Chaosbane (Warpcoven proxy)
Composition
A CHAOSBANE KillTeam is composed of 5 CHAOSBANE operatives selected from the following list:
KNIGHT WARDMAKER (1*)
KNIGHT PRESCIENT (1*)
KNIGHT PURIFIER (1*)
ASPIRANT GUNNER with one of the following options:
Incinerator; fists
Psilencer (2*); fists
ASPIRANT ICON BEARER
ASPIRANT WARRIOR
NOVTIATE SUPERIOR (3*) with one of the following options:
Novitiate blade
Novitiate chainsword
NOVTIATE DIALOGUS(3)
NOVTIATE ICONBEARER (3)
NOVTIATE MILITANT (3) with one of the following options:
Novitiate blade
Novitiate blade & shield
Laspistol; Chainsword
(1): With Warding Stave, PSYCHIC weapons on their datacard and one of the following options:
Mastercrafted Bolt Pistol
Nemesis Force Weapon
Purifying Flame (2)
(2): Your kill team can only include up to one Purifying Flame and up to one soulreaper cannon.
(3): These operatives count as half a selection each.
You must select at least one friendly KNIGHT operative.
Other than WARRIOR or MILITANT, your kill team can only include each operative on this list
Common Abilities and Options
Astartes:
During each friendly GREY KNIGHT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a psylencer or an incinerator is selected for both, 1 additional AP must be spent for the second action. You cannot select the same PSYCHIC ranged weapon more than once per activation. Each friendly GREY KNIGHT operative can counteract regardless of its order.
New Ability:
Lead by example:
Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly CHAOSBANE KNIGHT operative is within 9" of it.
Relic Hunters:
Once per battle, one friendly NOVITIATE can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP if that friendly operative is within your opponent's territory.
[PB] Astral Sight:
This operative’s ranged weapons have the Saturate weapon rule. Whenever this operative is shooting, enemy operatives cannot be obscured.
[PB] Celerity:
Add 1" to this operative’s Move stat.
[PB] Prescient:
Once per battle, when you counteract with this operative, you can change its order, and it can perform an additional 1AP action for free during that counteraction, but both actions must be different.
[PB] Mastercrafted Force Weapons:
Add 1 to the Normal Dmg stat of this operative’s melee weapons.
[PB] Boon of Focus:
Having an enemy operative within this operative’s control range doesn’t prevent it from performing the Pick Up Marker or mission actions. Once per activation, this operative can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP
[PB] Personal Teleporter:
Once per turning point, when this operative is performing the Charge or Reposition action during its activation, 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 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.
[PB] Sixty-Sixth Seal:
This operative’s PSYCHIC ranged weapons have the Piercing Crits 1 weapon rule.
[PB] Practiced Psyker:
Select one of this operative’s PSYCHIC ranged weapons. That weapon has the Devastating 1 weapon rule.
If you select a "Smite", it has the 2" Devastating 2 weapon rule instead of Devastating 2.
If you select "Warp Vortex" or "Mindburn", whenever that operative performs the Shoot action, select the Seek Light or Devastating 1 weapon rule for that weapon to have until the end of the action (it cannot have both).
[PB] Master of the Immaterium:
Add 3" to the distance requirements of this operative’s PSYCHIC actions that have a distance requirement. Note that for the KNIGHT PRESCIENT’s Temporal Flux action, this boon only affects the distance in the first effect of that rule.
Knight Wardmaker
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smite (Psychic, Dev2, Lethal 5+) | 4 | 3+ | 4/2 |
| Mastercrafted Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Purifying Flame (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
| Warding Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Astartes1AP: Prescient influence1AP: Warding RunesOptions
[PB] Astral Sight[PB] Celerity[PB] Prescient[PB] Mastercrafted Force Weapons[PB] Boon of Focus[PB] Personal Teleporter[PB] Sixty-Sixth Seal[PB] Practiced Psyker[PB] Master of the ImmateriumKnight Prescient
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vortex of Doom (Psychic, Blast 2", Rnd) | 4 | 3+ | 3/4 |
| Mastercrafted Bolt Pistol (Rng 8", Prc1) | 3 | 4+ | 3/4 |
| Purifying Flame (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
| Warding Stave | 4 | 3+ | 3/4 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Astartes1AP: Psychic Rejuvination1AP: Temporal FluxOptions
[PB] Astral Sight[PB] Celerity[PB] Prescient[PB] Mastercrafted Force Weapons[PB] Boon of Focus[PB] Personal Teleporter[PB] Sixty-Sixth Seal[PB] Practiced Psyker[PB] Master of the ImmateriumKnight Purifier
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Torrent of Purification (Psychic, Sat, Seek light, Tor 2") | 5 | 4+ | 2/3 |
| Mastercrafted Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Mindburn (Psychic, Lethal 5+, Sat, Seek Light, *Mindburn) | 5 | 4+ | 1/1 |
| Purifying Flame (Rng 6", Prc1, Tor 1") | 4 | 4+ | 3/3 |
| Warding Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
*MindburnAstartes1AP: Marked for PersecutionNew AbilityOptions
[PB] Astral Sight[PB] Celerity[PB] Prescient[PB] Mastercrafted Force Weapons[PB] Boon of Focus[PB] Personal Teleporter[PB] Sixty-Sixth SealNew Option[PB] Practiced Psyker[PB] Master of the ImmateriumAspirant Gunner
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psilencer | |||
| Focussed (Prc 1) | 5 | 3+ | 4/5 |
| Sweeping (Prc 1, Tor 1") | 4 | 4+ | 3/4 |
| Incinerator (Rng 8", Sat, Prc1, Torr2") | 4 | 2+ | 4/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesLead by exampleAspirant Iconbearer
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stormbolter (Prc1) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesLead by exampleAspirant Warrior
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stormbolter (Prc1) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesLead by exampleSteady FocusSuperior
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Novitiate blade (Brutal, Lethal 5+) | 4 | 3+ | 4/5 |
| Novitiate chainsword (Lethal 5+, Rnd) | 4 | 3+ | 4/5 |
Abilities
Zealous BrutalityDialogus
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Novitiate blade | 4 | 4+ | 3/5 |
Abilities
0AP: Inspire courageIcon Bearer
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Novitiate blade | 4 | 4+ | 3/5 |
Abilities
Icon BearerProtection of the EmperorMilitant (Chainsword)
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 4+ | 2/6 |
| Chainsword | 4 | 4+ | 3/4 |
Abilities
New AbilityRelic HuntersMilitant (Shield)
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Novitiate blade & Shield (*Shield) | 4 | 4+ | 3/4 |
| Novitiate blade (Balanced) | 4 | 4+ | 4/5 |
Abilities
*ShieldRelic HuntersBlessed Rounds
Friendly CHAOSBANE operatives’ Mastercrafted Bolt Pistols, Stormbolters, and Laspistols have the Devastating 1 weapon rule.
Warding Runes
Whenever an attack dice would inflict Critical Dmg on a friendly CHAOS BANE KNIGHT (non aspirant) operative, you can choose for that attack dice to inflict Normal Dmg instead. You cannot use this rule for each friendly CHAOS BANE KNIGHT (non aspirant) operative more than once per turning point.
Nemesis Weapons
Add 1 to the Atk stat of friendly CHAOSBANE KNIGHT ASPIRANT operatives’ melee weapons. Whenever a friendly CHAOSBANE KNIGHT ASPIRANT operative is retaliating, its melee weapons have the Accurate 1 weapon rule.
Domina Liber Daemonica
Once per battle, when a friendly CHAOS BANE KNIGHT operative is activated or counteracts, you can select a different PSYCHIC BOON for it to have until the end of the battle (it loses any it previously had). It cannot be the same PSYCHIC BOON any other friendly operative has. Note that if you use this rule when a friendly operative counteracts and you select Echoes from the Warp, it can be used immediately to change the operative’s order and perform a free action during that counteraction.
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: Blessing of the 66th trial
Use this firefight ploy when an attack die inflicts Normal Dmg on a friendly CHAOSBANE ASPIRANT operative. That attack die inflicts 1 damage instead.
Firefight: Efficiency of Experience
Use this firefight ploy at the end of a friendly CHAOS BANE KNIGHT operative’s activation. That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action), or you can change its order instead.
Firefight: Inspired Judgement (Group activation)
Use this firefight ploy when a friendly CHAOSBANE NOTIVIATE operative is activated. Select one other ready friendly CHAOSBANE NOTIVIATE operative visible to and within 2" of it to activate at the same time. Complete their activations action by action in any order.
Firefight: Shared Knowledge
Use this firefight ploy when a friendly CHAOS BANE KNIGHT operative is activated. Select one other friendly CHAOS BANE KNIGHT operative visible to and within 9" of that operative, then select one of that other friendly operative's PSYCHIC unique actions or PSYCHIC ranged weapons for that first friendly operative to have until the end of its activation. You cannot select a PSYCHIC ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.
Strategy Ploys
Strategy: Truesilver Will
Whenever an operative is shooting a friendly CHAOSBANE operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
Strategy: Brotherhood Of Sorcerers
Friendly CHAOS BANE KNIGHT operatives' PSYCHIC weapons have the Balanced weapon rule, or Ceaseless instead if another friendly CHAOS BANE KNIGHT operative is within 9" of that operative.
**Ceaseless: ** Can re-roll any or all results of one value (e.g. all results of 2) **Balanced: ** Can re-roll one Attack die.
Strategy: Forewarned Evasion
Roll 2D6 and reserve them (put them to one side). In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent's); that replacement die cannot be re-rolled or retained as a success or critical success if it is not, and is discarded at the end of that sequence.
Then, if the combined result of both reserved dice was less than 9, discard the other die. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.
Strategy: Empowered Zealotry
Friendly NOVITIATE operatives' melee weapons have the Accurate 1 weapon rule. Whenever a friendly NOVITIATE operative is assisted by a friendly NOVITIATE operative, or is fighting while visible to and within 6" of a friendly WARPBANE KNIGHT (non aspirant) operative, that friendly NOVITIATE operative's melee weapons also have the Severe weapon rule.
**Severe: **If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do. Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
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
Blessed Rounds:
Friendly CHAOSBANE operatives’ Mastercrafted Bolt Pistols, Stormbolters, and Laspistols have the Devastating 1 weapon rule.
Warding Runes:
Whenever an attack dice would inflict Critical Dmg on a friendly CHAOS BANE KNIGHT (non aspirant) operative, you can choose for that attack dice to inflict Normal Dmg instead. You cannot use this rule for each friendly CHAOS BANE KNIGHT (non aspirant) operative more than once per turning point.
Nemesis Weapons:
Add 1 to the Atk stat of friendly CHAOSBANE KNIGHT ASPIRANT operatives’ melee weapons. Whenever a friendly CHAOSBANE KNIGHT ASPIRANT operative is retaliating, its melee weapons have the Accurate 1 weapon rule.
Domina Liber Daemonica:
Once per battle, when a friendly CHAOS BANE KNIGHT operative is activated or counteracts, you can select a different PSYCHIC BOON for it to have until the end of the battle (it loses any it previously had). It cannot be the same PSYCHIC BOON any other friendly operative has. Note that if you use this rule when a friendly operative counteracts and you select Echoes from the Warp, it can be used immediately to change the operative’s order and perform a free action during that counteraction.
Ploys
Firefight - Blessing of the 66th trial:
Use this firefight ploy when an attack die inflicts Normal Dmg on a friendly CHAOSBANE ASPIRANT operative. That attack die inflicts 1 damage instead.
Firefight - Efficiency of Experience:
Use this firefight ploy at the end of a friendly CHAOS BANE KNIGHT operative’s activation. That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action), or you can change its order instead.
Firefight - Inspired Judgement (Group activation):
Use this firefight ploy when a friendly CHAOSBANE NOTIVIATE operative is activated. Select one other ready friendly CHAOSBANE NOTIVIATE operative visible to and within 2" of it to activate at the same time. Complete their activations action by action in any order.
Firefight - Shared Knowledge:
Use this firefight ploy when a friendly CHAOS BANE KNIGHT operative is activated. Select one other friendly CHAOS BANE KNIGHT operative visible to and within 9" of that operative, then select one of that other friendly operative's PSYCHIC unique actions or PSYCHIC ranged weapons for that first friendly operative to have until the end of its activation.
You cannot select a PSYCHIC ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.
Strategic - Truesilver Will:
Whenever an operative is shooting a friendly CHAOSBANE operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
Strategic - Brotherhood Of Sorcerers:
Friendly CHAOS BANE KNIGHT operatives' PSYCHIC weapons have the Balanced weapon rule, or Ceaseless instead if another friendly CHAOS BANE KNIGHT operative is within 9" of that operative.
**Ceaseless: ** Can re-roll any or all results of one value (e.g. all results of 2) **Balanced: ** Can re-roll one Attack die.
Strategic - Forewarned Evasion:
Roll 2D6 and reserve them (put them to one side). In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent's); that replacement die cannot be re-rolled or retained as a success or critical success if it is not, and is discarded at the end of that sequence.
Then, if the combined result of both reserved dice was less than 9, discard the other die. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.
Strategic - Empowered Zealotry:
Friendly NOVITIATE operatives' melee weapons have the Accurate 1 weapon rule. Whenever a friendly NOVITIATE operative is assisted by a friendly NOVITIATE operative, or is fighting while visible to and within 6" of a friendly WARPBANE KNIGHT (non aspirant) operative, that friendly NOVITIATE operative's melee weapons also have the Severe weapon rule.
**Severe: **If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do. Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
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.