech never tires
even here, the "creator" shall bless us.
when your Reforged Combat Servitor or Reforged Votann operative are shooting at a target that has been expended, gain saturate (if the target has an engage order) or seek light (if the target has a conceal order)
Firefight: What's yours is mine
avarice is a hard habit to break, especially for one of the Arid nomads.
your (placeholder) can perform pick-up actions inside of the control range of enemy operatives (trumps all contradictions)
Strategy Ploys
Strategy: Unlikely allies
This unit is ever expanding, and the lessons learnt are enlightening. choose 1 friendly REFORGED operative, then give them a unlikely allies token until the end of the turning point. if this operative is within 3' of a friendly REFORGED operative, then that Friendly operative can re-roll 1 free dice if shot at. this can apply once per operative (as long as they meet the requirements of the ploy) (this does not apply to the SOLITAIRE)
Strategy: I dance alone
if your SOLITAIRE is alive, it may re-roll 3 defence dice during this turning point, (this does not need to be in one engagement, however any dice left over will not carry over) (this ploy cannot take effect if the SOLITAIRE Is within 6' of friendly operatives)
Strategy: Improved armaments
Remember to bring the right tool for the job.
remove the range restriction for all pistols
Strategy: Focused Rivalry
No plan survives contact with the enemy
(this can only be used after turning point one, and before rolling for Initiative) when rolling for Initiative:
if you lose, you nominate one of their operatives, or one of your own and place a marker on them first.
if your opponent loses, they can either nominate one of your operatives or one of their own first.
(two targets will get a marker, one friendly and one enemy) these two marked targets gain Relentless when shooting each other (or punishing if relentless is already on their weapon profile)
if the marked target is incapacitated by any other operative (aside it's marked rival) then whoever won Initiative can choose another unit that was visible to the incapacitated operative to gain the Focused Rivalry token
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Tooth of the void:
(only applicable to Reforged Space Marine captain)
gifted by a pale warrior in a mutal show of respect, this unique weapon carries 1 shot in the chamber, and cannot be reloaded in the field. (one use per game)
Tooth of the void: 3+, lethal 4+, piercing 2, *nowhere to hide,*Dmg 5/8
*nowhere to hide (this weapon ignores any rule that dictates auto retaining cover saves, the opponent must roll to prevent damage and is capped at 1 defence dice) * (this does not prevent enemy actions that force alternative targeting, however a target must be shot at.)
(if this weapon is used, the ASTARTES rule is non applicable and this operative cannot shoot again in this activation
Questionable rations:
(Only applicable to Kroot Warrior and Fellgor Warrior)
This "food" is a bit much for most palletes, but for those inclined, it provides a needed boost
Gain 1" more distance on their charge and fallback actions
Votann traps:
place 2 mines wholly within your territory and 3 inches away from any objective.
if an enemy enters the control range of a mine, they take D3+1 damage
if this equipment is chosen, you can gain up to a maximum of 3 mines if regular mines are also chosen (does not effect mines gained from *scrap)
Mirage cloak:
(only applicable to SOLITAIRE)
"cegorach laughs, my performance is not over yet"
If your SOLITAIRE would have been incapacitated by normal damage, they survive on 1 wound (this does not apply to critical damage or any devastating/special damage rule) (this effect can only trigger once per battle)
Ploys
Firefight - Blank aura:
Their presence corrodes the mind, and makes focusing significantly harder.
when your SOLITAIRE is within control range of an objective, when an enemy operative is shooting at this operative, they can only roll a maximum of 3 attack dice, 2 if the SOLITAIRE is injured.
Firefight - Ravenous pursuit:
blood is in the air and you crave the tang of iron
Your Reforged Kroot Warrior or Reforged Fellgor Warrior can perform a free charge action on an injured enemy operative (this can only be done once by each specified friendly operative)
Firefight - Tech never tires:
even here, the "creator" shall bless us.
when your Reforged Combat Servitor or Reforged Votann operative are shooting at a target that has been expended, gain saturate (if the target has an engage order) or seek light (if the target has a conceal order)
Firefight - What's yours is mine:
avarice is a hard habit to break, especially for one of the Arid nomads.
your (placeholder) can perform pick-up actions inside of the control range of enemy operatives (trumps all contradictions)
Strategic - Unlikely allies:
This unit is ever expanding, and the lessons learnt are enlightening.
choose 1 friendly REFORGED operative, then give them a unlikely allies token until the end of the turning point. if this operative is within 3' of a friendly REFORGED operative, then that Friendly operative can re-roll 1 free dice if shot at. this can apply once per operative (as long as they meet the requirements of the ploy) (this does not apply to the SOLITAIRE)
Strategic - I dance alone:
if your SOLITAIRE is alive, it may re-roll 3 defence dice during this turning point, (this does not need to be in one engagement, however any dice left over will not carry over)
(this ploy cannot take effect if the SOLITAIRE Is within 6' of friendly operatives)
Strategic - Improved armaments:
Remember to bring the right tool for the job.
remove the range restriction for all pistols
Strategic - Focused Rivalry:
No plan survives contact with the enemy
(this can only be used after turning point one, and before rolling for Initiative) when rolling for Initiative:
if you lose, you nominate one of their operatives, or one of your own and place a marker on them first.
if your opponent loses, they can either nominate one of your operatives or one of their own first.
(two targets will get a marker, one friendly and one enemy) these two marked targets gain Relentless when shooting each other (or punishing if relentless is already on their weapon profile)
if the marked target is incapacitated by any other operative (aside it's marked rival) then whoever won Initiative can choose another unit that was visible to the incapacitated operative to gain the Focused Rivalry token
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.