moebian 6th
Composition
must take a moebian sergeant
Select 9 options from this list Moebian rifleman Moebian shotgunner Moebian gunner (hotshot volley gun)* Moebian gunner (plasma gun)* Moebian gunner (flamer)* Moebian sniper* Moebian trapper Moebian grenadier Moebian mauler Moebian rager Moebian crusher** Moebian ripper** Moebian bulwark**
- You can only have three of these operatives ** You can only have two of these operatives and every one of these operatives counts as 2, if you run none of these models pick a firefight ploy it is free for the game. The only operative you can include more than one of are moebian gunners and moebian rifleman operatives
Common Abilities and Options
moebian ambush:
during the deployment step select 5 models in this killteam do not deploy them instead they start off the board, at any point you could activate a friendly operative instead of activateing an operative you may deploy a model kept off the board with this ability, a model selected with this rule must be deployed on a friendly or neutral board edge or out of line of sight of every enemy operative an on your half of the board. once the operative has been deployed they have -1 ation for the turning point.
moebian lethality:
if this operative would preform a shoot action agaisnt an enemy that at the beginning of this models activateion was not in line of sight this operative gains either torent 1" or ceasless. if the operative would preform a fight action against an enemy that at the beginning of this operative's activation did not have line of sight of this operative this operatives weapons gain either dev 1 or rend
carapace armour:
when this operative takes 3 or more damage roll a d6 on a 5+ this operative takes 1 less damage
unintelligent:
this model gains 1 apl if a friendly operative and/or operatives are within 6"
moebian sergeant
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| plasma pistol | |||
| Default (prc 1, rng 8") | 4 | 4+ | 3/5 |
| supercharge (prc 1, lethal 5+, hot, rng 8") | 4 | 4+ | 4/5 |
| gas grenades (rng 6", lethal 4+, blast 2") | 5 | 4+ | 1/3 |
| power weapon (lethal 5+) | 5 | 4+ | 4/6 |
| fists | 4 | 4+ | 3/4 |
Abilities
1AP: cannibalchosen by nurglemoebian ambushmoebian lethalitymoebian rifleman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| lasgun | 4 | 4+ | 2/3 |
| bayonet | 3 | 4+ | 2/3 |
Abilities
group activationmoebian ambushmoebian lethalitymoebian gunner
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| plasma gun | |||
| Default (prc 1) | 4 | 4+ | 4/6 |
| super charged (prc 1, lethal 5+, hot) | 4 | 4+ | 5/6 |
| hot shot volley gun | |||
| Default (prccrit 1) | 5 | 4+ | 3/4 |
| sweeping (prccrit 1, tor 1") | 4 | 4+ | 3/4 |
| flamer (rng 8", sat, tor 2") | 5 | 2+ | 3/3 |
| fists | 3 | 4+ | 2/3 |
Abilities
moebian ambushmoebian lethalitymoebian shotgunner
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| heavy shotgun (rng 8", lethal 5+) | 4 | 4+ | 4/4 |
| club | 4 | 4+ | 3/4 |
Abilities
moebian ambushmoebian lethalityzealotmoebian sniper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| long las | |||
| concealed (silent, concealed positions, dev 3, heavy) | 4 | 2+ | 3/3 |
| stationary (dev 3, heavy) | 4 | 2+ | 3/3 |
| mobile | 4 | 3+ | 3/4 |
| fists | 3 | 4+ | 2/3 |
Abilities
*concealed positionsmoebian ambushmoebian lethalitymoebian trapper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| net gun (trapped*, stun, rng 8", sev) | 4 | 4+ | 3/3 |
| net gun (trapped*, stun) | 4 | 4+ | 3/3 |
Abilities
*trappedmoebian ambushmoebian lethalitymoebian grenadier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| lasgun | 4 | 4+ | 2/3 |
| immolation grenade (rng 6", blast 2", sat) | 5 | 4+ | 3/3 |
| fists | 3 | 4+ | 2/3 |
Abilities
1AP: long throwmoebian ambushmoebian lethalitymoebian mauler
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| mauler hammer (brutal, stun) | 5 | 4+ | 5/6 |
Abilities
carapace armourmoebian ambushmoebian lethalitymoebian rager
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| rager blades (brutal, rnd, ceaseless) | 6 | 5+ | 4/4 |
Abilities
moebian ambushmoebian lethalityragemoebian crusher
A 1
M 5"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| great hammer (brutal, lethal 5+ dev 3) | 4 | 3+ | 5/6 |
Abilities
carapace armourmoebian ambushmoebian lethalityunintelligentmoebian ripper
A 1
M 5"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| heavy stubber | |||
| Default | 5 | 4+ | 4/5 |
| sweep (tor 1") | 4 | 4+ | 4/5 |
| fists | 4 | 4+ | 3/4 |
Abilities
1AP: devastating volleymoebian ambushmoebian lethalityunintelligentmoebian bulwark
A 1
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| great club (shock) | 4 | 4+ | 4/5 |
Abilities
moebian ambushmoebian lethalityshieldunintelligentflak armour
whenever a friendly operative takes 4 or more damage roll a d6 on a 5+ the operative takes one less damage, if the oeprative has the carapace armour or zealot ability pick to either use that ability or the equipment.
corrupted stimms
at the start of each friendly operatives activation they may heal d3 wounds
propoganda
pick either the word or show of force that ploy is free for the battle
combat stimms
roll a d3 every turn you may increase an operatives apl by one till the end of the turningpoint, you can do this equal to the roll per turn (if you roll a 3 three times a turn you can do this ability)
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: Valkyrie gun run
instead of activating an operative place down a valkyrie gun run marker, at the start of the next stratagy phase all operatives within 4" take d6+3 damage unless they are below vanage terrain
Firefight: false ambush
use this instead of acctivating a model, the opponent must activate another operative
Firefight: stimm rage
select a friendly moebian rager or moebian ogryn operative they gain an apl this turn
Strategy Ploys
Strategy: the word
all friendly operative's weapons gain balanced and enemy operative's weapons lose piercing and have piercing criticals instead.
Strategy: show of force
every friendly operative that is active and is in the line of sight of an enemy may use the moebian lethality rule but friendly operative not within line of sight of ana enemy cannot use the moebian lethality rule.
Strategy: retreat to the shadows
if you have less then 5 models in ambush you may put any friendly operative not within line of sight into ambush, the number of models in ambush cannot be over 5.
Strategy: black out
all ranged weapons of all operative now have range 10" unless they already have a range ability on the weapon. also operatives outside of 10" are not counted as within line of sight.
Strategy: desperate ambush
pick a friendly injured operative, if that operative would benefit from the moebian lethality rule it can shoot twice this turn for 1 action as long as that friendly operative shoots two different operatives.
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.
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
flak armour:
whenever a friendly operative takes 4 or more damage roll a d6 on a 5+ the operative takes one less damage, if the oeprative has the carapace armour or zealot ability pick to either use that ability or the equipment.
corrupted stimms:
at the start of each friendly operatives activation they may heal d3 wounds
propoganda:
pick either the word or show of force that ploy is free for the battle
combat stimms:
roll a d3 every turn you may increase an operatives apl by one till the end of the turningpoint, you can do this equal to the roll per turn (if you roll a 3 three times a turn you can do this ability)
Ploys
Firefight - Valkyrie gun run:
instead of activating an operative place down a valkyrie gun run marker, at the start of the next stratagy phase all operatives within 4" take d6+3 damage unless they are below vanage terrain
Firefight - false ambush:
use this instead of acctivating a model, the opponent must activate another operative
Firefight - stimm rage:
select a friendly moebian rager or moebian ogryn operative they gain an apl this turn
Strategic - the word:
all friendly operative's weapons gain balanced and enemy operative's weapons lose piercing and have piercing criticals instead.
Strategic - show of force:
every friendly operative that is active and is in the line of sight of an enemy may use the moebian lethality rule but friendly operative not within line of sight of ana enemy cannot use the moebian lethality rule.
Strategic - retreat to the shadows:
if you have less then 5 models in ambush you may put any friendly operative not within line of sight into ambush, the number of models in ambush cannot be over 5.
Strategic - black out:
all ranged weapons of all operative now have range 10" unless they already have a range ability on the weapon. also operatives outside of 10" are not counted as within line of sight.
Strategic - desperate ambush:
pick a friendly injured operative, if that operative would benefit from the moebian lethality rule it can shoot twice this turn for 1 action as long as that friendly operative shoots two different operatives.
TacOps
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.
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.