Dredge Murk
Composition
1 DREDGE MURK TRENCH ANCHORITE operative
1 DREDGE MURK CHAMPION operative
4 DREDGE MURK operatives selected from the following list:
- MINE FLAIL
- ICON BEARER
- HEAVY GUNNER
- GUNNER with one of the following options:
- Auto bolt rifle; fists
- Stalker bolt rifle; fists
- WARRIOR
Other than WARRIOR operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Abyssal Plating:
- Whenever an operative is shooting a friendly DREDGE MURK operative, if any attack dice would inflict damage on that friendly operative, roll one D6 at the end of the Resolve Attack Dice Step.
- Whenever an operative is fighting a friendly DREDGE MURK operative, roll one D6 the first time an attack dice would inflict damage.
On a 5, ignore the damage inflicted by one normal success. On a 6, ignore the damage inflicted by one critical or normal success.
Astartes:
During each friendly DREDGE MURK operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol, boltgun or PSYCHIC weapon must be selected for at least one of them. You cannot select the same PSYCHIC ranged weapon more than once per activation.
Each friendly DREDGE MURK operative can counteract regardless of its order.
Pressure:
Whenever an enemy operative activates, ends a movement action or is set up within 2" of a friendly DREDGE MURK operative, inflict 1 damage on that operative.
Dredge Murk Trench Anchorite
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Abyssal rupture (PSYCHIC, Rng 8", Saturate, Severe, Balanced) | 4 | 3+ | 3/7 |
| Trench breath (PSYCHIC, Saturate, Rending, Torrent 1") | 6 | 3+ | 3/3 |
| Tide-reaper stave (PSYCHIC, Severe, Shock, Stun) | 4 | 3+ | 3/4 |
Abilities
Abyssal PlatingAstartes1AP: Dry DrowningPressure1AP: Seal the BreachDredge Murk Champion
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Riptide sword (standard range) (Rng 8", Piercing 1) | 4 | 3+ | 3/5 |
| Riptide sword (overcharged range) (Rng 8", Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Riptide sword (melee) (Severe, *Surge) | 5 | 3+ | 4/5 |
Abilities
*SurgeAbyssal PlatingAstartesBlessing of the VoidPressureDredge Murk Mine Flail
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mine flail (Brutal, Severe, Shock, *Chain detonation) | 5 | 3+ | 4/5 |
Abilities
*Chain detonationAbyssal PlatingAstartes1AP: FlailPressureDredge Murk Icon Bearer
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Trench knife (Severe) | 5 | 3+ | 3/4 |
Abilities
Abyssal PlatingAstartesIcon BearerIcon of the VoidPressurePressure SpikeDredge Murk Heavy Gunner
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Trench spewer (Rng 8", Saturate, Severe, Torrent 2") | 5 | 2+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Abyssal PlatingAstartesPressureDredge Murk Gunner
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stalker bolt rifle | |||
| Heavy (Heavy (Dash only), Lethal 5+, Piercing Crits 1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Auto bolt rifle (Torrent 1") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Abyssal PlatingAstartesHadal AmbushPressureDredge Murk Warrior
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt rifle (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Trench knife (Severe) | 4 | 3+ | 3/4 |
Abilities
Abyssal PlatingAstartesHadal FortitudePressureSea-sludge Camo
Whenever an operative is shooting a friendly DREDGE MURK operative that has a Conceal order, you can re-roll one of your defence dice.
Dredge Ichor
You can ignore any changes to the stats of friendly DREDGE MURK operatives from being injured (including their weapons’ stats).
Crushing Pressure
Whenever an enemy operative activates within 2" of a friendly DREDGE MURK operative, inflict D3 damage on that operative (instead of the normal 1).
Depth Charge
Once per battle, a friendly DREDGE MURK operative can use the following ranged weapon:
Depth Charge
| NAME | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Depth charge | 4 | 3+ | 4/5 | Range 3", Blast 2", Heavy (Reposition only), Piercing 1, Saturate |
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: Benthic Resonance
Use this firefight ploy when an enemy operative activates within Pressure range of two or more friendly DREDGE MURK operatives. Inflict D3 damage on that operative (instead of the normal 1), or inflict D3+2 damage on that operative if you have selected the Crusing Pressure equipment.
Firefight: Beyond Pain
Use this firefight ploy when an attack dice inflicts damage on a friendly DREDGE MURK operative. For that shooting or fighting sequence, do not roll the D6 for the Abyssal Plating ability. Instead, you can automatically retain the result as a 5 (allowing you to ignore the damage inflicted by one normal success).
Firefight: Hull Breach
Use this firefight ploy when a friendly DREDGE MURK operative is incapacitated, before it’s removed from the killzone. Inflict 1 damage on each enemy operative visible to and within 3" of that operative; if an enemy operative is visibile to and within 2" of that friendly operative, inflict D3 damage instead.
Firefight: Weight of the Void
Use this firefight ploy when a friendly DREDGE MURK operative is shooting against or fighting against an enemy operative within 6" of it, after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success and they cannot re-roll it.
Strategy Ploys
Strategy: Oppression
Subtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this isn’t cumulative with being injured) whenever any of the following are true:
- it is within 3" of a friendly DREDGE MURK operatives.
- it is within 4" of a friendly DREDGE MURK ICON BEARER operative.
Strategy: The Bends
Select one enemy operative within your Pressure range. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.
Strategy: Lumbering Death
Whenever a friendly DREDGE MURK operative is shooting or fighting during an activation in which it hasn’t moved more than 3", or whenever it’s retaliating, its weapons have the Ceaseless weapon rule.
Strategy: Blackwater Veil
Whenever an operative is shooting a friendly DREDGE MURK operative that’s more than 6" from it, that friendly operative is obscured.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
Sea-sludge Camo:
Whenever an operative is shooting a friendly DREDGE MURK operative that has a Conceal order, you can re-roll one of your defence dice.
Dredge Ichor:
You can ignore any changes to the stats of friendly DREDGE MURK operatives from being injured (including their weapons’ stats).
Crushing Pressure:
Whenever an enemy operative activates within 2" of a friendly DREDGE MURK operative, inflict D3 damage on that operative (instead of the normal 1).
Depth Charge:
Once per battle, a friendly DREDGE MURK operative can use the following ranged weapon:
Depth Charge
| NAME | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Depth charge | 4 | 3+ | 4/5 | Range 3", Blast 2", Heavy (Reposition only), Piercing 1, Saturate |
Ploys
Firefight - Benthic Resonance:
Use this firefight ploy when an enemy operative activates within Pressure range of two or more friendly DREDGE MURK operatives. Inflict D3 damage on that operative (instead of the normal 1), or inflict D3+2 damage on that operative if you have selected the Crusing Pressure equipment.
Firefight - Beyond Pain:
Use this firefight ploy when an attack dice inflicts damage on a friendly DREDGE MURK operative. For that shooting or fighting sequence, do not roll the D6 for the Abyssal Plating ability. Instead, you can automatically retain the result as a 5 (allowing you to ignore the damage inflicted by one normal success).
Firefight - Hull Breach:
Use this firefight ploy when a friendly DREDGE MURK operative is incapacitated, before it’s removed from the killzone. Inflict 1 damage on each enemy operative visible to and within 3" of that operative; if an enemy operative is visibile to and within 2" of that friendly operative, inflict D3 damage instead.
Firefight - Weight of the Void:
Use this firefight ploy when a friendly DREDGE MURK operative is shooting against or fighting against an enemy operative within 6" of it, after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success and they cannot re-roll it.
Strategic - Oppression:
Subtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this isn’t cumulative with being injured) whenever any of the following are true:
- it is within 3" of a friendly DREDGE MURK operatives.
- it is within 4" of a friendly DREDGE MURK ICON BEARER operative.
Strategic - The Bends:
Select one enemy operative within your Pressure range. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.
Strategic - Lumbering Death:
Whenever a friendly DREDGE MURK operative is shooting or fighting during an activation in which it hasn’t moved more than 3", or whenever it’s retaliating, its weapons have the Ceaseless weapon rule.
Strategic - Blackwater Veil:
Whenever an operative is shooting a friendly DREDGE MURK operative that’s more than 6" from it, that friendly operative is obscured.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.