Favoured Disciples
Composition
A FAVOURED DISCIPLES killteam is composed of:
1 FAVOURED DISCIPLES leader selected from the following list:
- ACOLYTE HYBRID LEADER operative
- METAMORPH HYBRID LEADER operative
9 WYRMBLADE operatives selected from the following list:
-
ACOLYTE HYBRID WARRIOR with one of the following options: Autopistol; Cult Blade and Rending Claws
Heavy Rock-Saw**
Heavy Rock-Drill**
-
ACOLYTE HYBRID DEMOLITIONIST
-
METAMORPH HYBRID WARRIOR
-
ACOLYTE HYBRID ICONWARD
-
METAMORPH HYBRID ICONWARD
-
ABERRANT
-
REDUCTUS SABOTEUR*
-
BENEFICTUS*
-
ABOMINANT*
*These operatives count as two selections each. Other than WARRIOR operatives, your kill team can only include each operative on this list once.
**You can only use one of these weapons each.
Your kill team can only include up to two ACOLYTE HYBRID DEMOLITIONIST operatives. Your team can also only include up to two operatives in total that have weapons with the CHARGE (Blasting Charges, Demolition Charges) keyword. Your kill team can take up to two ABERRANT operatives.
Your kill team can only include up to two CULT AGENT operatives.
The REDUCTUS SABOTEUR operative can also be used as a leader, but still counts towards the CULT AGENTS limit.
Common Abilities and Options
A Perfect Ambush:
Whenever a friendly FAVOURED DISCIPLES operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage or vice versa at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation, that friendly operative's weapons have the Ceaseless weapon rule. Once per turning point, one FAVOURED DISCIPLE operative is also able to perform a free dash action right after performing a shoot action.
Assassination Edict:
FAVOURED DISCIPLES operatives are able to use the charge action even with a conceal order.
Bio-Mutant Resurgance (1AP):
Select one other friendly FAVOURED DISCIPLES operative visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
Hidden In Shadows:
When this operative has a conceal order, they always count as in conceal, regardless of any other rules.
Superior Form:
Whenever an operative is shooting this operative, 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. This is not cumulative with improved cover saves from Vantage terrain.
Guerilla Warfare:
Once per turning, one WARRIOR operative in your team with rule can change its order after its activation, regardless of any prior actions.
Grenadier:
This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e, if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.
Iconbearer:
Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.
Overthrow The Oppressors:
Once per turning point, when a ready friendly FAVOURED DISCIPLES operative is incapacitated while visible to and within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can either perform one free Shoot action (you can change its order to do so), or you can use the A Plan Generations in the Making firefight ploy for 0CP if that incapacitated operative is the specified friendly FAVOURED DISCIPLES operative.
It is then removed from the killzone as normal.
Crushing Charge:
Whenever this operative finishes moving during the Charge action, you can inflict 2 damage on one enemy operative within its Control Range.
Dim-Witted:
You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).
Hulking Monster:
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
Cult Agent:
Whenever an operative is shooting a friendly WYRMBLADE CULT AGENT operative:
- Ignore the Piercing and Saturate weapon rules.
- 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.
Acolyte Hybrid Leader
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cult Blade and Rending Claws (Rending) | 5 | 3+ | 4/5 |
| Bio-Lash with Bone-Sword (Brutal, Lethal 5+, Shock) | 5 | 3+ | 3/5 |
Abilities
A Perfect AmbushA Plan Generations In The MakingAssassination Edict1AP: Bio-Mutant ResurganceHidden In ShadowsMetamorph Hybrid Leader
A 3
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rending Claws and Mutated Talons (Severe) | 5 | 3+ | 3/5 |
| Mutated Bio-Rippers (Brutal, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
A Perfect AmbushAssassination EdictBio-Mutant Resurgance1AP: In The Image Of The Star-ChildrenSuperior FormMetamorph Hybrid Warrior
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Torrent 1") | 4 | 3+ | 3/3 |
| Rending Claws and Mutated Talons (Severe) | 4 | 3+ | 3/5 |
Abilities
A Perfect AmbushAssassination EdictGuerilla WarfareSuperior FormAcolyte Hybrid Warrior
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Cult Blade and Rending Claws (Rending) | 4 | 3+ | 4/5 |
| Heavy Rock Saw (Brutal, Rending) | 5 | 4+ | 5/6 |
| Heavy Rock Drill (Lethal 5+, Brutal) | 5 | 4+ | 4/6 |
Abilities
A Perfect AmbushAssassination EdictGuerilla WarfareHidden In ShadowsAcolyte Hybrid Demolitionist
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demolition Charge (Rng 3", Blast 2", Heavy (Repos), Lim1, Prc1, Sat) | 4 | 3+ | 4/6 |
| Blasting Charge (Rng 4", Blast 1", Saturate) | 4 | 3+ | 3/5 |
| Cult Blade and Rending Claws (Rending) | 4 | 3+ | 4/5 |
Abilities
A Perfect AmbushAssassination EdictGrenadierHidden In ShadowsAcolyte Hybrid Iconward
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Cult Blade and Rending Claws (Rending) | 4 | 3+ | 4/5 |
Abilities
A Perfect AmbushAssassination EdictHidden In ShadowsIconbearerOverthrow The OppressorsMetamorph Hybrid Iconward
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bio-Lash and Rending Claws (Brutal, Lethal 5+, Shock, Rending) | 5 | 3+ | 4/5 |
Abilities
A Perfect AmbushAssassination EdictIconbearerOverthrow The OppressorsSuperior FormAberrant
A 2
M 5"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aberrant Power Weapons (Lethal 5+, Brutal) | 5 | 3+ | 5/6 |
Abilities
A Perfect AmbushAssassination EdictCrushing ChargeDim-WittedHulking MonsterReductus Saboteur
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reductus Autopistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/3 |
| Reductus Dagger (Lethal 5+) | 3 | 3+ | 3/4 |
| Blasting Charge (Rng 6", Sat, Blast 1") | 4 | 3+ | 3/5 |
| Demolition Charge (Rng 5", Piercing 1, Saturate, Blast 2", Heavy (Repos)) | 4 | 3+ | 4/6 |
Abilities
A Perfect AmbushAssassination EdictCult Agent1AP: ExplosivesGrenadierPlan At Any CostsBenefictus
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psionic Cascade | |||
| Witchfire (Psychic, Piercing 1, Rnd) | 4 | 3+ | 4/5 |
| Focused Witchfire (Psychic, Piercing 1, Rnd, Dev3, Hot) | 4 | 3+ | 5/3 |
| Cult Knife | 3 | 4+ | 3/4 |
Abilities
A Perfect AmbushAssassination Edict1AP: Bio-Horror DisruptionClaimed for the CultCult AgentPsionic ShieldAbominant
A 3
M 5"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Sledgehammer (Brutal, Lethal 5+, Stun, Shock) | 5 | 3+ | 5/7 |
Abilities
A Perfect AmbushAssassination EdictCrushing ChargeCult AgentDim-WittedHulking MonsterThe Chosen OneSpotlights
Whenever a friendly FAVOURED DISCIPLES operative is shooting, the target cannot be obscured if it is visible to and within 6" of a friendly FAVOURED DISCIPLES operative that is not within control range of enemy operatives.
Cult Icon
Once per turning point, when an operative is shooting a friendly FAVOURED DISCIPLES operative (Excluding CULT AGENTS), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Bio-Toxical Promethium
You can use this equipment twice per turning point when activating a friendly FAVOURED DISCIPLES operative using a ranged weapon with FLAMER in its name. This weapon gains the Piercing Crit 1 keyword.
Factorum Disguises
After revealing this equipment option, roll 1D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly FAVOURED DISCIPLES operatives (excluding CULT AGENTS) equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
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: Chink In Their Armor
Use this firefight ploy when a friendly FAVOURED DISCIPLES operative is shooting or fighting, after rolling your attack dice. If that friendly operative’s order was changed before their activation, at the start of that activation and this is the first time it has performed either the Shoot or Fight action during that activation, you can retain one of your normal successes as a critical success instead. 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).
Firefight: Unquestioned Loyalty
Use this firefight ploy when a friendly FAVOURED DISCIPLES CULT AGENT or FAVOURED DISCIPLES LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly FAVOURED DISCIPLES operative (excluding LEADER) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Firefight: Final Purpose
Use this firefight ploy when a friendly FAVOURED DISCIPLES operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.
Firefight: Adaptive Tactics
Use this firefight ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Strategy Ploys
Strategy: Enhanced Musclemass
During friendly FAVOURED DISCIPLES operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
Strategy: The Day Is At Hand
Whenever a friendly FAVOURED DISCIPLES operative is activated, if its order is changed from Conceal to Engage, until the end of that activation:
-Its ranged weapons have the Rending weapon rule. -Add 1 to the Atk stat of its melee weapons (to a maximum of 5).
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Strategy: Spiteful Reckoning
Whenever a friendly FAVOURED DISCIPLES operative (excluding CULT AGENTS) is incapacitated when fighting or retaliating, if you have any unresolved attack dice, you can roll 1D6. If the result is a success as if it were the Roll Attack Dice step of that sequence (i.e, using the same weapon, but with no re-rolls), you can strike the enemy operative in that sequence with one of your unresolved normal successes, or any of your successes instead if the 1D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.
Strategy: Writhe Into Darkness
Whenever an operative is shooting a friendly FAVOURED DISCIPLES operative that has a Conceal order, if Light terrain is intervening, that friendly operative is obscured (unless the intervening Light terrain is within 1" of either operative).
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Spotlights:
Whenever a friendly FAVOURED DISCIPLES operative is shooting, the target cannot be obscured if it is visible to and within 6" of a friendly FAVOURED DISCIPLES operative that is not within control range of enemy operatives.
Cult Icon:
Once per turning point, when an operative is shooting a friendly FAVOURED DISCIPLES operative (Excluding CULT AGENTS), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Bio-Toxical Promethium:
You can use this equipment twice per turning point when activating a friendly FAVOURED DISCIPLES operative using a ranged weapon with FLAMER in its name. This weapon gains the Piercing Crit 1 keyword.
Factorum Disguises:
After revealing this equipment option, roll 1D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly FAVOURED DISCIPLES operatives (excluding CULT AGENTS) equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
Ploys
Firefight - Chink In Their Armor:
Use this firefight ploy when a friendly FAVOURED DISCIPLES operative is shooting or fighting, after rolling your attack dice. If that friendly operative’s order was changed before their activation, at the start of that activation and this is the first time it has performed either the Shoot or Fight action during that activation, you can retain one of your normal successes as a critical success instead. 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).
Firefight - Unquestioned Loyalty:
Use this firefight ploy when a friendly FAVOURED DISCIPLES CULT AGENT or FAVOURED DISCIPLES LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly FAVOURED DISCIPLES operative (excluding LEADER) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Firefight - Final Purpose:
Use this firefight ploy when a friendly FAVOURED DISCIPLES operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.
Firefight - Adaptive Tactics:
Use this firefight ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Strategic - Enhanced Musclemass:
During friendly FAVOURED DISCIPLES operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
Strategic - The Day Is At Hand:
Whenever a friendly FAVOURED DISCIPLES operative is activated, if its order is changed from Conceal to Engage, until the end of that activation:
-Its ranged weapons have the Rending weapon rule. -Add 1 to the Atk stat of its melee weapons (to a maximum of 5).
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Strategic - Spiteful Reckoning:
Whenever a friendly FAVOURED DISCIPLES operative (excluding CULT AGENTS) is incapacitated when fighting or retaliating, if you have any unresolved attack dice, you can roll 1D6. If the result is a success as if it were the Roll Attack Dice step of that sequence (i.e, using the same weapon, but with no re-rolls), you can strike the enemy operative in that sequence with one of your unresolved normal successes, or any of your successes instead if the 1D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.
Strategic - Writhe Into Darkness:
Whenever an operative is shooting a friendly FAVOURED DISCIPLES operative that has a Conceal order, if Light terrain is intervening, that friendly operative is obscured (unless the intervening Light terrain is within 1" of either operative).
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.