Penal Legion Chem Dogs
Composition
Select 1 of the following operatives:
- Penal Commissar
- Chainsword and Plasma Pistol OR
- Power Weapon and Bolt Pistol
- Penal Parole Officer
Select 11 additional operatives from the following list:*
- Chem Dog Gunner**
- Meltagun and Fists OR
- Plasma Gun and Fists OR
- Grenade Launcher and Fists
- Chem Dog Sharpshooter**
- Chem Dog Motivator
- Bolter OR
- Lasgun and Fists
- Chem Dog Bomber
- Bolter OR
- Lasgun and Fists
- Chem Dog Thief
- Bolter OR
- Lasgun and Fists
- Chem Dog Medic
- Bolter OR
- Lasgun and Fists
- Chem Dog Stalker
- Bolter OR
- Lasgun and Fists
- Chem Dog Runner
- Bolter OR
- Lasgun and Fists
- Chem Dog Dealer
- Bolter OR
- Lasgun and Fists
- Chem Dog Arsonist
- Chem Dog Scavenger
- Chem Dog Gunslinger
Other than the Chem Dog Runner and Chem Dog Gunner operatives, you cannot have more than one of each operative on this list.
*You cannot have more than 6 Chem Dog operatives with Bolters or Relic Bolter.
**You cannot have more than 3 of these operatives combined.
Common Abilities and Options
Battle Chems:
At the start of each Turning Point, this operative gains a CHEM token. While they have a CHEM token, they gain the following special effects depending on the action they are performing:
- When this operative performs a Reposition, Dash, or Charge action, it can move 1 extra inch during that action.
- When this operative performs a Shoot action, you must either improve the hit stat of the weapon profile used by 1 OR (if the weapon doesn't have the Blast or Torrent keyword) worsen the hit stat of the weapon profile by 1 and add the Torrent1 keyword.
- When this operative performs a Fight action, you must either improve the hit stat of the weapon profile used by 1 OR add the Brutal keyword to that weapon profile.
Whenever this operative resolves any action, if it has a CHEM token, remove that token.
Penal Commissar
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Default (Range 8", Piercing 1) | 4 | 4+ | 3/5 |
| Supercharge (Range 8", Hot, Lethal 5+, Piercing 1) | 4 | 4+ | 3/5 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
Command TroopsPenal Parole Officer
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
Flag BearerIn Death, PardonChem Dog Gunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Piercing 1) | 4 | 4+ | 4/5 |
| Shock (Torrent 2", Stun, Lethal 4+) | 3 | 4+ | 1/1 |
| Meltagun (Range 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Plasma Gun | |||
| Standard (Piercing 1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Piercing 1) | 4 | 4+ | 5/6 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Battle ChemsChem Dog Sharpshooter
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Long-las | |||
| Standard (Devastating 3, Heavy (Dash only)) | 4 | 3+ | 3/3 |
| Concealed (Devastating 3, Heavy, Silent, Lethal 5+) | 4 | 3+ | 3/3 |
| Mobile | 4 | 4+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Battle ChemsCamo CloakChem Dog Scavanger
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic Bolter (Heavy (Dash only)) | 4 | 4+ | 4/5 |
| Relic Bolter | 4 | 5+ | 4/5 |
Abilities
Battle Chems1AP: Battlefield Spoils1AP: Search for ScrapsChem Dog Bomber
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Explode (Blast 2", Piercing 1, Crazed End*) | 4 | 4+ | 2/4 |
| Bolter (Heavy (Dash only)) | 4 | 4+ | 3/4 |
| Lasgun | 4 | 4+ | 2/3 |
| Bolter | 4 | 5+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*Crazed EndBattle ChemsExplosive DemiseGrenadierChem Dog Thief
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter (Heavy (Dash only)) | 4 | 4+ | 3/4 |
| Lasgun | 4 | 4+ | 2/3 |
| Bolter | 4 | 5+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Battle ChemsNo Good ThiefSlyChem Dog Stalker
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter (Heavy (Dash only)) | 4 | 4+ | 3/4 |
| Lasgun | 3 | 4+ | 2/3 |
| Bolter | 4 | 5+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Battle Chems1AP: StalkChem Dog Motivator
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter (Heavy (Dash only)) | 4 | 4+ | 3/4 |
| Lasgun | 4 | 4+ | 2/3 |
| Bolter | 4 | 5+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Battle ChemsPartners in Crime1AP: Pep TalkChem Dog Medic
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter (Heavy (Dash only)) | 4 | 4+ | 3/4 |
| Lasgun | 4 | 4+ | 2/3 |
| Bolter | 4 | 5+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Battle ChemsMedic!1AP: MedikitChem Dog Dealer
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter (Heavy (Dash only)) | 4 | 4+ | 3/4 |
| Lasgun | 4 | 4+ | 2/3 |
| Bolter | 4 | 5+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Battle Chems1AP: StashTake a FixChem Dog Arsonist
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Range 8", Saturate, Torrent 2") | 4 | 3+ | 3/3 |
| Flamer (Brutal) | 4 | 3+ | 3/3 |
Abilities
Battle Chems1AP: FirestarterChem Dog Gunslinger
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Autopistol | |||
| Default (Range 8") | 4 | 4+ | 2/3 |
| Silent (Range 8", Silent, Heavy (Dash only)) | 4 | 4+ | 2/3 |
| Bolt Pistol (Range 8") | 4 | 4+ | 3/4 |
| Suppressed Autopistol (Balanced) | 4 | 4+ | 2/3 |
| Bolt Pistol | 4 | 4+ | 3/4 |
Abilities
Battle Chems1AP: Pistol BarrageChem Dog Runner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bolter (Heavy (Dash only)) | 4 | 4+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
| Bolter | 4 | 5+ | 3/4 |
Abilities
AthleticBattle ChemsSpecialty Boosters
Upon selecting this equipment option, you gain the following effects for the rest of the battle:
- Once per Turning Point, you can spend a CHEM token to perform a Mission, Pick Up, Place, or Open Hatch action for free.
- Once per Turning Point, you can spend a CHEM token to perform a Fall Back action for 1 less AP.
Writ of Pardon
Once per battle, when a non-Commissar or Parole Officer operative is charged or chosen as the target of a shooting action, you can use the Prisoner Sacrifice ploy as if they were a Commissar or Parole Officer.
Poisoned Shiv
Once per battle, you can choose to reroll your initiative roll and/or force your opponent ot reroll their initiative roll.
Extra Doses
Once per turning point, before a friendly Chem Dogs operative (excluding your Commander and your Parole Officer) takes an action, retaliates, or is selected as the primary target of a shooting action, if it does not have a CHEM token, you can choose to use this rule. If you do, give that operative a CHEM token. Once the action, retaliation, or shooting action is completed, remove that CHEM token as normal, and that operative takes D3-1 wounds. This rule can only be used on each Chem Dogs operative once.
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: Drug Induced Rage
Use this ploy when a friendly operative with a CHEM token is Retaliating. That operative gains ONE of the following effects and has its CHEM token removed:
- You can resolve the first attack dice (i.e. defender instead of attacker).
- This operative's melee weapons have the Brutal keyword.
- This operative's melee weapons' hit stats are improved by one.
Firefight: Take Some of Mine
SUPPORT When a friendly Chem Dog operative with a CHEM token is activated, you can choose to use this ploy. If you do, remove that CHEM token and give it to another friendly Chem Dog operative within 6" who does not currently have a CHEM token.
Firefight: Prisoner Sacrifice
Use this ploy when a Penal Legion Commissar or Penal Legion Parole Officer operative has been selected as the target of a shooting action or enemy charge. If you do, select a friendly Chem Dog operative within 3" of this operative and remove both operatives from the killzone, placing them back in each other's location (in other words, swap places).
Firefight: Pain Killers
Use this ploy when a friendly Chem Dog operative has activated, counteracted, or is retaliating. You can ignore the effects of being injured for that operative for the rest of the turning point.
Strategy Ploys
Strategy: Heightened Awareness
When you use this ploy, you gain three Awareness points. Whenever a friendly Chem Dogs operative is the target of a shooting attack and has a CHEM token, you can choose to spend 1 Awareness point. If you do, that operative's save stat is improved by 1 for the duration of that shooting attack. Afterwards, that CHEM token is removed.
Strategy: Military Grade Ammo
When you use this ploy, you gain three Ammo points. Whenever a friendly Chem Dogs operative is shooting, fighting, or retaliating, you can choose to spend 1 Ammo point. If you do, improve both damage stats of that operative's Bolter* weapons by 1 for the duration of that shoot, fight, or retaliation (to a maximum of 4/5 damage).
At the end of each Turning Point, any leftover Ammo points are discarded.
*A Bolter weapon is any weapon with the word "Bolt" or "Bolter" in the title.
Strategy: Collateral Damage
SUPPORT While this ploy is active, friendly Chem Dog operatives who are visible to and within 6" of a friendly Penal Legion Commander or Penal Legion Parole Officer operative can use this rule when selecting a valid target for a shooting action. If you do, having other friendly Chem Dog operatives within an enemy operative's engagement range doesn't prevent that enemy operative from being selected as a valid target.
Strategy: Dirty Tactics
You can move up to 3 Chem Dog operatives who have CHEM tokens up to 4", but you must remove their CHEM tokens afterwards.
You cannot use this Ploy after the first Turning Point.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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
Specialty Boosters:
Upon selecting this equipment option, you gain the following effects for the rest of the battle:
- Once per Turning Point, you can spend a CHEM token to perform a Mission, Pick Up, Place, or Open Hatch action for free.
- Once per Turning Point, you can spend a CHEM token to perform a Fall Back action for 1 less AP.
Writ of Pardon:
Once per battle, when a non-Commissar or Parole Officer operative is charged or chosen as the target of a shooting action, you can use the Prisoner Sacrifice ploy as if they were a Commissar or Parole Officer.
Poisoned Shiv:
Once per battle, you can choose to reroll your initiative roll and/or force your opponent ot reroll their initiative roll.
Extra Doses:
Once per turning point, before a friendly Chem Dogs operative (excluding your Commander and your Parole Officer) takes an action, retaliates, or is selected as the primary target of a shooting action, if it does not have a CHEM token, you can choose to use this rule. If you do, give that operative a CHEM token. Once the action, retaliation, or shooting action is completed, remove that CHEM token as normal, and that operative takes D3-1 wounds. This rule can only be used on each Chem Dogs operative once.
Ploys
Firefight - Drug Induced Rage:
Use this ploy when a friendly operative with a CHEM token is Retaliating. That operative gains ONE of the following effects and has its CHEM token removed:
- You can resolve the first attack dice (i.e. defender instead of attacker).
- This operative's melee weapons have the Brutal keyword.
- This operative's melee weapons' hit stats are improved by one.
Firefight - Take Some of Mine:
SUPPORT When a friendly Chem Dog operative with a CHEM token is activated, you can choose to use this ploy. If you do, remove that CHEM token and give it to another friendly Chem Dog operative within 6" who does not currently have a CHEM token.
Firefight - Prisoner Sacrifice:
Use this ploy when a Penal Legion Commissar or Penal Legion Parole Officer operative has been selected as the target of a shooting action or enemy charge. If you do, select a friendly Chem Dog operative within 3" of this operative and remove both operatives from the killzone, placing them back in each other's location (in other words, swap places).
Firefight - Pain Killers:
Use this ploy when a friendly Chem Dog operative has activated, counteracted, or is retaliating. You can ignore the effects of being injured for that operative for the rest of the turning point.
Strategic - Heightened Awareness:
When you use this ploy, you gain three Awareness points. Whenever a friendly Chem Dogs operative is the target of a shooting attack and has a CHEM token, you can choose to spend 1 Awareness point. If you do, that operative's save stat is improved by 1 for the duration of that shooting attack. Afterwards, that CHEM token is removed.
Strategic - Military Grade Ammo:
When you use this ploy, you gain three Ammo points. Whenever a friendly Chem Dogs operative is shooting, fighting, or retaliating, you can choose to spend 1 Ammo point. If you do, improve both damage stats of that operative's Bolter* weapons by 1 for the duration of that shoot, fight, or retaliation (to a maximum of 4/5 damage).
At the end of each Turning Point, any leftover Ammo points are discarded.
*A Bolter weapon is any weapon with the word "Bolt" or "Bolter" in the title.
Strategic - Collateral Damage:
SUPPORT While this ploy is active, friendly Chem Dog operatives who are visible to and within 6" of a friendly Penal Legion Commander or Penal Legion Parole Officer operative can use this rule when selecting a valid target for a shooting action. If you do, having other friendly Chem Dog operatives within an enemy operative's engagement range doesn't prevent that enemy operative from being selected as a valid target.
Strategic - Dirty Tactics:
You can move up to 3 Chem Dog operatives who have CHEM tokens up to 4", but you must remove their CHEM tokens afterwards.
You cannot use this Ploy after the first Turning Point.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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.