Dracothian Vanguard
Composition
this killteam is composed of: -Leader 1-Draconith Veteran 1-Winged Draconith Veteran 1-Draconith Ancient -Operatives 1-Draconith Heavy gunner 1-Draconith Flayer 1-Draconith Beast master 1-Draconith Head Hunter 1-Coatling 1-Slasher Youngling / Ascended slasher 1-Smasher Youngling / Ascended Smasher 1-Draconith Warrior You can only select one leader. All other operatives can be replaced with a Draconith Warrior. You can only have 9 models in this killteam. Yu cannot start the game with any ascended peratives.
Common Abilities and Options
Veterans blessing (1AP):
The next time an enemy operative gains any stat buffs, this operative gains those buffs until its next activation.
Wyrmfire Sigil (2AP):
You may use this as soon as this model holds an objective. The first enemy unit that attempts to control an objective this operative had or is contolling, all enemy operatives within 2" of that objective take D3 damage and -1 APL
Ascension:
After completing one of the following:
-Incapaciate an enemy operative in enemy territory
-Incapacitate an enemy leader
-complete an objective
-has been targeted by 3+ enemy attacks in a single Turning Point and survived
-controls the same objective for two Turning Points
-incapacitated an enemy operative and controls an objective in one Turning Point
This model will enter its ascended form
Crushing Momentum:
If this model charged this turn, add 1 to its damage and Attacks characteristics. After this model finishes its attack, roll a D6. On a 4+, this models activation ends. On a 6+, this model takes D3 mortal wounds.
Draconith Ancient
A 4
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Itzl Reapers (Relentless, Brutal) | 6 | 3+ | 3/4 |
Abilities
Debt to The Old OnesHardened by EternityMulti TargetOptions
New OptionScar Veteran
A 3
M 6”
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blessed Emberline pistol (Pistol, Rending, Rng8") | 4 | 4+ | 2/3 |
| Overdrive Maul (Balanced, Stun) | 3 | 3+ | 4/4 |
| Coatile Spear (Lethal 5+) | 4 | 4+ | 3/5 |
| Ritual axe | 5 | 5+ | 5/6 |
Abilities
1AP: Veterans blessing2AP: Wyrmfire SigilWinged Scar Veteran
A 3
M 8"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blessed Emberline pistol (Pistol, Rending, Rng8") | 4 | 4+ | 2/3 |
| Coatile Spear (Lethal 5+, Piercing 1) | 4 | 4+ | 3/5 |
Abilities
1AP: Veterans blessing2AP: Wyrmfire SigilHeavy Gunner
A 2
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Serpent Rocket (Heavy, Seek Light, Blast 2") | 2 | 5+ | 4/6 |
| Emberline Pistol (Pistol, Rng6") | 3 | 5+ | 2/3 |
| Dragons Breath Flamethrower (Torrent 2") | 5 | 3+ | 3/3 |
| Cinderstorm Machine Gun | |||
| Default (Heavy) | 6 | 4+ | 2/3 |
| Simultaneous blast (Heavy, Hot, Limited 2) | 1 | 5+ | 6/8 |
Flayer
A 2
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dual Sigil Blades (Ceaseless, Brutal) | 2 | 5+ | 5/6 |
Abilities
Scissoring StrikesBeast Master
A 2
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Masters Whip | |||
| Default (Rending) | 3 | 4+ | 3/3 |
| Long Lash (Relentless, Rng3") | 2 | 5+ | 2/2 |
Abilities
Beast Awakening1AP: Masters controlHead Hunter
A 2
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Head Hunters Severance Sniper | |||
| Default (Silent, Piercing1) | 1 | 5+ | 5/6 |
| Venom Tipped (Poison, Silent, Piercing1, Limited1) | 1 | 5+ | 2/3 |
| Shock Tipped (Shock, Stun, Silent, Limited1) | 1 | 5+ | 4/5 |
| Explosive Tipped (Blast 2", Saturate, Silent, Limited1) | 1 | 5+ | 3/4 |
Abilities
-1AP: Bounty hunterCamoflauge TechnologyCoatling
A 2
M 8"
S 3+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Coatling Fangs | 4 | 4+ | 2/3 |
Abilities
1AP: Guardian EssenceLiving Relic1AP: Praised BeastSlasher Youngling
A 2
M 8"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slashing Talons (Rending) | 5 | 3+ | 2/4 |
Abilities
AscensionRapid AssaultSmasher Youngling
A 2
M 8"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smashing Headbutt (Brutal) | 4 | 4+ | 4/5 |
Abilities
-3AP: AscensionCrushing MomentumAscended Slasher
A 4
M 10"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ascended Slasher Talons (Rending, Devestating2) | 8 | 3+ | 3/5 |
Abilities
Beyond Terror0AP: Brutal RetaliationContinuos FlurryAscended Smasher
A 4
M 8"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ascended Smashing Headbutt (Brutal, Shock,) | 4 | 3+ | 4/5 |
Abilities
1AP: Break the LineCrushing AdvanceCrushing Momentum1AP: Endless RammingDraconith Warrior
A 2
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Emberline Rifle (Rng14") | 5 | 4+ | 3/4 |
| Cinderstorm Rifle | |||
| Default (Rng18") | 4 | 5+ | 2/3 |
| Simultaneous blast (Hot, Limited1,Rng18") | 4 | 5+ | 4/5 |
| Drake Carbine (Balanced,Rng18") | 8 | 4+ | 1/2 |
| Fang-Knife | 4 | 4+ | 2/3 |
| Fists | 2 | 5+ | 1/1 |
Wyvernling scout
place a token on one enemy operative. Whenever the holder of the Wyvernling scout shoots at the chosen operative, increase its attacks stat by one.
Emberline Pistol
This operative is now equipped with an Emberline Pistol
Type: Pistol
Range: 6"
Profile: ATK 3, HIT3+, DMG 2/3
First Age Relic
Increases holders APL by one
Wing Growth Hormones
The operative this is attached to gains the fly keyword
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: Strategic Escape
1CP Use this ploy after an enemy operative finishes their attack on a friendly operative. That friendly operative may immediately perform one free action (excluding Fight).
Firefight: Razor Scales
1CP Use this ploy when an enemy operative performs a melee attack that hits or would hit a friendly operative.
After the attack resolves, that enemy operative suffers 1 mortal wound.
If the targeted friendly operative has the beast keyword, increase the mortal wound to D3 instead.
Firefight: Masters Command
1CP One friendly beast, visible to and within 12" of a friendly Draconith Beast Master may perform an action.
Firefight: Ruinic Repulsion
3CP Choose a friendly operative within engagement range of this model. Push all models within 3" of that operative up to 3" away. If they cannot move any further, Deal D3 mortal wounds to that model.
Strategy Ploys
Strategy: Relenteless Epoch
1CP Until the end of the Turning Point, friendly operatives cannot have their APL reduced
Strategy: Beastly Rage
2CP Until the end of the Turning Point, each time a friendly operative is targeted by an enemy attack, it gains +1 APL for its next activation (max +1 per operative).
Strategy: Primordial Terraforming
2CP Until the end of the Turning Point, enemy operatives treat objectives controlled by friendly operatives as Difficult Terrain
Strategy: Cursed by Nature
1CP Choose a piece of terrain within 6" of no mans land. Enemie units within 2" of that piece of terrain have -1 save.
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.
Equipment
Wyvernling scout:
place a token on one enemy operative. Whenever the holder of the Wyvernling scout shoots at the chosen operative, increase its attacks stat by one.
Emberline Pistol:
This operative is now equipped with an Emberline Pistol
Type: Pistol
Range: 6"
Profile: ATK 3, HIT3+, DMG 2/3
First Age Relic:
Increases holders APL by one
Wing Growth Hormones:
The operative this is attached to gains the fly keyword
Ploys
Firefight - Strategic Escape:
1CP
Use this ploy after an enemy operative finishes their attack on a friendly operative. That friendly operative may immediately perform one free action (excluding Fight).
Firefight - Razor Scales:
1CP
Use this ploy when an enemy operative performs a melee attack that hits or would hit a friendly operative.
After the attack resolves, that enemy operative suffers 1 mortal wound.
If the targeted friendly operative has the beast keyword, increase the mortal wound to D3 instead.
Firefight - Masters Command:
1CP
One friendly beast, visible to and within 12" of a friendly Draconith Beast Master may perform an action.
Firefight - Ruinic Repulsion:
3CP
Choose a friendly operative within engagement range of this model. Push all models within 3" of that operative up to 3" away. If they cannot move any further, Deal D3 mortal wounds to that model.
Strategic - Relenteless Epoch:
1CP
Until the end of the Turning Point, friendly operatives cannot have their APL reduced
Strategic - Beastly Rage:
2CP
Until the end of the Turning Point, each time a friendly operative is targeted by an enemy attack, it gains +1 APL for its next activation (max +1 per operative).
Strategic - Primordial Terraforming:
2CP
Until the end of the Turning Point, enemy operatives treat objectives controlled by friendly operatives as Difficult Terrain
Strategic - Cursed by Nature:
1CP
Choose a piece of terrain within 6" of no mans land. Enemie units within 2" of that piece of terrain have -1 save.
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.