Stonewill (Narrative Rules)
Composition
Every STONEWILL operative on the following list:
- 1 PR.13-5T
- 1 LARKIN
- 1 ROCKFIELD
- 1 JONEL with one of the following options:
- Boltgun and combat blade
- Bolt pistol and chainsword
Faction Rule
Whilst Stonewill doesn’t have an official leader other than the Inquisitor herself, for the purposes of any mission that requires it, you must choose one friendly operative in the killzone to gain the Leader keyword for the battle.
The first time a friendly STONEWILL operative is incapacitated, place a Downed Ally marker within its control range before removing it from the killzone. Stonewill operatives are driven by Inquisitorial edict and the devastating consequences that failure could bring. They are able to use the Revive mission action.
Common Abilities and Options
Revive (Faction Rule) (1AP):
Select one Downed Ally marker (see Composition) the activated player operative controls. Set up the player operative that marker was placed for in the killzone in a location it can be placed, so that marker is within its control range. It’s no longer incapacitated, has 6 wounds remaining and gains a Mortal Wound token. Then remove that marker from the killzone.
An operative cannot perform this action while within control range of an enemy operative, or on a friendly operative that has a Mortal Wound token.
PR.13-5T
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Range 8") | 4 | 4+ | 2/3 |
| Smite (PSYCHIC, Dev2, Seek Light, Lethal 5+) | 4 | 3+ | 2/1 |
| Servo-arm (Severe, Shock) | 4 | 3+ | 3/4 |
Abilities
Admin Access1AP: Drain1AP: Enhance1AP: Expedient RepairMechanosuture Array1AP: Revive (Faction Rule)Larkin
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-shot lasgun | 4 | 3+ | 3/4 |
| Bionic arm and tempestus dagger (Balanced) | 4 | 4+ | 4/5 |
Abilities
Adaptive EquipmentDeadshotDie Hard1AP: Revive (Faction Rule)Rockfield
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma gun | |||
| Standard (Piercing 1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Piercing 1) | 4 | 4+ | 5/6 |
| Gun butt | 3 | 4+ | 2/3 |
Abilities
Following Your LeadLook Out, Sir!1AP: Revive (Faction Rule)Jonel
A 2
M 7"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Range 8") | 4 | 3+ | 3/4 |
| Boltgun | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Combat blade | 4 | 3+ | 3/5 |
Abilities
Bolter DisciplineEnviable Grace1AP: Revive (Faction Rule)Tactical VersatilityStikkbombs
Having collected Ork weaponry, they are used to devastating effect in support of the Inquisitor's mission.
Friendly STONEWILL operatives (excluding JONEL) have the following ranged weapon.
Stikkbomb: ATK 4, HIT 4+, DMG 3/4, WR Range 6", Blast 2", Limited 1, Saturate
Purity Seal
Awards of merit and honour can make sure any and every attack against the Emperor's foes.
Once per turning point, when a friendly STONEWILL operative is shooting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
The Emperor's Tarot
The mysteries of the Emperor's Tarots, though sometimes vague or ambiguous, also serve to guide the strands of fate in favour of His agents.
Once per turning point, you may reroll a single D6 that is not an attack roll (from Shoot or Fight actions, or actions that are considered Shoot or Fight actions for rules purposes), including forcing your opponent to re-roll one of their D6s.
Orbital Support Strike
The Blade of Solace stands ready to provide fire support for agents of the Inquisitor, maximising damage without care for the collateral.
Once per battle during the Firefight Phase, target a point on the killzone that is not under Vantage terrain, is visible to and within 6” of a friendly PR.13-5T or JONEL operative, or within 9” of a friendly ROCKFIELD or LARKIN operative. Each operative within 3” of that point rolls three D6 saves. For each failed save, that operative takes D3+1 wounds.
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: Unified Offensive
Use this firefight ploy when a friendly STONEWILL operative (excluding ROCKFIELD) targets an enemy with a Shooting attack. If the target is a valid target for a friendly ROCKFIELD operative, that attack has the Severe weapon rule.
Firefight: Interposition
Use this firefight ploy when an enemy operative makes a Charge action while within 6” of and visible to a friendly JONEL operative. You may interrupt the action. JONEL makes a free Charge action of up to 3”. You may not use this ploy if JONEL is the target of the Charge, nor if JONEL would be unable to make a charge normally (ie. Conceal order, already in combat).
Firefight: Learned a Thing or Two
Use this firefight ploy before or after a friendly LARKIN operative performs an action. You may change LARKIN’s order. LARKIN cannot use this firefight ploy while within control range of an enemy operative.
Firefight: Remote Access
Use this firefight ploy during a friendly PR.13-5T operative’s activation. Once during that activation, you can use one of the following rules: • That operative doesn’t require a marker to be within its control range to perform a mission action that usually requires this (this takes precedence over that action’s conditions). Instead, the marker must be within 4" of it and have no enemy operatives contesting that marker. However, you can ignore enemy operatives within control range of other friendly STONEWILL operatives when determining this. • That operative doesn’t require a hatchway’s access point to be within its control range to perform an Operate Hatch action. Instead, that access point must be within 4" of it.
Strategy Ploys
Strategy: Advance to Ruin or Glory
Select one friendly STONEWILL operative that’s more than 3" from enemy operatives. That operative, and each other friendly STONEWILL operative that’s both within 3" of that operative and more than 3" from enemy operatives, can immediately perform a free Dash action in an order of your choice. You cannot use this ploy during the first turning point.
Strategy: Dig In!
Until the end of the turning point, if a friendly operative benefits from cover and has not moved this turning point, you may retain one additional cover save.
Strategy: Inquisitorial Authority
Until the start of the next turning point, when a friendly STONEWILL operative contests but does not control a marker or token, treat its APL as one higher for the purposes of determining control of that marker or token.
Strategy: Blessing of St. Hephesteum
Until the start of the next turning point, whenever a friendly STONEWILL operative is activated, or when its APL stat is changed, you can ignore any changes to its APL stat.
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
Stikkbombs:
Having collected Ork weaponry, they are used to devastating effect in support of the Inquisitor's mission.
Friendly STONEWILL operatives (excluding JONEL) have the following ranged weapon.
Stikkbomb: ATK 4, HIT 4+, DMG 3/4, WR Range 6", Blast 2", Limited 1, Saturate
Purity Seal:
Awards of merit and honour can make sure any and every attack against the Emperor's foes.
Once per turning point, when a friendly STONEWILL operative is shooting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
The Emperor's Tarot:
The mysteries of the Emperor's Tarots, though sometimes vague or ambiguous, also serve to guide the strands of fate in favour of His agents.
Once per turning point, you may reroll a single D6 that is not an attack roll (from Shoot or Fight actions, or actions that are considered Shoot or Fight actions for rules purposes), including forcing your opponent to re-roll one of their D6s.
Orbital Support Strike:
The Blade of Solace stands ready to provide fire support for agents of the Inquisitor, maximising damage without care for the collateral.
Once per battle during the Firefight Phase, target a point on the killzone that is not under Vantage terrain, is visible to and within 6” of a friendly PR.13-5T or JONEL operative, or within 9” of a friendly ROCKFIELD or LARKIN operative. Each operative within 3” of that point rolls three D6 saves. For each failed save, that operative takes D3+1 wounds.
Ploys
Firefight - Unified Offensive:
Use this firefight ploy when a friendly STONEWILL operative (excluding ROCKFIELD) targets an enemy with a Shooting attack. If the target is a valid target for a friendly ROCKFIELD operative, that attack has the Severe weapon rule.
Firefight - Interposition:
Use this firefight ploy when an enemy operative makes a Charge action while within 6” of and visible to a friendly JONEL operative. You may interrupt the action. JONEL makes a free Charge action of up to 3”. You may not use this ploy if JONEL is the target of the Charge, nor if JONEL would be unable to make a charge normally (ie. Conceal order, already in combat).
Firefight - Learned a Thing or Two:
Use this firefight ploy before or after a friendly LARKIN operative performs an action. You may change LARKIN’s order. LARKIN cannot use this firefight ploy while within control range of an enemy operative.
Firefight - Remote Access:
Use this firefight ploy during a friendly PR.13-5T operative’s activation. Once during that activation, you can use one of the following rules:
• That operative doesn’t require a marker to be within its control range to perform a mission action that usually requires this (this takes precedence over that action’s conditions). Instead, the marker must be within 4" of it and have no enemy operatives contesting that marker. However, you can ignore enemy operatives within control range of other friendly STONEWILL operatives when determining this.
• That operative doesn’t require a hatchway’s access point to be within its control range to perform an Operate Hatch action. Instead, that access point must be within 4" of it.
Strategic - Advance to Ruin or Glory:
Select one friendly STONEWILL operative that’s more than 3" from enemy operatives. That operative, and each other friendly STONEWILL operative that’s both within 3" of that operative and more than 3" from enemy operatives, can immediately perform a free Dash action in an order of your choice. You cannot use this ploy during the first turning point.
Strategic - Dig In!:
Until the end of the turning point, if a friendly operative benefits from cover and has not moved this turning point, you may retain one additional cover save.
Strategic - Inquisitorial Authority:
Until the start of the next turning point, when a friendly STONEWILL operative contests but does not control a marker or token, treat its APL as one higher for the purposes of determining control of that marker or token.
Strategic - Blessing of St. Hephesteum:
Until the start of the next turning point, whenever a friendly STONEWILL operative is activated, or when its APL stat is changed, you can ignore any changes to its APL stat.
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.