Necromunda Gangs: Escher
Composition
An ESCHER KillTeam is composed of:
- 1 ESCHER LEADER operative selected from the following list:
- MATRIARCH equipped with one of the following options:
- Twin-Plasma Pistols; Stiletto Knife
- Plasma Cannon; Stiletto Knife
- Twin-Needle pistols; Power Sword
- Twin-Chainswords
- Power Hammer & Brute Shield
- DEATH MAIDEN equipped with one of the following options:
- Needle Pistol; Venom Claw
- Plasma Pistol; Shock Whip
- MATRIARCH equipped with one of the following options:
- 7 ESCHER operatives selected from the following list:
- SISTER equipped with one of the following options:
- Needle Rifle; Stiletto Knife*
- Plasma Gun; Stiletto Knife*
- Nightshade Chem-Thrower; Stiletto Knife*
- Grenade Launcher; Stiletto Knife*
- Lasgun; Stiletto Sword
- Twin-Stiletto Sword
- Stiletto Sword & Brute Shield
- WYLD RUNNER
- LITTLE SISTER
- SISTER equipped with one of the following options:
- 2 ESCHER HIRED ARM operatives selected from the following list:
- KHIMERIX
- APPRENTICE CLAN CHYMIST
- PHELYNX
Other than SISTER, LITTLE SISTER and PHELYNX operatives, your kill team can only include each operative on these lists once.
Your kill team can include up to four SISTER, six LITTLE SISTER and four PHELYNX operatives.
LITTLE SISTER and PHELYNX operatives each counts as half a selection. KHIMERIX and APPRENTICE CLAN CHYMIST operatives each counts as two selections.
*You cannot select this option more than once and you cannot select more than 3 of these options combined.
Common Abilities and Options
*Shield:
Whenever this operative is using this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
*Toxic:
Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.
Acrobatic:
Whenever an enemy operative is shooting an ESCHER operative (excluding HIRED ARM) that is not in cover, worsen that enemy operative’s Hit stat by 1.
Chem Alchemy:
In the Set-Up Operatives phase, select one Elixir rule for each friendly ESCHER operative (excluding HIRED ARM) to use once per battle:
-
Stims: Elixirs of this type can only be used whenever that friendly operative activates.
-
Hyper Elixir: Adds 1 inches to that friendly operative’s Move stat.
-
Brain Lock Elixir: Ranged weapons with the Psychic weapon rule cannot inflict damage on that friendly operative. For the effects of PSYCHIC actions, that operative cannot be selected and is never treated as being within those actions’ required ranges.
-
Blood Rush Elixir: That friendly operative can regain 1D3+1 lost wounds.
-
-
Gas Vials: Elixirs of this type can only be used during that friendly operative’s activation.
-
Expansive Elixir: Whenever that friendly operative has an Expansive Elixir and performs a Shoot action, the selected ranged weapon of that operative can have the Blast 1” and Gas* weapon rules.
*GAS: Whenever this weapon is used for a Shoot action, don’t roll for Atk dice. Instead, roll 1D6. If the result does not equal or beat the Save stat of the target. that target gains one of your Gas Tokens. Whenever an operative has a Gas Token, it is injured.
-
Pathogenic Elixir: Whenever that friendly operative has a Pathogenic Elixir and performs a Shoot action, that target can gain one of your Pathogenic Tokens. Whenever an operative with a Pathogenic Token activates, Roll 1D6. If the result does not equal or beat its Save stat. It is injured.
-
Hallucinogen Elixir: Whenever that friendly operative has a Hallucinogen Elixir and performs a Shoot action, in the Roll Defense Dice step, you can worsen the Save stat of the target by 1.
-
-
Toxin Vials: Elixirs of this type can only be used during that friendly operative’s activation.
-
Paralyzing Elixir: Whenever that operative is performing a Shoot or Fight action, You can select a ranged or melee weapon of that operative to have the Toxic* and Stun weapon rules.
*TOXIC: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.
-
Concentrated Elixir: Whenever that operative is performing a Shoot or a Fight action, in the Resolve Attack Dice step, you can add 1D3+2 damage to the inflicted damage of the first success resolved.
-
Silencing Elixir: Whenever that operative is performing a Shoot or a Fight action, in the Roll Attack Dice step, If you retain any critical success, the target cannot benefit from GROUP ACTIVATION rule for the battle.
-
*Poison:
In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*Gas:
Whenever this weapon is used for a Shoot action, don’t roll for Atk dice. Instead, roll 1D6. If the result does not equal or beat the Save stat of the target. that target gains one of your Gas Tokens. Whenever an operative has a Gas Token, it is injured.
Felitoid:
Whenever this operative is climbing up, you can treat the vertical distance as 2 inches (regardless of how far the operative actually moves vertically). Whenever this operative is dropping down, ignore the vertical distance of that drop.
MATRIARCH
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-Plasma Pistols | |||
| Standard (Rng 6", Prc1) | 5 | 3+ | 3/5 |
| Supercharge (Rng 6", Prc1, Lethal 5+, *Super Hot) | 5 | 4+ | 4/5 |
| Twin-Needle Pistols (Rng 3", PrcCrits2, Silent, *Toxic) | 5 | 3+ | 1/4 |
| Plasma Cannon | |||
| Standard (Hvy, Prc1, Blast 2") | 4 | 4+ | 4/6 |
| Supercharge (Hvy, Prc1, Blast 2", Lethal 5+, Hot) | 4 | 4+ | 5/6 |
| Twin-Chainswords (Rending) | 5 | 3+ | 4/5 |
| Power Sword (Lethal +5) | 4 | 3+ | 4/6 |
| Power Hammer & Brute Shield (Shock, *Shield) | 3 | 4+ | 5/6 |
| Stiletto Knife | 3 | 3+ | 3/4 |
Abilities
*Shield*Super Hot*ToxicAcrobaticChampion Of The BladesChem AlchemyDEATH MAIDEN
A 3
M 7"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Prc1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Needle Pistol (Rng 3", PrcCrits2, Silent, *Toxic) | 4 | 2+ | 1/4 |
| Venom Claw (Rending, *Poison) | 5 | 3+ | 4/5 |
| Shock Whip (Lethal 5+, Shock) | 4 | 3+ | 4/6 |
Abilities
*Poison*ToxicAcrobaticChem AlchemyCombat VirtusoSISTER
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Hvy(Repos), Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hvy(Repos), Prc1, Lethal 5+, Hot) | 4 | 4+ | 5/6 |
| Needle Rifle (Rng 6", Hvy(Repos), PrcCrits2, Silent, *Toxic) | 4 | 3+ | 1/4 |
| Night Shade Chem-Thrower (Rng 6", Hvy(Repos), Silent, *Gas) | - | - | -/- |
| Grenade Launcher | |||
| Frag (Hvy(Repos), Blast 2") | 4 | 4+ | 2/4 |
| Krak (Hvy(Repos), Prc1) | 4 | 4+ | 4/5 |
| Lasgun | 4 | 4+ | 2/3 |
| Twin-Stiletto Sword | 5 | 4+ | 4/5 |
| Stiletto Sword & Brute Shield (*Shield) | 4 | 4+ | 3/4 |
| Stiletto Knife | 3 | 4+ | 2/3 |
Abilities
*Gas*Shield*ToxicAcrobaticChem AlchemyWYLD RUNNER
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Wyld Bow | |||
| Bullseye Arrow (Hvy, Lethal 4+, PrcCrits2) | 1 | 3+ | 3/7 |
| Acid Arrow (Hvy(Repos), Prc1) | 3 | 4+ | 3/5 |
| Versatile Arrow (Hvy(Repos), *Versatile) | 5 | 4+ | 2/3 |
| Whip (Stun) | 4 | 4+ | 2/3 |
Abilities
*VersatileAcrobaticChem AlchemyPack LeaderStriderLITTLE SISTER
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 8", Acc1) | 4 | 5+ | 2/3 |
| Stiletto Knife | 3 | 4+ | 2/3 |
Abilities
AcrobaticChem AlchemyQuick Or DeadKHIMERIX
A 2
M 6"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chemical Cloud (Rng 3", Blast 1", *Toxic) | 3 | 4+ | 2/3 |
| Gaseous Eruption (Tor 1", *Gas) | - | - | -/- |
| Razor-Sharp Talons (Rending) | 5 | 3+ | 3/5 |
Abilities
*Gas*ToxicFelitoidHouse BruteAPPRENTICE CLAN CHYMIST
A 2
M 5"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Needle Pistol (Rng 3", PrcCrits2, Silent, *Toxic) | 4 | 4+ | 1/4 |
| Stim-Needler (Rng 3", Lethal 4+, Stun, *Poison) | 2 | 4+ | 0/0 |
| Stiletto Sword | 3 | 4+ | 3/4 |
Abilities
*Poison*ToxicFixerPHELYNX
A 2
M 8"
S 6+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Toxic Fangs (*Toxic) | 2 | 4+ | 1/3 |
Abilities
*ToxicFelitoidUntamed1AP: Venomous BiteGRAPNEL LAUNCHER
Once per turning point a friendly ESCHER operative (excluding HIRED ARM) can perform a Grapnel Launcher action.
Grapnel Launcher (1 AP): Select a visible point on a terrain feature within 6 inches for this operative. Remove this operative from the killzone and set it back up within 1 inch horizontally of that point in a location it can be placed, not within control range of enemy operatives, and with that point visible to it. This action is treated as a Reposition action. This operative cannot perform this action while within control range of an enemy operative, or during an activation in which it performed a Charge or Fall Back action (or vice-versa).
GAS CANISTERS
You can set-up to two of your Gas Canister Markers wholly within your territory, on the killzone floor and more than 2 inches from other equipment terrain features, access points, and Accessible terrain. In the Ready Operatives step of each strategy phase, the range of each Gas Canister Markers’ area of gas is x. where x is the number of the turning point. Whenever an operative is within a Gas Canister Marker’s area of gas, it gains a Gas Token for the battle.
BLADE CAGES
You can set up to two of your Blade Cage Markers wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker, end its action (if any), even if that action's effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Inflict 1D3 damage on it then end its activation. It cannot counteract until the end of the turning point.
CHYM SYNTH
Once per turning point when a friendly ESCHER operative (except KHIMERIX and PHELYNX) is activated, its ranged weapons which have the Poison, Gas and/or Toxic weapon rules can have the Balanced weapon rule until the end of the turning point.
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: BAD BLOOD
Use this firefight ploy when an enemy operative incapacitates a friendly ESCHER operative (excluding KHIMERIX and PHELYNX). Until the end of the battle, whenever another friendly operative is shooting, fighting or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.
Firefight: REACTION FIRE
Use this firefight ploy immidiately after an enemy operative performs a Shoot action against a ready friendly ESCHER operative (excluding HIRED ARM) and that friendly operative is not incapacitated. You can counteract with that friendly operative but it can only perform a Shoot action (if able) in which that enemy operative is its target (or primary target for the Blast weapon rule).
Firefight: RETURN TO SENDER
Use this firefight ploy when an enemy operative is performing a Shoot action using an Explosive Grenade (i.e universal equipment) or Utility Grenade action and a ready friendly ESCHER operative (excluding HIRED ARM) is its target. That action cannot be performed. Instead, that friendly operative can counteract to perform that action (if it was a Shoot action, use the same Explosive Grenade declared to be used during the earlier disrupted action). After the action ends, subtract 1 from the number of opponent’s Grenades for the type that was used or from the total number of times the Utitlty action is to be used for the battle. If it was a Smoke Grenade action and the Smoke Grenade Marker were to be placed within control range of that friendly operative, you can place the Smoke Grenade Marker instead as close as possible to the center of that enemy operative’s base.
Firefight: HIT AND RUN
Use this firefight ploy when a friendly ESCHER operative (excluding HIRED ARM) is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3 inches with that friendly operative (then the Fight action ends). That operative can do so even if it has performed an action that prevents it from performing the Dash or Fall Back action (this takes precedence over action restrictions).
Strategy Ploys
Strategy: SHARPENED AND SOAKED
Until the end of the turning point, friendly ESCHER operatives’ Stiletto Swords and Knives have the Accurate 1 and Poison* weapon rules.
Strategy: PEW-PEW!
Until the end of the turning point, friendly ESCHER operatives’ Lasguns and Stub Guns have the Ceaseless weapon rule.
Strategy: ULTRA-VIOLENCE
Whenever a friendly ESCHER operative (excluding HIRED ARM) is incapacitated during a Fight action in an activation during which it has performed a Charge action, you can strike with one of your unresolved successes (if any) before it is removed from the killzone.
Strategy: SIREN HOWLS
Whenever a friendly ESCHER operative (excluding HIRED ARM) incapacitates an enemy operative, roll 1D6. On 5+, add 1 to the APL stat of a ready friendly operative (except KHIMERIX and PHELYNX) until the end of the 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.
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
GRAPNEL LAUNCHER:
Once per turning point a friendly ESCHER operative (excluding HIRED ARM) can perform a Grapnel Launcher action.
Grapnel Launcher (1 AP): Select a visible point on a terrain feature within 6 inches for this operative. Remove this operative from the killzone and set it back up within 1 inch horizontally of that point in a location it can be placed, not within control range of enemy operatives, and with that point visible to it. This action is treated as a Reposition action. This operative cannot perform this action while within control range of an enemy operative, or during an activation in which it performed a Charge or Fall Back action (or vice-versa).
GAS CANISTERS:
You can set-up to two of your Gas Canister Markers wholly within your territory, on the killzone floor and more than 2 inches from other equipment terrain features, access points, and Accessible terrain. In the Ready Operatives step of each strategy phase, the range of each Gas Canister Markers’ area of gas is x. where x is the number of the turning point. Whenever an operative is within a Gas Canister Marker’s area of gas, it gains a Gas Token for the battle.
BLADE CAGES:
You can set up to two of your Blade Cage Markers wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker, end its action (if any), even if that action's effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Inflict 1D3 damage on it then end its activation. It cannot counteract until the end of the turning point.
CHYM SYNTH:
Once per turning point when a friendly ESCHER operative (except KHIMERIX and PHELYNX) is activated, its ranged weapons which have the Poison, Gas and/or Toxic weapon rules can have the Balanced weapon rule until the end of the turning point.
Ploys
Firefight - BAD BLOOD:
Use this firefight ploy when an enemy operative incapacitates a friendly ESCHER operative (excluding KHIMERIX and PHELYNX). Until the end of the battle, whenever another friendly operative is shooting, fighting or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.
Firefight - REACTION FIRE:
Use this firefight ploy immidiately after an enemy operative performs a Shoot action against a ready friendly ESCHER operative (excluding HIRED ARM) and that friendly operative is not incapacitated. You can counteract with that friendly operative but it can only perform a Shoot action (if able) in which that enemy operative is its target (or primary target for the Blast weapon rule).
Firefight - RETURN TO SENDER:
Use this firefight ploy when an enemy operative is performing a Shoot action using an Explosive Grenade (i.e universal equipment) or Utility Grenade action and a ready friendly ESCHER operative (excluding HIRED ARM) is its target. That action cannot be performed. Instead, that friendly operative can counteract to perform that action (if it was a Shoot action, use the same Explosive Grenade declared to be used during the earlier disrupted action). After the action ends, subtract 1 from the number of opponent’s Grenades for the type that was used or from the total number of times the Utitlty action is to be used for the battle. If it was a Smoke Grenade action and the Smoke Grenade Marker were to be placed within control range of that friendly operative, you can place the Smoke Grenade Marker instead as close as possible to the center of that enemy operative’s base.
Firefight - HIT AND RUN:
Use this firefight ploy when a friendly ESCHER operative (excluding HIRED ARM) is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3 inches with that friendly operative (then the Fight action ends). That operative can do so even if it has performed an action that prevents it from performing the Dash or Fall Back action (this takes precedence over action restrictions).
Strategic - SHARPENED AND SOAKED:
Until the end of the turning point, friendly ESCHER operatives’ Stiletto Swords and Knives have the Accurate 1 and Poison* weapon rules.
Strategic - PEW-PEW!:
Until the end of the turning point, friendly ESCHER operatives’ Lasguns and Stub Guns have the Ceaseless weapon rule.
Strategic - ULTRA-VIOLENCE:
Whenever a friendly ESCHER operative (excluding HIRED ARM) is incapacitated during a Fight action in an activation during which it has performed a Charge action, you can strike with one of your unresolved successes (if any) before it is removed from the killzone.
Strategic - SIREN HOWLS:
Whenever a friendly ESCHER operative (excluding HIRED ARM) incapacitates an enemy operative, roll 1D6. On 5+, add 1 to the APL stat of a ready friendly operative (except KHIMERIX and PHELYNX) until the end of the turning point.
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.