TERMINATORS DU SCARABÉE OCCULTE
Composition
KILL TEAM DE TERMINATORS DU SCARABÉE OCCULTE
ARCHÉTYPES : RECONNAISSANCE, SÉCURITÉ
AGENTS
↘ 6 agents COTERIE DU WARP choisis dans la liste suivante:
• AHRIMAN
• SORCIER DU DESTIN
• SORCIER DU TEMPYRION
• TERMINATOR DU SCARABÉE OCCULTE GUERRIER
• TERMINATOR DU SCARABÉE OCCULTE PORTE-ICÔNE
• TERMINATOR DU SCARABÉE OCCULTE TIREUR
Vous devez choisir au moins un agent SORCIER ami. Hormis les agents GUERRIER, votre kill team ne peut inclure chacun des agents de cette liste qu’une seule fois.
Votre KILL TEAM TERMINATORS DU SCARABÉE OCCULTE ne peut recevoir aucun équipement de faction de KILL TEAM DE COTERIE DU WARP.
Vous pouvez utiliser les règles officielle de KILL TEAM DE COTERIE DU WARP.
Common Abilities and Options
Armure énergétique Warp:
Cet agent ignore les règles Perforante x et Perforante Critique x des armes à distance des agents ennemis.
FLUX TEMPOREL (1AP):
PSYCHIQUE. Choisissez 1 agent MARINE RUBRICAE ami visible de cet agent et à 6" de lui et placez votre marqueur de Flux Temporel à portée de contrôle de l’agent ami choisi.
°À la fin de la prochaine activation de l’agent ami choisi, s’il n’a pas été neutralisé et s’il est toujours entièrement à 6" de votre marqueur de Flux Temporel, retirez l’agent ami choisi de la killzone et placez-le à nouveau à un endroit où il peut être placé; lorsqu’il est placé à nouveau, il doit avoir votre marqueur de Flux Temporel à sa portée de contrôle (ou aussi près que possible). Puis, retirez votre marqueur de Flux Temporel de la killzone. Si l’agent ami choisi n’est pas entièrement à 6" de votre marqueur de Flux Temporel (y compris s’il est neutralisé), retirez ce marqueur de la killzone.
°Cet agent ne peut pas effectuer cette action tant qu’il est à portée de contrôle d’un agent ennemi, ou si votre marqueur de Flux Temporel est actuellement sur la killzone.
FORGÉ DANS LE WARP (2AP):
PSYCHIQUE. Choisissez 1 agent MARINE RUBRICAE ami qui a été neutralisé et retiré de la killzone pendant ce tournant, si c'est la première fois qu'il a été neutralisé durant la bataille.
• Placez l'agent ami sélectionné à 3" de cet agent.
• Il lui reste 7 point de vie.
• Il a un ordre de votre choix et est préparé.
• Cet agent compte comme ayant effectué l’action Repositionnement (dépensez les PA nécessaires).
PROTÉGÉ PAR LE DESTIN (1AP):
PSYCHIQUE. Choisissez 1 agent MARINE RUBRICAE ami visible de cet agent. Jusqu’au début de la prochaine activation de cet agent, jusqu’à ce qu’il soit neutralisé ou jusqu’à ce que cette action soit effectuée à nouveau par un agent ami (selon ce qui arrive en premier)
°Lorsqu’un agent tire sur l'agent ami choisi, vous pouvez relancer un ou plusieurs de vos dés de défense.
°Cet agent ne peut pas effectuer cette action tant qu’il est à portée de contrôle d’un agent ennemi.
RITUEL IMPIE (1AP):
PSYCHIQUE. Choisissez 1 agent MARINE RUBRICAE ami visible de cet agent et à 6" de lui. L'agent choisi récupère 2D3 PV perdus.
Armes infusées par le Warp:
Quand un agent MARINE RUBRICAE ami riposte, ses armes de mêlée ont la règle Précision 1.
Armure Terminator vide:
A l'étape lancer les dés de défense lors d'une phase de tir ou il est pris pour cible,un agent TERMINATOR DU SCARABÉE OCCULTE peut soit:
°Lancer un dés supplémentaire (pour un maximum de 4D6) ou,
°Après avoir lancé les dés, retenir un échec comme une réussite normale ou,
°Après avoir lancé les dés, retenir une réussite normale comme une réussite critique.
Vous pouvez ignorer toute modification aux caractéristiques des agents TERMINATOR DU SCARABÉE OCCULTE amis, y compris de leurs armes, dues au fait qu’ils sont estropiés.
Un agent TERMINATOR DU SCARABÉE OCCULTE ne peut pas effectuer l'action Battre en retraite, il peut cependant toujours effectuer l'action Garde (peut importe la Killzone)
Automate Ensorcelé:
Quand cet agent est activé, soustrayez 1 à sa caractéristique de LPA jusqu’à la fin de l’activation, à moins qu’un agent SORCIER ami ne soit à 9" de lui.
AHRIMAN
A 3
M 10"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eclair du Changement (PSYCHIQUE, Dévastatrice 2, Létale 5+) | 4 | 3+ | 5/3 |
| Tempête de Feu Warp (PSYCHIQUE, Saturation, Traqueuse Légère, Torrent 2") | 4 | 2+ | 3/3 |
| Pistolet bolter Inferno (Portée 8", Perforante 1, Dévastatrice 1) | 4 | 3+ | 3/4 |
| Bâton noir d'Ahriman (PSYCHIQUE, Fatale, Choc) | 5 | 3+ | 4/6 |
Abilities
Archi-sorcier de TzeentchArmure énergétique Warp1AP: FLUX TEMPOREL2AP: FORGÉ DANS LE WARP1AP: PROTÉGÉ PAR LE DESTIN1AP: RITUEL IMPIESaut WarpSORCIER DU DESTIN DE TZEENTCH
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eclair du Changement (PSYCHIQUE, Dévastatrice 2, Létale 5+) | 4 | 3+ | 4/2 |
| Tempête de Feu Warp (PSYCHIQUE, Saturation, Traqueuse Légère, Torrent 2") | 4 | 3+ | 3/3 |
| Pistolet bolter Inferno (Portée 8", Perforante 1, Dévastatrice 1) | 4 | 3+ | 3/4 |
| Sceptre de force (PSYCHIQUE, Choc) | 4 | 3+ | 4/6 |
Abilities
Armure énergétique Warp1AP: FLUX TEMPOREL2AP: FORGÉ DANS LE WARP1AP: PROTÉGÉ PAR LE DESTIN1AP: RITUEL IMPIESORCIER DU TEMPYRION DE TZEENTCH
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eclair du Changement (PSYCHIQUE, Dévastatrice 2, Létale 5+) | 4 | 3+ | 4/2 |
| Tempête de Feu Warp (PSYCHIQUE, Saturation, Traqueuse Légère, Torrent 2") | 4 | 3+ | 3/3 |
| Pistolet bolter Inferno (Portée 8", Perforante 1, Dévastatrice 1) | 4 | 3+ | 3/4 |
| Sceptre de force (PSYCHIQUE, Choc) | 4 | 3+ | 4/6 |
Abilities
Armure énergétique Warp1AP: FLUX TEMPOREL2AP: FORGÉ DANS LE WARP1AP: PROTÉGÉ PAR LE DESTIN1AP: RITUEL IMPIETERMINATOR DU SCARABÉE OCCULTE GUERRIER
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-bolter Inferno (Inexorable, Perforante 1, Dévastatrice 1) | 4 | 3+ | 3/4 |
| Khopesh prosperien (Létale 5+) | 5 | 3+ | 4/6 |
Abilities
Armes infusées par le WarpArmure Terminator videAutomate EnsorceléTERMINATOR DU SCARABÉE OCCULTE TIREUR
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Canon Soulreaper (concentré) (Perforante 1) | 5 | 3+ | 4/5 |
| Canon Soulreaper (balayage) (Perforante 1, Torrent 1") | 4 | 3+ | 4/5 |
| Khopesh prosperien (Létale 5+) | 5 | 3+ | 4/6 |
Abilities
Armes infusées par le WarpArmure Terminator videAutomate EnsorceléTERMINATOR DU SCARABÉE OCCULTE PORTE-ICÔNE
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-bolter Inferno (Inexorable, Perforante 1, Dévastatrice 1) | 4 | 3+ | 3/4 |
| Icône du Changement (Létale 5+) | 5 | 3+ | 4/6 |
Abilities
Armes infusées par le WarpArmure Terminator videAutomate EnsorceléPorte-icôneUniversal 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.
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.
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
Ploys
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.
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.