Stormboyz - Ork Airborne Shock Troops
Composition
1 STORMBOY KAPTIN Operative with one of the following options:
- Double Barrel Boomstikk; Fists
- Bolta Pistol or Looted Plasma Pistol; Chain Slasha
6 STORMBOY operatives selected from following list:
- FIREBOMBER
- DIVEBOMBER
- GUNNER with one of the following options:
-
- Splinta Shoota; Fists
-
- Gitseeking Missle; Choppa
- TROOPER with one of the following options:
-
- Slugga; Choppa
-
- Hand Scorcha: Choppa
- GROT GITSEEKER *
- GROT GLIDEBOMBA *
Other than the TROOPER operatives, your kill team can only include operatives from this list once.
- These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.
Common Abilities and Options
Fly:
Whenever a friendly STORMBOY
operative performs an action in which it moves, it
can FLY. If it does, don’t move it. Instead, remove
it from the killzone and set it back up wholly
within a distance equal to its Move stat (or 3" if
it was a Dash) horizontally of its original location
(in a killzone that uses the close quarters rules,
e.g. Killzone: Tomb World, this distance cannot
be measured over or through Wall terrain, and
that operative cannot be set up on the other side
of an access point – in other words it cannot FLY
through an open hatchway). Note that it gains
no additional distance when performing the
Charge action. It must be set up in a location it
can be placed, and unless it’s the Charge action,
it cannot be set up within control range of an
enemy operative.
Flyby:
While using the Fly rule, you can use this one. If you do, your selected operative gains one of your flyby tokens.
Whenever a freindly STORMBOY operative with a concealed order has one of your flyby tokens: Improve its move stat by 1" and improve its save stat by 1.
Whenever a freindly STORMBOY operative has an engage order and one of your flyby tokens performs a shoot action after performing a FLY movement: its ranged weapon profiles gain the Seek Light, and Accurate 1 weapon rules (this is not cumularive with the benefits of vantage terrain). However, worsen both the hit stat of their ranged weapon profiles by 1, and their move stat by 1". This is considered an "flyby shot". A freindly STORMBOY operative can perform the shoot action during a move in which it also moved with FLY and can continue its movement with FLY with the distance it had remaining (if any).
Freindly STORMBOY operatives cannot use this rule if they are within control range of an enemy operative or if they did not FLY.
Speedy Zogger:
Whenever this
operative is in cover and has a cpncealed order, it cannot be selected
as a valid target, taking precedence over
all other rules (e.g. Seek, Vantage terrain)
except being within 2"
Stormboy Kaptin
A 3
M 6"
S 5+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Double Barrel Boomstikk (standard) (Range 8", Torrent 2") | 4 | 2+ | 2/3 |
| Double Barrel Boomstikk (volley) (Range 4", Relentless, Knockback*) | 8 | 4+ | 4/6 |
| Bolta Pistol (Range 8", Piercing Crits 1) | 4 | 3+ | 3/4 |
| Looted Plasma Pistol (standard) (Range 8", Piercing 1) | 4 | 4+ | 3/5 |
| Looted Plasma Pistol (supacharged) (Range 8", Hot, Lethal 5+, Piercing 1) | 5 | 4+ | 4/5 |
| Chain Slasha (Shock) | 4 | 4+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
*KnockbackFlyFlyby1AP: Get r' dunStormboy Firebomber
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Scorcha (standard) (Range 6", Torrent 2", Saturate) | 5 | 3+ | 2/2 |
| Hand Scorcha (focused) (Range 8", Torrent 1", Hot, Severe, Saturate) | 6 | 3+ | 3/3 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
FirebomberFlyFlyby1AP: ShockscreenStormboy Divebomber
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Range 8") | 4 | 4+ | 3/4 |
| Rokkit Detonation (Lethal +5, Blast 2", 1" Devastating 4, Limited 1, Explosive*) | 5 | 4+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
*ExplosiveBoom!FlyFlybyStormboy Gunner
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Splinta Shoota (shoot) (Devastating 1, Heavy (Reposition Only), Ceaseless) | 5 | 4+ | 3/3 |
| Splinta Shoota (splinter) (Devastating 2, Heavy (Reposition Only), Torrent 1", Seek Light) | 5 | 4+ | 2/1 |
| Gitseeker Missle (Range 9", Seek, Saturate, Piercing Crits 1, Limited 2) | 4 | 3+ | 4/4 |
| Fists | 3 | 3+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Extra DakkaFlyFlybyStormboy Trooper
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Range 8") | 4 | 4+ | 3/4 |
| Hand Scorcha (standard) (Range 6", Torrent 2", Saturate) | 5 | 3+ | 2/2 |
| Hand Scorcha (focused) (Range 8", Torrent 1", Hot, Severe, Saturate) | 6 | 3+ | 3/3 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
FlyFlybyMore ChoppaGrot Glidebomba
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Chopper | 3 | 5+ | 1/4 |
Abilities
FlyFlybySpeedy ZoggerStorm Tactiks1AP: Surprise BoomGrot Gitseeker
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Choppa | 3 | 5+ | 1/4 |
Abilities
FlyFlyby1AP: GitseekingSpeedy ZoggerFirebombs
Stormboys utilize special explosive devices manufactured by the mek boyz in their warband
Once per turning point, a friendly STORMBOY operative (Excluding STORMBOY Gitseeker) can select the following weapon when performing the shoot action:
Firebombs: ATK: 3, HIT: 2+, DMG: 3/3, WR: Range 6", Blast 3", Saturate
Gitseeking Squig
Once per battle, one freindly STORMBOY Gunner or Divebomber operative can ignore the Limited weapon rule of its ranged weapons. If you choose the STORMBOY Divebomber operative, replace the Explosive weapon rule with the Range 8" weapon rule instead.
Afterburners
As a STRATEGIC GAMBIT, up to 3 of your freindly STORMBOY operatives gain one of your afterburner tokens. Increase the move stat of Operatives with this token by 1".
After the first turning point, when you would activate an operative with one of your afterburner tokens, roll one D3:
- On a 1 that operative takes 1 damage at the end of its activation.
- On a 2 that operative cannot FLY.
- On a 3 that operative can perform a free Dash action until the end if its next activation and doing so does not count towards action restrictions.
When the result of the D3 has been resolved, remove the afterburner token.
Grot Handlebars
You can select this equipment option during the select operatives step of the mission sequence. If you do so, select one freindly STORMBOY GROT operative. That operative will not be placed on the killzone. Instead, select one freindly STORMBOY operative (Excluding Grot Gitseeker and Grot Glidebomber operatives) to gain one of your Grot Handlebar tokens. A freindly STORMBOY operative with your Grot Handlebar token gains a bonus APL until the end of the battle.
Whenever you would activate the operative you selected as part of the rules of this equipment, it cannot perform the Charge, Reposition, Dash, Fly, or Fallback actions. Visability of this operative is determined from the head of the freindly STORMBOY operative with the grot handlebar token. Whenever an opponent is shooting an operative with your Grot Handlebar tokens they can select either operative as the target if the one with the token is a valid target.
For determining whether each operative is ready or expended, use the grot handlebar token face up or face down to signify ready or expended for the selected Grot operative.
The selected grot operative activates immediately after the freindly STORMBOY operative with the grot handlebar token does (or vice versa). This does not affect counteractions.
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: Tactikal Retreat
Even the most brutal of stormboy bosses knows the value in retreating from a firefight if it means devising a plan even more kunnin than the last.
Use this ploy when a freindly STORMBOY Kaptin operative is within 3" of your dropzone edge and is wounded or if it becomes injured (you can interrupt your opponents activation or ongoing actions to do so). That freindly STORMBOY Kaptin operative can immediately perform a free Dash, Reposition, or Fallback action. If it ends that move wholly within your territory you gain 1CP. If it ends that move within 3" of your dropzone edge you gain 2CP instead.
Firefight: Smokescreen
Use this ploy whenever you end the activation of a freindly STORMBOY operative (excluding the Firebomber and Divebomber operatives). Until the start of the next turning point that operative and any operative wholly within 1" of it are obscured (to any operatives not within 2" of them) if any of the following are true:
- It did not move or be set up more than its move stat.
- It did not FLY.
Firefight: Hot Bomber
Use this ploy whenever an enemy operative is activated or ends an action within control range of freindly STORMBOY Firebomber, Divebomber, or Glidebomber operatives. Inflict D3 damage on that enemy operative or D3 +2 damage if the freindly STORMBOY operative has one of your afterburner tokens.
Firefight: Desperate Flight
Use this ploy after your opponent rolls attack dice for a shooting attack against a freindly STORMBOY operative in control range of an objective marker. Before you roll your defence dice you can do one of the following:
- Retain one save dice as a success without rolling it.
- Immediately perform a free Mission action with the targeted operative (You can interrupt your opponents action to do so).
If the damage taken is enough to incapacitate your operative, they can perform the free Dash action before being removed from the killzone.
Strategy Ploys
Strategy: WAAAAAGH!
The infamous and dreaded battle cry of the Orks heralds a tempest of violence and butchery.
Friendly STORMBOY operarives' melee weapons have the Balanced weapon rule.
Strategy: Flashy Loot
Freindly STORMBOY operatives can perform a free Pick Up Marker or Place Marker action when they perform a Reposition or Dash action. During that move, you can determine control of that marker during that action, and any remaining move distance it had from the Dash or Reposition action can be used after it does so.
Strategy: Direct Deposit
Whenever a freindly STORMBOY operative (Excluding Grot Gitseeker and Grot Glidebomber operatives) finishes a Charge action, roll a stun test for every operative within its control range. For an operative to take a stun test, roll one D6: on a 4+, subtract 1 from its APL stat until the end of its next activation.
Strategy: Rokkit Reliance
Freindly STORMBOY operatives ignore the movement changes from being injured.
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Firebombs:
Stormboys utilize special explosive devices manufactured by the mek boyz in their warband
Once per turning point, a friendly STORMBOY operative (Excluding STORMBOY Gitseeker) can select the following weapon when performing the shoot action:
Firebombs: ATK: 3, HIT: 2+, DMG: 3/3, WR: Range 6", Blast 3", Saturate
Gitseeking Squig:
Once per battle, one freindly STORMBOY Gunner or Divebomber operative can ignore the Limited weapon rule of its ranged weapons. If you choose the STORMBOY Divebomber operative, replace the Explosive weapon rule with the Range 8" weapon rule instead.
Afterburners:
As a STRATEGIC GAMBIT, up to 3 of your freindly STORMBOY operatives gain one of your afterburner tokens. Increase the move stat of Operatives with this token by 1".
After the first turning point, when you would activate an operative with one of your afterburner tokens, roll one D3:
- On a 1 that operative takes 1 damage at the end of its activation.
- On a 2 that operative cannot FLY.
- On a 3 that operative can perform a free Dash action until the end if its next activation and doing so does not count towards action restrictions.
When the result of the D3 has been resolved, remove the afterburner token.
Grot Handlebars:
You can select this equipment option during the select operatives step of the mission sequence. If you do so, select one freindly STORMBOY GROT operative. That operative will not be placed on the killzone. Instead, select one freindly STORMBOY operative (Excluding Grot Gitseeker and Grot Glidebomber operatives) to gain one of your Grot Handlebar tokens. A freindly STORMBOY operative with your Grot Handlebar token gains a bonus APL until the end of the battle.
Whenever you would activate the operative you selected as part of the rules of this equipment, it cannot perform the Charge, Reposition, Dash, Fly, or Fallback actions. Visability of this operative is determined from the head of the freindly STORMBOY operative with the grot handlebar token. Whenever an opponent is shooting an operative with your Grot Handlebar tokens they can select either operative as the target if the one with the token is a valid target.
For determining whether each operative is ready or expended, use the grot handlebar token face up or face down to signify ready or expended for the selected Grot operative.
The selected grot operative activates immediately after the freindly STORMBOY operative with the grot handlebar token does (or vice versa). This does not affect counteractions.
Ploys
Firefight - Tactikal Retreat:
Even the most brutal of stormboy bosses knows the value in retreating from a firefight if it means devising a plan even more kunnin than the last.
Use this ploy when a freindly STORMBOY Kaptin operative is within 3" of your dropzone edge and is wounded or if it becomes injured (you can interrupt your opponents activation or ongoing actions to do so). That freindly STORMBOY Kaptin operative can immediately perform a free Dash, Reposition, or Fallback action. If it ends that move wholly within your territory you gain 1CP. If it ends that move within 3" of your dropzone edge you gain 2CP instead.
Firefight - Smokescreen:
Use this ploy whenever you end the activation of a freindly STORMBOY operative (excluding the Firebomber and Divebomber operatives). Until the start of the next turning point that operative and any operative wholly within 1" of it are obscured (to any operatives not within 2" of them) if any of the following are true:
- It did not move or be set up more than its move stat.
- It did not FLY.
Firefight - Hot Bomber:
Use this ploy whenever an enemy operative is activated or ends an action within control range of freindly STORMBOY Firebomber, Divebomber, or Glidebomber operatives. Inflict D3 damage on that enemy operative or D3 +2 damage if the freindly STORMBOY operative has one of your afterburner tokens.
Firefight - Desperate Flight:
Use this ploy after your opponent rolls attack dice for a shooting attack against a freindly STORMBOY operative in control range of an objective marker. Before you roll your defence dice you can do one of the following:
- Retain one save dice as a success without rolling it.
- Immediately perform a free Mission action with the targeted operative (You can interrupt your opponents action to do so).
If the damage taken is enough to incapacitate your operative, they can perform the free Dash action before being removed from the killzone.
Strategic - WAAAAAGH!:
The infamous and dreaded battle cry of the Orks heralds
a tempest of violence and butchery.
Friendly STORMBOY operarives' melee weapons have the Balanced weapon rule.
Strategic - Flashy Loot:
Freindly STORMBOY operatives can perform a free Pick Up Marker or Place Marker action when they perform a Reposition or Dash action. During that move, you can determine control of that marker during that action, and any remaining move distance it had from the Dash or Reposition action can be used after it does so.
Strategic - Direct Deposit:
Whenever a freindly STORMBOY operative (Excluding Grot Gitseeker and Grot Glidebomber operatives) finishes a Charge action, roll a stun test for every operative within its control range. For an operative to take a stun test, roll one D6: on a 4+, subtract 1 from its APL stat until the end of its next activation.
Strategic - Rokkit Reliance:
Freindly STORMBOY operatives ignore the movement changes from being injured.
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.