Necromunda Gangs: Cawdor
Composition
A CAWDOR KillTeam is composed of:
-
1 CAWDOR LEADER operative selected from the following list:
- FIREBAND equipped with one of the following options:
- Flamer
- Heavy Crossbow
- DEACON equipped with one of the following options:
- Fire Pike
- Grenade Launcher
- FIREBAND equipped with one of the following options:
-
9 CAWDOR operatives selected from the following list:
-
SCAV BRETHREN equipped with one of the following options:
- Reclaimed Autopistol
- Long Rifle*
- Blunderbuss**
-
REDEMPTIONIST BRETHREN equipped with one of the following options:
- Autopistol
- Hand Flamer**
- Shotgun**
-
BONEPICKER
-
ZEALOT
-
2 CAWDOR HIRED ARM operatives selected from the following list:
- STIG-SHAMBLER
- FLAGELLATOR
- CHERUB-SERVITOR
Other than SCAV BRETHREN, REDEMPTIONIST BRETHREN, BONEPICKER, ZEALOT and CHERUB-SERVITOR, your kill team can only include each operative on these lists once.
Your kill team can include up to five combined SCAV BRETHREN and REDEMPTIONIST BRETHREN, ten combined BONEPICKER and ZEALOT and two CHERUB-SERVITOR operatives.
BONEPICKER, ZEALOT and CHERUB-SERVITOR each counts as half a selection. STIG-SHAMBLER counts as two selections.
*You cannot select this option more than once.
**You cannot select this option more than twice.
Common Abilities and Options
*Blaze:
If you inflict damage with any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it. Then that operative’s controlling player selects one of the following:
• Roll a 1D6: on 3+, remove that token.
• Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.
Mass Hysteria:
Whenever a CAWDOR operative (except STIG-SHAMBLER and CHERUB-SERVITOR) is incapacitated and removed from the killzone, select every other friendly CAWDOR operative (if any) (excluding LEADER and HIRED ARM) within 3 inches of that operative to change its order to Engage (if possible) and immediately perform a Charge (up to 3 inches only) or Dash action toward the nearest enemy operative (for the latter, move it the full 3 inches in one direction as much as possible).
Zealots And Lurkers:
Whenever an Atk dice inflicts 4 or more Dmg on a friendly CAWDOR DEACON, REDEMPTIONIST BRETHREN or ZAELOT operative, it inflicts 1 less damage.
Whenever a friendly CAWDOR FIREBAND, SCAV BRETHREN or BONEPICKER operative is within 1 inch of a heavy terrain, it can perform a Charge action while it has a Conceal order. That friendly operative cannot use this rule while it is visible to and within 3 inches of an enemy operative.
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly BONEPICKER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
FIREBAND
A 2
M 5"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Saturate, Tor 2", *Blaze) | 4 | 2+ | 3/3 |
| Heavy Crossbow | |||
| Frag Bolt (Hvy(Dash), Blast 2") | 4 | 3+ | 2/4 |
| Krak Bolt (Hvy(Dash), Prc1) | 4 | 3+ | 4/5 |
| Chainglaive (Rending) | 4 | 3+ | 4/5 |
Abilities
*BlazeLord Of RatsMass HysteriaZealots And LurkersDEACON
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fire Pike (Rng 8", Saturate, Tor 2", *Blaze) | 5 | 3+ | 3/3 |
| Grenade Launcher | |||
| Frag (Hvy(Repos), Blast 2") | 4 | 4+ | 2/4 |
| Krak (Hvy(Repos), Prc1) | 4 | 4+ | 4/5 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
*BlazeArticles Of FaithFanatical FervourMass HysteriaZealots And LurkersSCAV BRETHREN
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reclaimed Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Long Rifle | |||
| Concealed (Rng 12", Hvy, Dev3, Silent, *Concealed Position) | 4 | 2+ | 3/4 |
| Mobile (Rng 12") | 4 | 3+ | 3/4 |
| Stationary (Rng 12", Hvy, Dev2) | 4 | 2+ | 3/4 |
| Blunderbuss (Rng 6", Tor 2") | 2 | 4+ | 4/4 |
| Cleaver (Ceaseless) | 4 | 4+ | 3/4 |
| Polearm (Rending) | 3 | 4+ | 3/5 |
Abilities
*Concealed PositionMass HysteriaZealots And LurkersREDEMPTIONIST BRETHREN
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Hand Flamer (Rng 6", Saturate, Tor 2", *Blaze) | 4 | 3+ | 3/3 |
| Shotgun (Rng 6") | 4 | 4+ | 3/3 |
| Eviscerator (Brutal) | 4 | 4+ | 3/5 |
Abilities
*BlazeMass HysteriaZealots And LurkersBONEPICKER
A 2
M 7"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reclaimed Autopistol (Rng 8") | 4 | 5+ | 2/3 |
| Flail (Brutal) | 4 | 4+ | 2/4 |
Abilities
Group ActivationMass HysteriaScavenger's EyeZealots And LurkersZEALOT
A 2
M 6"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 5+ | 2/3 |
| Two-Handed Axe (Severe) | 3 | 4+ | 3/5 |
Abilities
Burst Of ZealGroup ActivationMass HysteriaZealots And LurkersSTIG-SHAMBLER
A 2
M 5"
S 4+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Stubber | |||
| Sweeping (Hvy(Dash), Tor 1") | 4 | 4+ | 3/4 |
| Focused (Hvy(Dash)) | 5 | 4+ | 4/5 |
| Heavy Flamer (Rng 6", Hvy(Dash), Saturate, Tor 2") | 6 | 3+ | 2/2 |
| Heavy Walkers (Brutal) | 2 | 3+ | 4/4 |
Abilities
House BruteFLAGELLATOR
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flagellant Whip (Rng 3", Bal, Rending) | 5 | 4+ | 2/3 |
| Flagellant Whip (Relentless, Rending) | 5 | 4+ | 2/3 |
Abilities
Faith Through Fear1AP: HymnMass HysteriaCHERUB-SERVITOR
A 2
M 7"
S 5+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Incentiviser (Shock) | 3 | 5+ | 1/3 |
Abilities
CherubFly1AP: InspireMAKESHIFT LADDER
Once per battle, a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN operative can perform the following action:
MAKESHIFT LADDER (1 AP): You can set-up a Ladder within the control range of a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN operative as follows:
• Upright against terrain that is at least 2 inches tall.
• More than 2 inches from other equipment terrain features.
• More than 1 inch from doors and access points.
It acts as a Ladder (i.e from the UNIVERSAL EQUIPMENT). After an operative uses that Ladder during a climb, roll a 1D3. On 1, remove that Ladder from the killzone. Treat this action as a Mission action.
BOMB DELIVERY RATS
Once per turning point, a friendly CAWDOR BONEPICKER or ZEALOT operative can perform the following action:
BOMB DELIVERY RAT (1 AP): Select an enemy operative within 6 inches of a friendly CAWDOR BONEPICKER or ZEALOT operative. Roll 2D6, on 2 to 6, inflict 1D3+3 damage on each operative within 1 inch of that friendly operative. Otherwise, Inflict 1D3+1 damage on each operative within 1 inch of that enemy operative. Treat this action as a Shoot action.
MOLOTOV COCKTAILS
Friendly CAWDOR operatives can perform a Molotov Cocktail action up to 2 times per battle.
MOLOTOV COCKTAIL (1 AP): Place your Molotov Cocktail Marker within 6 inches of a friendly CAWDOR operative (or 3 inches if it is a CHERUB-SERVITOR) and visible to it or on Vantage terrain of a terrain feature visible to that operative. Roll 1D6, remove that marker after a number of activations equal to the result. Whenever a Molotov Cocktail Marker is within 2 inches of an operative, inflict 1D3 damage on that operative. That friendly 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. Treat this action as a Shoot action.
EMPEROR’S WRATH ROUNDS
Blunderbusses and Shotguns have the Blaze* weapon rule for the battle.
*Blaze: If you inflict damage with any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it. Then that operative’s controlling player selects one of the following:
• Roll a 1D6: on 3+, remove that token.
• Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.
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: LET IT BURN!
Use this firefight ploy during a friendly CAWDOR operative’s activation. It can perform Molotov Cocktail action (i.e. faction equipment). Performing this action using this ploy does not count towards their action limits (i.e. if you select Molotov Cocktail from faction equipment).
Firefight: UNSHACKABLE BELIEF
Use this firefight ploy when an enemy operative is shooting a friendly CAWDOR operative. In the Roll defense Dice step, subtract 1 from this operative’s APL and improve its Save stat by 1.
Firefight: DEVOTIONAL FRENZY
Use this firefight ploy when a friendly CAWDOR operative that has 1 or more Faith Tokens performs a Shoot or Fight action against an enemy operative. If that operative isn’t incapacitated, repeat the action again for 1 AP and worsen the Hit stat of the weapon used for that action by 1.
Firefight: RESTLESS FAITH
Use this firefight ploy when a friendly CAWDOR operative that has 1 or more Faith Tokens is activated. You can ignore any changes to its stats from the Stun and Shock weapon rules until the end of the turning point.
Strategy Ploys
Strategy: ACTS OF FAITH
During a friendly CAWDOR operative’s activation that has one or more of your Faith Tokens and with an Engage order, select 1 Act of Faith rule (or 2 if it is a LEADER) for that friendly operative to use until the end of the turning point:
-
It can do a Charge action (up to 3 inches) even if it performed a Reposition or a Dash action (this takes precedence over action restrictions).
-
It gains a 1D3+1 lost wounds.
-
When an enemy operative is performing a Shoot action against that operative, you can re-roll any or all of your defense dice results of one result (e.g. results of 2).
Strategy: DEADMEN WALKING
The first time each friendly CAWDOR operative (excluding HIRED ARM) is to be incapacitated, discard any remaining Atk dice and it has 1 wound left, immediately do a free Charge action (if possible)(up to 2 inches only) and a free Fight action. For that Fight action, roll 1 Atk die for it. After that action has ended, remove it from the killzone if it was incapacitated or In the Ready step of the next strategy phase (whichever comes first).
Strategy: BLAZING FAITH
Friendly CAWDOR operatives’ melee weapons have the Blaze weapon rule until the end of the turning point.
Strategy: FOR THE LOST!
Whenever a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN is incapacitated, each other friendly operative within 3 inches of that operative and within control range of an enemy operative can immediately perform a Fight action but can only use 1 normal success (if any) for it and the enemy operative must not retaliate for it. You must use the MASS HYSTERIA faction rule afterwards (if able).
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
MAKESHIFT LADDER:
Once per battle, a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN operative can perform the following action:
MAKESHIFT LADDER (1 AP): You can set-up a Ladder within the control range of a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN operative as follows:
• Upright against terrain that is at least 2 inches tall.
• More than 2 inches from other equipment terrain features.
• More than 1 inch from doors and access points.
It acts as a Ladder (i.e from the UNIVERSAL EQUIPMENT). After an operative uses that Ladder during a climb, roll a 1D3. On 1, remove that Ladder from the killzone. Treat this action as a Mission action.
BOMB DELIVERY RATS:
Once per turning point, a friendly CAWDOR BONEPICKER or ZEALOT operative can perform the following action:
BOMB DELIVERY RAT (1 AP): Select an enemy operative within 6 inches of a friendly CAWDOR BONEPICKER or ZEALOT operative. Roll 2D6, on 2 to 6, inflict 1D3+3 damage on each operative within 1 inch of that friendly operative. Otherwise, Inflict 1D3+1 damage on each operative within 1 inch of that enemy operative. Treat this action as a Shoot action.
MOLOTOV COCKTAILS:
Friendly CAWDOR operatives can perform a Molotov Cocktail action up to 2 times per battle.
MOLOTOV COCKTAIL (1 AP): Place your Molotov Cocktail Marker within 6 inches of a friendly CAWDOR operative (or 3 inches if it is a CHERUB-SERVITOR) and visible to it or on Vantage terrain of a terrain feature visible to that operative. Roll 1D6, remove that marker after a number of activations equal to the result. Whenever a Molotov Cocktail Marker is within 2 inches of an operative, inflict 1D3 damage on that operative. That friendly 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. Treat this action as a Shoot action.
EMPEROR’S WRATH ROUNDS:
Blunderbusses and Shotguns have the Blaze* weapon rule for the battle.
*Blaze: If you inflict damage with any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it. Then that operative’s controlling player selects one of the following:
• Roll a 1D6: on 3+, remove that token.
• Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.
Ploys
Firefight - LET IT BURN!:
Use this firefight ploy during a friendly CAWDOR operative’s activation. It can perform Molotov Cocktail action (i.e. faction equipment). Performing this action using this ploy does not count towards their action limits (i.e. if you select Molotov Cocktail from faction equipment).
Firefight - UNSHACKABLE BELIEF:
Use this firefight ploy when an enemy operative is shooting a friendly CAWDOR operative. In the Roll defense Dice step, subtract 1 from this operative’s APL and improve its Save stat by 1.
Firefight - DEVOTIONAL FRENZY:
Use this firefight ploy when a friendly CAWDOR operative that has 1 or more Faith Tokens performs a Shoot or Fight action against an enemy operative. If that operative isn’t incapacitated, repeat the action again for 1 AP and worsen the Hit stat of the weapon used for that action by 1.
Firefight - RESTLESS FAITH:
Use this firefight ploy when a friendly CAWDOR operative that has 1 or more Faith Tokens is activated. You can ignore any changes to its stats from the Stun and Shock weapon rules until the end of the turning point.
Strategic - ACTS OF FAITH:
During a friendly CAWDOR operative’s activation that has one or more of your Faith Tokens and with an Engage order, select 1 Act of Faith rule (or 2 if it is a LEADER) for that friendly operative to use until the end of the turning point:
-
It can do a Charge action (up to 3 inches) even if it performed a Reposition or a Dash action (this takes precedence over action restrictions).
-
It gains a 1D3+1 lost wounds.
-
When an enemy operative is performing a Shoot action against that operative, you can re-roll any or all of your defense dice results of one result (e.g. results of 2).
Strategic - DEADMEN WALKING:
The first time each friendly CAWDOR operative (excluding HIRED ARM) is to be incapacitated, discard any remaining Atk dice and it has 1 wound left, immediately do a free Charge action (if possible)(up to 2 inches only) and a free Fight action. For that Fight action, roll 1 Atk die for it. After that action has ended, remove it from the killzone if it was incapacitated or In the Ready step of the next strategy phase (whichever comes first).
Strategic - BLAZING FAITH:
Friendly CAWDOR operatives’ melee weapons have the Blaze weapon rule until the end of the turning point.
Strategic - FOR THE LOST!:
Whenever a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN is incapacitated, each other friendly operative within 3 inches of that operative and within control range of an enemy operative can immediately perform a Fight action but can only use 1 normal success (if any) for it and the enemy operative must not retaliate for it. You must use the MASS HYSTERIA faction rule afterwards (if able).
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.