Kurgern's Lictors for Typhon mission pack
Composition
For Typhon Mission pack:
-1 Lictor -1 Neuro Lictor -1 Alpha Lictor
Whenever the mission tells you to set up an NPO, randomise which one by rolling 2D6 and consulting the NPO's deployment table (see Typhon mission pack rules)
- One Lictor operative can be deployed at the start of the Battle, the next Lictors can only be deployed on a 10-11 result following the rule above.
- Vanguard rules and restrictions applies (see Purebred Lictor Datacard)
- All operatives have the Behavior rule
For Regular Kill team play:
-1 Alpha Lictor operative -1 Neuro Lictor Operative -1 Pure Breed Lictor Operative -2 Von Ryans' Leaper Operative -Ploys and equipements
Faction Rule: Vanguard (see Purebred Lictor Datacard)
Common Abilities and Options
Chameleon field:
-Whenever a friendly LICTOR operative has a Conceal order, it's not visible to enemy operatives more than 6" from it
(taking precedence over all other rules).
-Whenever a friendly LICTOR operative has a Conceal order, and is a valid target for an enemy operative, or is visible by this enemy operative and within 6" to 3" of this enemy operative, it's considered as Obscured.
Hypersensitive Killer:
-This operative can perform two Fight actions during its activation.
-The first time this operative perform a Fight action during its activation, its melee weapon have the Brutal weapon rule.
Invisible Predator:
-This operative can perform the Charge action while it has a Conceal order. If it does so during its activation, change its order to an Engage order, but only after that Charge action's end and before any Fight action.
-Whenever a friendly LICTOR operative has a Engage order, it can perform the Fall Back action for 1 AP less, but only after a Fight action during which he Fought or Retaliated, after all attack dice have been resolved and only once per Turning Point. If it does so and it finish that Fall Back action more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal. It can perform this action during the same activation in which it performed the Charge action.
-This operative cannot perform Guard actions.
-This operative can only Counteract with a Fight or Dash action.
Loner (Typhon mission pack only):
Typhon mission pack rules:
-You can only have one friendly LICTOR operative In the Kill Zone at the same time.
-You can only deploy each type of friendly LICTOR operatives once per battle.
(Ignore the "LONER" rules above for the purpose of regular Kill Team play.)
Vanguard:
TYPHON EVENT CARD:
You can select and use this Event Card during the strategy phase of the first turning point, once per battle. Further Cards must be randomly draw and played as intended.
-During the strategy phase of the first turning point. If this operative is wholly within your drop zone, it can immediately perform a free Dash action.
-Note that rule cannot be used after the first turning point.
(Use the rules above as a "Faction Rule" for the purpose of regular Kill Team play)
Purebred Lictor
A 3
M 7"
S 5+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything Talons & Rending Claws (Punishing) | 5 | 3+ | 4/5 |
Abilities
Chameleon fieldHypersensitive KillerInvisible PredatorLoner (Typhon mission pack only)VanguardNeuro Lictor
A 3
M 7"
S 5+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psyonic Blast (Rng 8", Rending, Silent, PSYCHIC) | 4 | 4+ | 3/4 |
| Scything Talons & Rending Claws (Punishing) | 5 | 3+ | 4/5 |
Abilities
Chameleon FieldHypersensitive KillerInvisible PredatorLoner (Typhon mission pack only)VanguardAlpha Lictor
A 3
M 7"
S 4+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything Talons, Rending Claws & Mandibles (Rending, Punishing) | 5 | 3+ | 4/5 |
Abilities
Chameleon fieldHypersensitive KillerInvisible PredatorLoner (Typhon mission pack only)VanguardVon Ryan' Leaper
A 3
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything Talons (Punishing) | 4 | 3+ | 3/4 |
Abilities
Hypersensitive KillerLeapVanguardAcid Blood
Whenever a friendly LICTOR operative is fighting or retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 5+, inflict 1 damage on the enemy operative in that sequence.
Regeneration Nodes
Whenever a friendly LICTOR operative is activated, it regains up to D3 lost wounds. Note that this equipement cannot be used more than once for each LICTOR operatives during the Battle.
Chromatospore
Whenever an operative is shooting a friendly LICTOR operative, if you can retain any cover saves, you can retain one additional cover save. This isn’t cumulative with improved cover saves from Vantage terrain but it is cumulative with the "Patient Lurker" strategy ploy.
Hyper Senses
when an enemy operative ends the Charge action within control range of a friendly LICTOR operative: Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action. Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action. Note that this equipement cannot be used more than once for each LICTOR operatives during the Battle.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: SLITHERER
Use this firefight ploy during a friendly LICTOR operative’s activation or counteraction, before or after it performs an action. During that activation/counteraction, that operative can: • Perform the Fall Back action for 1 less AP. (Note that action is not cumulative with the "Invisible Predator" trait.(see Purebred Lictor Datacard) • Perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply)
Firefight: HIDDEN HORROR
Use this firefight ploy when an enemy operative is performing the Fight action and selects a friendly LICTOR operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight: SWEEPING STRIKE
Use this firefight ploy when a friendly LICTOR operative performs the CHARGE action. At the end of that CHARGE action before another actions: Deal D3+1 damage on each enemy operative within its control range (roll separately for each). You cannot use this ploy in the Strategy phase.
Firefight: ACID EXPLOSION
Use this firefight ploy when a friendly LICTOR operative is incapacitated. Before that operative is removed from the killzone, inflict D3 damage on each enemy operative within its control range (roll separately for each)
Strategy Ploys
Strategy: SHADOW STEP
Whenever an operative is shooting a friendly LICTOR operative: • If that friendly operative has not performed the DASH, CHARGE or REPOSiTION action during that turning point, you can re-roll one of your defence dice.
Strategy: WRITHE OUT OF SIGHT
Select one friendly LICTOR operative in the killzone. That friendly operative can immediately perform a free DASH action. (Note thats this ploy cannot be used during the strategy phase of the 1st turning point)
Strategy: PATIENT LURKERS
Whenever a friendly LICTOR operative is fully on your part of the Kill Zone it’s in cover, unless it’s within 2" of the active operative. Treat this as cover provided by Light terrain (therefore it’s affected by rules that prevent this, e.g. Seek Light and Vantage terrain).
Strategy: QUICK STRIKE
Whenever a friendly LICTOR operative is fighting, if it’s performed the CHARGE action during that activation/counteraction, its melee weapons have the Balanced weapon rule.
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.
Equipment
Acid Blood:
Whenever a friendly LICTOR operative is fighting or retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 5+, inflict 1 damage on the enemy operative in that sequence.
Regeneration Nodes:
Whenever a friendly LICTOR operative is activated, it regains up to D3 lost wounds.
Note that this equipement cannot be used more than once for each LICTOR operatives during the Battle.
Chromatospore:
Whenever an operative is shooting a friendly LICTOR operative, if you can retain any cover saves, you can retain one additional cover save.
This isn’t cumulative with improved cover saves from Vantage terrain but it is cumulative with the "Patient Lurker" strategy ploy.
Hyper Senses:
when an enemy operative ends the Charge action within control range of a friendly LICTOR operative:
Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action.
Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action.
Note that this equipement cannot be used more than once for each LICTOR operatives during the Battle.
Ploys
Firefight - SLITHERER:
Use this firefight ploy during a friendly LICTOR operative’s activation or counteraction, before or after it performs an action. During that activation/counteraction, that operative can:
• Perform the Fall Back action for 1 less AP. (Note that action is not cumulative with the "Invisible Predator" trait.(see Purebred Lictor Datacard)
• Perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply)
Firefight - HIDDEN HORROR:
Use this firefight ploy when an enemy operative is performing the Fight action and selects a friendly LICTOR operative to fight against.
In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight - SWEEPING STRIKE:
Use this firefight ploy when a friendly LICTOR operative performs the CHARGE action. At the end of that CHARGE action before another actions:
Deal D3+1 damage on each enemy operative within its control range (roll separately for each). You cannot use this ploy in the Strategy phase.
Firefight - ACID EXPLOSION:
Use this firefight ploy when a friendly LICTOR operative is incapacitated. Before that operative is removed from the killzone, inflict D3 damage on each enemy operative within its control range
(roll separately for each)
Strategic - SHADOW STEP:
Whenever an operative is shooting a friendly LICTOR operative:
• If that friendly operative has not performed the DASH, CHARGE or REPOSiTION action during that turning point, you can re-roll one of your defence dice.
Strategic - WRITHE OUT OF SIGHT:
Select one friendly LICTOR operative in the killzone. That friendly operative can immediately perform a free DASH action.
(Note thats this ploy cannot be used during the strategy phase of the 1st turning point)
Strategic - PATIENT LURKERS:
Whenever a friendly LICTOR operative is fully on your part of the Kill Zone it’s in cover, unless it’s within 2" of the active operative.
Treat this as cover provided by Light terrain (therefore it’s affected by rules that prevent this, e.g. Seek Light and Vantage terrain).
Strategic - QUICK STRIKE:
Whenever a friendly LICTOR operative is fighting, if it’s performed the CHARGE action during that activation/counteraction, its melee weapons have the Balanced weapon rule.
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.