Exodite Hunters
Composition
A EXODITE HUNTERS kill team is composed of:
- 1 EXODITE HUNTERS DRAGON KNIGHT operative
- 7 EXODITE HUNTERS operatives selected from the following list:
- HERD SEER
- MEGADON
- RANGER
- SCOUT MARKSMAN with one of the following options:
- Spliter rifle; fists
- Wraithbone recurve bow; fists
- Wraithbone sniper rifle; fists
- SPEAR OF KURNOUS
- WOODLAND WARLOCK with one of the following options:
- Lightning strike; singing spear
- Shuriken pistol; witchblade
- WORLDSINGER
- VETERAN HUNTER
Other than RANGER operatives, your kill team can only include each operative above once.
Common Abilities and Options
Bloodlust & Warding Melody:
If you choose to have a BLOODLUST MELODY for that turning point, you may spend your MELODY to choose a friendly EXODITE HUNTERS operative to gain one of the following benefits on their activation/counteraction:
-
MELODY OF THE HUNTER’S VISION: Whenever a friendly EXODITE HUNTERS operative is performing a Shoot action on its activation/counteraction, you can use this rule. If you do, before the Roll Attack Dice step, you can add the Accurate 2 weapon rule (this isn’t cumulative to benefits from Vantage terrain) to that friendly operative’s ranged weapon it is using until the end of that action.
-
MELODY OF A THOUSAND CUTS: After a friendly EXODITE HUNTERS operative is performing a Fight action on its activation and the enemy operative it targeted isn’t incapacitated after the action, you can use this rule. If you do, that friendly operative can immediately perform another Fight action for free.
-
MELODY OF RUTHLESS EFFICIENCY: After a friendly EXODITE HUNTERS operative incapacitates an enemy operative on its activation, you can use this rule. If you do, until the end of its activation, that friendly operative adds 1 to its APL stat
If you choose to have a WARDING MELODY for that turning point, you may spend your MELODY to choose a friendly EXODITE HUNTERS operative to gain one of the following benefits on their activation/counteraction:
-
MELODY OF SANCTUARY: Whenever an enemy operative is shooting a friendly EXODITE HUNTERS operative, you may use this rule. If you do, you can re-roll any of your defence dice results of one result (e.g. results of 2).
-
MELODY OF THE HIDDEN HUNTER: Whenever a friendly EXODITE HUNTERS operative with an Engage order ends this activation, you may use this rule. If you do, you can switch that friendly operative’s order to a Conceal order.
-
MELODY OF THE MASTER DUELIST: Whenever a friendly EXODITE HUNTERS operative is retaliating, you may use this rule. If you do, you can immediately block with another attack dice (before your opponent resolves their next attack dice). Your opponent must resolve their next attack dice or the sequence must end before you may use this rule again.
Symphony of the Hunt:
You start the battle with a MELODY, and you must choose to either have a BLOODLUST MELODY or a WARDING MELODY as a STRATEGIC GAMBIT for each turning point. During each turning point, you can spend your MELODY whenever certain triggers are met to gain benefits for your friendly operatives, depending on the MELODY you chose. You cannot use your MELODY again once you’ve spent it, and you cannot use the same MELODY rule more than once per turning point. Each friendly EXODITE HUNTERS operative can only benefit from one MELODY rule per turning point. You immediately gain your MELODY back by fulfilling one of the following:
- Whenever a friendly EXODITE HUNTERS operative incapacitates an enemy operative on their activation/counteraction.
- Whenever a friendly EXODITE HUNTERS operative switches their order from a Conceal order to an Engage order and performs a Shoot or Fight action during its activation.
Camo Cloak:
Whenever an operative is shooting this operative:
- Ignore the Saturate weapon rule.
- If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Dragon Knight
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laser lance (ranged) (Rng 6", Piercing 1, Stun) | 4 | 4+ | 4/5 |
| Crushing jaws & claws (Brutal, Severe) | 5 | 4+ | 5/7 |
| Laser lance (melee) (Shock) | 4 | 3+ | 4/5 |
Abilities
Bloodlust & Warding MelodyGreater DragonKnight & Dragon1AP: Order From SongSymphony of the HuntHerd Seer
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Spirit lantern (Psychic, Rng 8", Torrent 1", *Soul Tempest) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
*Soul TempestBloodlust & Warding Melody1AP: Command DragonSymphony of the HuntMarksman
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Splinter rifle (Lethal 5+) | 4 | 3+ | 2/4 |
| Wraithbone recurve bow | |||
| precise (Piercing 1) | 4 | 3+ | 4/5 |
| explosive (Blast 2", Saturate) | 4 | 2+ | 2/3 |
| Wraithbone sniper rifle | |||
| mobile (Piercing 1) | 4 | 3+ | 3/4 |
| stationary (Dev 3, Heavy, Piercing 1, Silent) | 4 | 2+ | 3/3 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Bloodlust & Warding MelodyCamo CloakSymphony of the HuntVigilant MarksmanSpear of Kurnous
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hunter glaive (Severe, Lethal 5+) | 4 | 3+ | 5/6 |
Abilities
Bloodlust & Warding MelodyGlory for Kurnous!Relentless FighterSymphony of the HuntMegadon
A 2
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rending talons (Rending) | 4 | 3+ | 4/5 |
Abilities
Bloodlust & Warding MelodyLesser DragonSymphony of the HuntVeteran Hunter
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Faolchu (Rending, Saturate, Seek Light, Silent) | 4 | 3+ | 1/2 |
| Splinter rifle (Lethal 5+) | 4 | 3+ | 2/4 |
| Power weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Bloodlust & Warding MelodyFaolchu's BondHunter's ResolveSymphony of the HuntWoodland Warlock
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lightning strike (Psychic, 2" Dev 1) | 4 | 3+ | 4/3 |
| Shuriken pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Singing spear (Psychic, Shock) | 4 | 3+ | 3/4 |
| Witchblade (Psychic, Devastating 1) | 4 | 3+ | 4/4 |
Abilities
Bloodlust & Warding Melody1AP: Eldritch StormSymphony of the HuntWorldsinger
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Witch staff | |||
| piercing melody (Psychic, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| infectious hum (Psychic, Blast 2", Stun) | 5 | 3+ | 1/2 |
| Witch staff (Psychic, Shock) | 4 | 3+ | 3/4 |
Abilities
Bloodlust & Warding Melody1AP: Song of Blood1AP: Song of HealthSymphony of the HuntRanger
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ranger long rifle | |||
| mobile | 4 | 3+ | 3/4 |
| concealed (Dev 3, Heavy, Silent, Concealed Position*) | 4 | 2+ | 3/3 |
| Shuriken pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
*Concealed PositionBloodlust & Warding MelodyCamo CloakSymphony of the HuntHunting Bolas
After revealing this equipment option, roll one D3. Friendly EXODITE HUNTERS operatives (excluding MEGADON) can use the following unique action a number of times during the battle equal to the result:
Hunting Bola (1AP):
- Select one enemy operative visible to and within 6” of this operative. Roll one D6. If the result of the roll is under that operative’s Save stat, that operative gains one of your Bola tokens if it doesn’t have one. Whenever that enemy operative activates/counteracts, that enemy operative cannot perform a Reposition, Dash, Charge, or Fall Back action unless it spends 1AP to remove the Bola token.
- This operative cannot perform this action while within control range of an enemy operative.
Spirit Stones
Once per turning point, whenever an operative that has the PSYKER keyword is shooting a friendly EXODITE HUNTERS operative or is shooting with a weapon that has the PSYCHIC weapon rule, that ranged weapon cannot inflict damage on that friendly operative. For the effects of PSYCHIC actions, that friendly operative cannot be selected and is never treated as being within those actions’ required distances. The enemy operative must choose another operative as the new target.
Musical Instruments
Once per turning point, you may switch your current MELODY (switch between BLOODSONG MELODY or WARDING MELODY).
Hunting Knives
Friendly EXODITE HUNTERS operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Hunting Knife | 3 | 4+ | 3/4 |
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: Ancestral Protection
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly EXODITE HUNTERS operative. If your current MELODY is WARDING MELODY, ignore that inflicted damage.
Firefight: Eyes of the Hunt
Use this firefight ploy when a friendly EXODITE HUNTERS operative is shooting an enemy operative. Until the end of that action and before the Roll Attack Dice step, while another friendly EXODITES HUNTERS operative is visible to and within 5” of the target, the friendly operative shooting gains the Seek Light weapon rule on its ranged weapons, and the target cannot be obscured for that action.
Firefight: Spiritual Vengeance
Use this firefight ploy when a friendly EXODITE HUNTERS operative is incapacitated within 3" of the enemy operative that incapacitated it. If your current MELODY is BLOODLUST MELODY, that enemy operative gains one of your Soul Tempest tokens (see on HERD SEER operative datacard). Note, you can still use the rules of the Soul Tempest rule from this ploy even if the HERD SEER operative is incapacitated. You cannot use this firefight ploy if an operative on the killzone has one of your Soul Tempest tokens.
Firefight: Sudden Ambushers
Use this firefight ploy when a friendly EXODITE HUNTERS operative is shooting or fighting, before the Roll Attack Dice step. If that friendly operative’s order was changed from Conceal to Engage at the start of that operative’s activation, and this is the first time it’s performed either the Shoot or Fight action during that activation, you can add the Ceaseless weapon rule to the weapon it is using for that action. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).
Strategy Ploys
Strategy: Bloody Hunters
Whenever a friendly EXODITE HUNTERS operative is shooting against or fighting against a wounded enemy operative and your current MELODY is BLOODLUST MELODY, that friendly operative’s weapons have the Balanced weapon rule.
Strategy: Pack Like No Other
While a friendly EXODITE HUNTERS DRAGON KNIGHT operative is in the killzone, you can ignore any changes to the stats of other friendly EXODITE HUNTERS operatives from being injured (including their weapons’ stats). This effect ends once that friendly DRAGON KNIGHT operative is incapacitated and can no longer be used again.
Strategy: Psychic Shielding
Whenever your current MELODY is WARDING MELODY, friendly EXODITE HUNTERS operatives worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
Strategy: Swift Exiles
Whenever a friendly EXODITE HUNTERS operative performs the Dash or Fall Back action, you can spend 1AP less to perform it. Each friendly operative can only benefit from this effect for one action during their activations (in other words, friendly operatives cannot perform a Dash and Fall Back action for 1 AP less each in the same activation).
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.
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
Hunting Bolas:
After revealing this equipment option, roll one D3. Friendly EXODITE HUNTERS operatives (excluding MEGADON) can use the following unique action a number of times during the battle equal to the result:
Hunting Bola (1AP):
- Select one enemy operative visible to and within 6” of this operative. Roll one D6. If the result of the roll is under that operative’s Save stat, that operative gains one of your Bola tokens if it doesn’t have one. Whenever that enemy operative activates/counteracts, that enemy operative cannot perform a Reposition, Dash, Charge, or Fall Back action unless it spends 1AP to remove the Bola token.
- This operative cannot perform this action while within control range of an enemy operative.
Spirit Stones:
Once per turning point, whenever an operative that has the PSYKER keyword is shooting a friendly EXODITE HUNTERS operative or is shooting with a weapon that has the PSYCHIC weapon rule, that ranged weapon cannot inflict damage on that friendly operative. For the effects of PSYCHIC actions, that friendly operative cannot be selected and is never treated as being within those actions’ required distances. The enemy operative must choose another operative as the new target.
Musical Instruments:
Once per turning point, you may switch your current MELODY (switch between BLOODSONG MELODY or WARDING MELODY).
Hunting Knives:
Friendly EXODITE HUNTERS operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Hunting Knife | 3 | 4+ | 3/4 |
Ploys
Firefight - Ancestral Protection:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly EXODITE HUNTERS operative. If your current MELODY is WARDING MELODY, ignore that inflicted damage.
Firefight - Eyes of the Hunt:
Use this firefight ploy when a friendly EXODITE HUNTERS operative is shooting an enemy operative. Until the end of that action and before the Roll Attack Dice step, while another friendly EXODITES HUNTERS operative is visible to and within 5” of the target, the friendly operative shooting gains the Seek Light weapon rule on its ranged weapons, and the target cannot be obscured for that action.
Firefight - Spiritual Vengeance:
Use this firefight ploy when a friendly EXODITE HUNTERS operative is incapacitated within 3" of the enemy operative that incapacitated it. If your current MELODY is BLOODLUST MELODY, that enemy operative gains one of your Soul Tempest tokens (see on HERD SEER operative datacard). Note, you can still use the rules of the Soul Tempest rule from this ploy even if the HERD SEER operative is incapacitated. You cannot use this firefight ploy if an operative on the killzone has one of your Soul Tempest tokens.
Firefight - Sudden Ambushers:
Use this firefight ploy when a friendly EXODITE HUNTERS operative is shooting or fighting, before the Roll Attack Dice step. If that friendly operative’s order was changed from Conceal to Engage at the start of that operative’s activation, and this is the first time it’s performed either the Shoot or Fight action during that activation, you can add the Ceaseless weapon rule to the weapon it is using for that action. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).
Strategic - Bloody Hunters:
Whenever a friendly EXODITE HUNTERS operative is shooting against or fighting against a wounded enemy operative and your current MELODY is BLOODLUST MELODY, that friendly operative’s weapons have the Balanced weapon rule.
Strategic - Pack Like No Other:
While a friendly EXODITE HUNTERS DRAGON KNIGHT operative is in the killzone, you can ignore any changes to the stats of other friendly EXODITE HUNTERS operatives from being injured (including their weapons’ stats). This effect ends once that friendly DRAGON KNIGHT operative is incapacitated and can no longer be used again.
Strategic - Psychic Shielding:
Whenever your current MELODY is WARDING MELODY, friendly EXODITE HUNTERS operatives worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
Strategic - Swift Exiles:
Whenever a friendly EXODITE HUNTERS operative performs the Dash or Fall Back action, you can spend 1AP less to perform it. Each friendly operative can only benefit from this effect for one action during their activations (in other words, friendly operatives cannot perform a Dash and Fall Back action for 1 AP less each in the same activation).
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.
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.