ANNIHILATION LEGION
Composition
An ANNIHILATION LEGION KillTeam is composed of:
1 HEXMARK DESTROYER operative
4 ANNIHILATION LEGION operatives selected from the following list:
- SKORPEKH DESTROYERS with one of the following options:
- Reaper Phase Blade*
- Twin Phase Blades
- LOKHUST DESTROYER with one of the following options:
- Gauss Cannon; Armoured Bulk
- Enmitic Exterminator; Armoured Bulk
Other than SKORPEKH DESTROYERS operatives, your kill team can only include each operative on this list twice.
*Your kill team can only include up to one Reaper Phase Blade
Common Abilities and Options
Destruction protocol:
During each friendly ANNIHILATION LEGION operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, its weapon atk -2 and cannot lower than 3 for the second action if both actions are using that weapon.
Each friendly ANNIHILATION LEGION operative can counteract regardless of its order.
Red Harvests:
When a friendly ANNIHILATION LEGION operatives select the closest valid target as a shoot or charge action,both range and melee weapons on its datacard have the Punishing weapon rule.
Hulking:
Whenever an enemy operative are selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).
Hexmark Destroyer
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Enmitic Disintegrator Pistol | |||
| forcused (Seek, Devastating 2, piercing 1) | 5 | 2+ | 3/3 |
| Sweeping (Rng 9",Torrent 2", piercing 1) | 6 | 3+ | 3/4 |
| Impaling Legs | 3 | 3+ | 3/4 |
Abilities
Destruction protocol1AP: Multi-Dimensional VisionMulti-Threat EliminatorRed HarvestsSkorpekh Destroyer
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reaper Phase Blade (Brutal) | 4 | 3+ | 5/6 |
| Twin Phase Blades (Rending) | 4 | 3+ | 4/5 |
Abilities
Destruction protocolHulkingRed HarvestsWhirling OnslaughtLokhust Destroyer
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauss Cannon (Piercing 1, Lethal 5+, saturate) | 4 | 3+ | 5/6 |
| Enmitic Exterminator (Torrent 1", Piercing 1) | 5 | 4+ | 3/4 |
| Armoured Bulk | 3 | 4+ | 3/4 |
Abilities
Destruction protocol1AP: Hard-wired for DestructionHulkingRed HarvestsAnnihilation protocol
Whenever a friendly ANNIHILATION LEGION operative incapacitates 2 enemy operative in the same tuning point or an enemy operative that has a Wounds stat of 12 or more, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.
Accelerate Spark
Once per turning point, a friendly ANNIHILATION LEGION operative can perform a free Charge or Dash action (for the former, it cannot move more than 3"),
defensive energy field
Once per turning point, whenever an attack dice would inflict damage on a friendly ANNIHILATION LEGION operative, you can use this rule. If you do, roll two D6: if any result is a 4, ignore the damage inflicted from that attack dice. You cannot ignore more than one attack dice per action.
Transdimensional Isolator
Whenever a friendly ANNIHILATION LEGION operative is incapacitated, before it’s removed from the killzone, select one enemy operative within it control range, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated (taking precedence over rules that prevent incapacitation, e.g. Medic!, FELLGOR RAVAGER Frenzy) and your opponent cannot place a Reanimation marker (HIEROTEK CIRCLE ) for that operative, if relevant. This rule has no effect if the target is a NEMESIS operative or Red Terror NPO. Once you have incapacitated an enemy operative from this rule, you cannot use it for the rest of the battle.
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.
Strategy Ploys
Strategy: Reanimation Function
Select one of the following:
-
Each friendly ANNIHILATION LEGION operative that has an Engage order can immediately regains 1D3+1 lost wounds. (roll separately for each).
-
Select one friendly ANNIHILATION LEGION operative that has an Engage order. its can immediately regains 2D3+1 lost wounds.
Strategy: phantom frenzy
Whenever a friendly ANNIHILATION LEION operatives is being injured. add 1 to its atk weapon stats on its data card. you can ignore any changes to its Move stat. If that operative is perform the charge action, add 1" to its Move stat
Strategy: Decisive Precision
A freindly ANNIHILATION LEION operatives’s ranged weapons have the Balanced weapon rule. if its shooting an operative within 8" of it, that friendly operative's ranged weapons have the Ceasless weapon rule intead.
Strategy: Disruption Fields
Each freindly ANNIHILATION LEION operatives’s melee weapons have the Shock weapon rule for the first time its perform fight action this turning point.
Firefight Ploys
Firefight: Dimensional Oubliette
Use this firefight ploy during a friendly ANNIHILATION LEION HEXMARK DESTROYER operative's activation,You can change its order to conceal order, until the next turning point after the first friendly operative's activation end, This operative cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain). During this ability, this operative can perform the Shoot action and while it has a Conceal order, but when you perform the Shoot action during the interruption, you must change its order to Engage and can be select as valid taget. This operative cannot perform this action while within control range of an enemy operative or it perform this action last turning point.
Firefight: Impulse Of Destruction
after a freindly ANNIHILATION LEION operative end the fighting or retaliating sequence. if its wasn't incapacitated the enemy operative as a result of a fight or retaliation action. inflict D3+2 damage on all operative within its control range (inclueding its self).
Firefight: Means Of Demolition
Use this firefight ploy during a friendly ANNIHILATION LEION LOKHUST DESTROYER operative's activation, Select a terrain feature that visible to this operative. If it is Equipment terrain, light terrain or beackable wall, remove it. Otherwise, place one Ruin markers as close as possible to that terrain. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain. inflict D3 damage on all operative within that terrain's control range.
Firefight: Organic life scanning vision
Use this firefight ploy during a friendly ANNIHILATION LEION operative's activation, a friendly ANNIHILATION LEGION operative can perform charge action on an enemy operative that has conceal order
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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
Annihilation protocol:
Whenever a friendly ANNIHILATION LEGION operative incapacitates 2 enemy operative in the same tuning point or an enemy operative that has a Wounds stat of 12 or more, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.
Accelerate Spark:
Once per turning point, a friendly ANNIHILATION LEGION operative can perform a free Charge or Dash action (for the former, it cannot move more than 3"),
defensive energy field:
Once per turning point, whenever an attack dice would inflict damage on a friendly ANNIHILATION LEGION operative, you can use this rule. If you do, roll two D6: if any result is a 4, ignore the damage inflicted from that attack dice. You cannot ignore more than one attack dice per action.
Transdimensional Isolator:
Whenever a friendly ANNIHILATION LEGION operative is incapacitated, before it’s removed from the killzone, select one enemy operative within it control range, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated (taking precedence over rules that prevent incapacitation, e.g. Medic!, FELLGOR RAVAGER Frenzy) and your opponent cannot place a Reanimation marker (HIEROTEK CIRCLE ) for that operative, if relevant. This rule has no effect if the target is a NEMESIS operative or Red Terror NPO. Once you have incapacitated an enemy operative from this rule, you cannot use it for the rest of the battle.
Ploys
Strategic - Reanimation Function:
Select one of the following:
-
Each friendly ANNIHILATION LEGION operative that has an Engage order can immediately regains 1D3+1 lost wounds. (roll separately for each).
-
Select one friendly ANNIHILATION LEGION operative that has an Engage order. its can immediately regains 2D3+1 lost wounds.
Strategic - phantom frenzy:
Whenever a friendly ANNIHILATION LEION operatives is being injured. add 1 to its atk weapon stats on its data card. you can ignore any changes to its Move stat. If that operative is perform the charge action, add 1" to its Move stat
Strategic - Decisive Precision:
A freindly ANNIHILATION LEION operatives’s ranged weapons have the Balanced weapon rule. if its shooting an operative within 8" of it, that friendly operative's ranged weapons have the Ceasless weapon rule intead.
Strategic - Disruption Fields:
Each freindly ANNIHILATION LEION operatives’s melee weapons have the Shock weapon rule for the first time its perform fight action this turning point.
Firefight - Dimensional Oubliette:
Use this firefight ploy during a friendly ANNIHILATION LEION HEXMARK DESTROYER operative's activation,You can change its order to conceal order, until the next turning point after the first friendly operative's activation end, This operative cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain). During this ability, this operative can perform the Shoot action and while it has a Conceal order, but when you perform the Shoot action during the interruption, you must change its order to Engage and can be select as valid taget.
This operative cannot perform this action while within control range of an enemy operative or it perform this action last turning point.
Firefight - Impulse Of Destruction:
after a freindly ANNIHILATION LEION operative end the fighting or retaliating sequence. if its wasn't incapacitated the enemy operative as a result of a fight or retaliation action. inflict D3+2 damage on all operative within its control range (inclueding its self).
Firefight - Means Of Demolition:
Use this firefight ploy during a friendly ANNIHILATION LEION LOKHUST DESTROYER operative's activation, Select a terrain feature that visible to this operative. If it is Equipment terrain, light terrain or beackable wall, remove it. Otherwise, place one Ruin markers as close as possible to that terrain. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain. inflict D3 damage on all operative within that terrain's control range.
Firefight - Organic life scanning vision:
Use this firefight ploy during a friendly ANNIHILATION LEION operative's activation, a friendly ANNIHILATION LEGION operative can perform charge action on an enemy operative that has conceal order
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.