Necromunda Gangs: Orlock
Composition
An ORLOCK KillTeam is composed of:
- 1 ORLOCK LEADER operative selected from the following list:
- ROAD SERGEANT equipped with one of the following options:
- Mining Laser; Power Pick
- Seismic Cannon; Power Maul
- Bolt Pistol; Las Cutter
- ARMS MASTER
- ROAD SERGEANT equipped with one of the following options:
- 8 ORLOCK operatives selected from the following list:
- GUNNER equipped with one of the following options:
- Meltagun; Fists*
- Plasma Gun; Fists*
- Flamer; Fists*
- Grenade Launcher; Fists*
- Harpoon Launcher; Fists*
- Boltgun; Power knife
- Combat Shotgun; Power knife
- Bolt Pistol; Chainsword
- WRECKER equipped with one of the following options:
- Stub Gun; Chainsword
- Sawn-Off Shotgun; Flail
- GREENHORN equipped with one of the following options:
- Maul**
- Fighting knife
- GUNNER equipped with one of the following options:
- 2 ORLOCK HIRED ARM operatives selected from the following list:
- LUGGER-SERVITOR equipped with one of the following options:
- Harpoon launcher
- Heavy bolter
- PRIZE FIGHTER
- CYBER-MASTIFF
- LUGGER-SERVITOR equipped with one of the following options:
Other than GUNNER, GREENHORN and CYBERMASTIFF, your kill team can only include each operative on these lists once.
Your kill team can include up to four GUNNER, six GREENHORN and two CYBER-MASTIFF operatives.
CYBER-MASTIFF operative counts as half a selection. LUGGER-SERVITOR operative counts as two selections.
*You cannot select this option more than once and you cannot select more than 3 of these options combined.
**You cannot select this option more than once.
Common Abilities and Options
Iron Flux:
Whenever a friendly ORLOCK operative (excluding HIRED ARM) performs a shooting attack (except for shooting attacks against secondry targets); at the end of that action, roll 1D3. On 1, that operative gains one of your Jammed Tokens. Whenever a friendly operative has a Jammed Token, it cannot perform shooting attacks using the same ranged weapon it used during the action in which it gained the token. In the Ready step of the next strategy phase, roll 1D3 for each friendly operative with a Jammed Token. On 2+, remove that token from that operative.
Outrider:
Whenever a friendly ORLOCK operative (except for GUNNER and LUGGER-SERVITOR) is performing a Fall Back action, add 1 to its Move stat until the end of the turning point and that action costs 1 less AP.
Whenever a friendly ORLOCK operative (excluding LUGGER-SERVITOR) is counteracting, it can perform a free Shoot action but worsen the Hit stat of the ranged weapon used for that action by 1.
*Drag:
Whenever this operative is shooting with this weapon; at the start of the Resolve Attack Dice step (before inflicting damage), you can move the target up to x inches. X is your total number of successful unblocked attack dice, multiplied by 2. The target must be moved to a location it can be placed as close as possible to this operative, determined by the x inches you choose to use. The move must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch. Whenever the target is dropping during that move, ignore the vertical distance.
*Impale:
Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts 1D3 damage on each other operative within its range and along one (and only one) straight targeting line (roll separately for each operative), but the target isn’t affected. An operative is along a targeting line if that line can be drawn from this operative to its base while crossing the base of the original target but not crossing Heavy terrain. Afterward, you can use the DRAG weapon rule for each operative (except the target) along that targeting line as well but use half the x inches from the target’s shooting attack sequance.
ROAD SERGEANT
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mining Laser (Hvy(Dash), Prc1) | 5 | 4+ | 5/6 |
| Seismic Cannon | |||
| Long Wave (Hvy(Dash), Stun, Blast 1") | 6 | 4+ | 2/2 |
| Short Wave (Rng 6", Hvy(Dash), PrcCrits1, Stun) | 4 | 3+ | 4/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Pick (Rending) | 4 | 3+ | 4/5 |
| Power Maul (Shock) | 4 | 3+ | 3/6 |
| Las Cutter (Lethal 5+) | 5 | 2+ | 3/4 |
Abilities
Big BrotherIron Flux1AP: Iron StareOutriderARMS MASTER
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Long Range | 4 | 4+ | 2/2 |
| Short Range (Rng 6") | 4 | 3+ | 4/4 |
| Arc Hammer (Stun, Shock) | 4 | 3+ | 4/7 |
Abilities
Badzone LegendIron FluxOutriderRule Of IronGUNNER
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Prc1, Lethal 5+, Hot) | 4 | 4+ | 5/6 |
| Meltagun (Rng 6", Prc2, Dev4) | 4 | 3+ | 6/3 |
| Flamer (Rng 8", Saturate, Tor 2") | 4 | 2+ | 3/3 |
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Prc1) | 4 | 4+ | 4/5 |
| Combat Shotgun | |||
| Long Range | 4 | 4+ | 2/2 |
| Short Range (Rng 6") | 4 | 3+ | 4/4 |
| Harpoon Launcher (Rng 8", Stun, *Drag, *Impale) | 4 | 3+ | 4/5 |
| Boltgun | 4 | 4+ | 3/4 |
| Bolt Pistol (Rng 8") | 4 | 4+ | 3/4 |
| Power Knife (Lethal 5+) | 3 | 4+ | 3/4 |
| Chainsword | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*Drag*ImpaleIron FluxOutriderWRECKER
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sawn-Off Shotgun (Rng 3", Tor 1") | 3 | 3+ | 5/5 |
| Stub Gun (Rng 6", Acc1) | 4 | 3+ | 2/3 |
| Chainsword | 4 | 4+ | 4/5 |
| Flail (Brutal) | 4 | 4+ | 2/4 |
Abilities
Iron FluxJump BoosterOutrider1AP: Two GunsGREENHORN
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 6", Acc1) | 4 | 4+ | 2/3 |
| Maul (Shock) | 3 | 4+ | 3/4 |
| Fighting Knife | 4 | 4+ | 2/3 |
Abilities
Iron FluxOutriderProve Your WorthLUGGER-SERVITOR
A 1
M 4"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Harpoon Launcher (Rng 8", Stun, *Drag, *Impale) | 4 | 2+ | 4/5 |
| Heavy Bolter (Hvy(Dash), PrcCrits1) | 5 | 3+ | 4/5 |
| Servo-Claw | 3 | 4+ | 3/3 |
Abilities
*Drag*ImpaleHouse BruteWeapons' PlatformPRIZE FIGHTER
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Knuckles (Brutal) | 4 | 4+ | 4/5 |
Abilities
Leash MasterOutriderWin Or DieCYBER-MASTIFF
A 2
M 6"
S 5+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Bite (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
1AP: ApprehendBeastOutriderAMBUSH SET-UP
You can set up a Light Barricade and one of your Ammo Cache Markers wholly within your territory and more than 2 inches from other equipment terrain features, access points, and Accessible terrain (this takes precedence over any Universal Equipment set-up rules). Note that these are set-up in addition to any Light Barricades or Ammo Cache (i.e. Universal Equipment) you may have selected in the Select Operatives phase.
GUILD CONTRACT
Select secretly two Ops (i.e. Crit-Op, Tac-Op or Kill-Op) for one to gain double and the other half its victory points’ score in the Scoring phase by the end of the battle (They cannot be the same Op or any as the Primary Op).
MESH ARMOUR
Once per turning point when an enemy operative is shooting a friendly ORLOCK operative (excluding GREENHORN and HIRED ARM) with an Engage order, you can re-roll one of its defense dice.
HEALING STIMS
Once per turning point when a friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF) is activated. If it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains 1D3+1 lost 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: DISARMAMENT
Use this firefight ploy when a friendly ORLOCK operative (excluding GREENHORN and LUGGER-SERVITOR) performs a shooting attack against an enemy operative with an Engaged order. After that sequence ends; if you inflicted damage with a critical success, roll a 1D6. If the result is higher than that enemy operative’s APL stat, that enemy operative gains one of your Disarmed Tokens (if it does not already have one). Whenever an enemy operative has one of your Disarmed Tokens, it cannot use the ranged weapons on its datacard in a Shoot action. In the Ready step of the next strategy phase, remove that token from that enemy operative.
Firefight: LUCKY SAVE
Use this firefight ploy when an enemy operative is shooting a friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF). If you cannot retain any cover saves, you can retain one of your defense dice as a critical success without rolling for it (this takes precedence over any rule).
Firefight: BROTHERHOOD BOND
Use this firefight ploy when a friendly ORLOCK operative is injured. Until the end of the turning point; whenever that operative is within 6 inches of another friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF), you can ignore any changes to that operative's stats from being injured (including its weapons' stats).
Firefight: BRING IT ON!
Use this firefight ploy during a friendly ORLOCK operative’s (excluding LUGGER-SERVITOR and CYBER-MASTIFF) activation. Select a ready enemy operative that can have this friendly operative as a valid target for a shooting attack, roll 1D6. If the result is higher than that enemy operative's APL stat, that enemy operative must interrupt your activation and perform a Shoot action against that friendly operative (Note that secondary targets from the Blast weapon rule can still be targeted). After that action ends, subtract 1 from that enemy operative’s APL stat and it cannot perform a Shoot action or shoot for a second time if possible (e.g. ASTARTES faction rule etc.) until the end of its next activation. However, it can perform a Shoot action during its counteraction.
Strategy Ploys
Strategy: LIGHT ‘EM UP
Whenever a friendly ORLOCK operatives is within your opponent’s territory, its ranged weapons have the Saturate weapon rule.
Strategy: BEAT ‘EM DOWN
Whenever a friendly ORLOCK operative is fighting or retaliating and selects Fists as its melee weapon for the sequence, after you strike, you can immediately resolve another of your normal successes as a strike (before your opponent) or a critical success if there are none.
Strategy: HIP SHOOTING
Whenever a friendly ORLOCK operative (excluding LUGGER-SERVITOR) performs a Reposition or Dash action during its activation, it can perform a Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition or Dash action can be used after it does so).
Strategy: MUTIONEER
Whenever a friendly ORLOCK operative performs a Shoot action during its activation and is in cover; its selected ranged weapon for that action has the Balanced weapon rule.
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
AMBUSH SET-UP:
You can set up a Light Barricade and one of your Ammo Cache Markers wholly within your territory and more than 2 inches from other equipment terrain features, access points, and Accessible terrain (this takes precedence over any Universal Equipment set-up rules). Note that these are set-up in addition to any Light Barricades or Ammo Cache (i.e. Universal Equipment) you may have selected in the Select Operatives phase.
GUILD CONTRACT:
Select secretly two Ops (i.e. Crit-Op, Tac-Op or Kill-Op) for one to gain double and the other half its victory points’ score in the Scoring phase by the end of the battle (They cannot be the same Op or any as the Primary Op).
MESH ARMOUR:
Once per turning point when an enemy operative is shooting a friendly ORLOCK operative (excluding GREENHORN and HIRED ARM) with an Engage order, you can re-roll one of its defense dice.
HEALING STIMS:
Once per turning point when a friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF) is activated. If it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains 1D3+1 lost wounds.
Ploys
Firefight - DISARMAMENT:
Use this firefight ploy when a friendly ORLOCK operative (excluding GREENHORN and LUGGER-SERVITOR) performs a shooting attack against an enemy operative with an Engaged order. After that sequence ends; if you inflicted damage with a critical success, roll a 1D6. If the result is higher than that enemy operative’s APL stat, that enemy operative gains one of your Disarmed Tokens (if it does not already have one). Whenever an enemy operative has one of your Disarmed Tokens, it cannot use the ranged weapons on its datacard in a Shoot action. In the Ready step of the next strategy phase, remove that token from that enemy operative.
Firefight - LUCKY SAVE:
Use this firefight ploy when an enemy operative is shooting a friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF). If you cannot retain any cover saves, you can retain one of your defense dice as a critical success without rolling for it (this takes precedence over any rule).
Firefight - BROTHERHOOD BOND:
Use this firefight ploy when a friendly ORLOCK operative is injured. Until the end of the turning point; whenever that operative is within 6 inches of another friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF), you can ignore any changes to that operative's stats from being injured (including its weapons' stats).
Firefight - BRING IT ON!:
Use this firefight ploy during a friendly ORLOCK operative’s (excluding LUGGER-SERVITOR and CYBER-MASTIFF) activation. Select a ready enemy operative that can have this friendly operative as a valid target for a shooting attack, roll 1D6. If the result is higher than that enemy operative's APL stat, that enemy operative must interrupt your activation and perform a Shoot action against that friendly operative (Note that secondary targets from the Blast weapon rule can still be targeted). After that action ends, subtract 1 from that enemy operative’s APL stat and it cannot perform a Shoot action or shoot for a second time if possible (e.g. ASTARTES faction rule etc.) until the end of its next activation. However, it can perform a Shoot action during its counteraction.
Strategic - LIGHT ‘EM UP:
Whenever a friendly ORLOCK operatives is within your opponent’s territory, its ranged weapons have the Saturate weapon rule.
Strategic - BEAT ‘EM DOWN:
Whenever a friendly ORLOCK operative is fighting or retaliating and selects Fists as its melee weapon for the sequence, after you strike, you can immediately resolve another of your normal successes as a strike (before your opponent) or a critical success if there are none.
Strategic - HIP SHOOTING:
Whenever a friendly ORLOCK operative (excluding LUGGER-SERVITOR) performs a Reposition or Dash action during its activation, it can perform a Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition or Dash action can be used after it does so).
Strategic - MUTIONEER:
Whenever a friendly ORLOCK operative performs a Shoot action during its activation and is in cover; its selected ranged weapon for that action has the Balanced weapon rule.
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.