Trueborn Killers
Composition
1 Dracon w/ soul cube and either: shardcarbine and huskblade, or blaster and venom blade
1 Klaivex w/ demi-klaive, tormentor helm, and bloodstone
1 Succubus w/ splinter pistol and choice of one melee weapon
1 Haemonculus w/ stinger pistol and haemonculus tools
1 Nightfiend w/ baleblast and choice of one melee weapon
Common Abilities and Options
Power Through Pain:
Power Through Pain:
After a friendly TRUEBORN operative performs an action, it gains one of your Pain tokens if:
An enemy operative was injured during that action, but was not incapacitated. An enemy operative was incapacitated during that action. If that enemy operative had a Wounds stat of 12 or more, that friendly operative gains two of your Pain tokens instead.
You can spend friendly operatives' Pain tokens on the invigorations below when the "when" condition is met. You cannot use more than one invigoration per activation or counteraction, except Stimulated Senses, which can be used in addition to other invigorations.
*Dark Animus * When: During the operative’s activation, when performing a mission action. Effect: Perform the mission action for 1 less AP.
*Accelerated Rejuvenation * When: During the operative’s activation or counteraction, before or after it performs an action. Effect: The operative regains D3+1 lost wounds.
*Vitalised Surge * When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone. Effect: The operative can immediately perform a free Dash action, even if it’s performed an action that prevents it from performing the Dash action.
*Stimulated Senses * When: After rolling your attack or defence dice for the operative. Effect: You can re-roll any of your dice results of one result (e.g. results of 2).
Trueborn:
This operative can counteract regardless of order.
Dracon
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shardcarbine (Lethal 5+, Dev 2) | 4 | 2+ | 2/2 |
| Blaster (Prc2) | 4 | 3+ | 4/5 |
| Soul Cube (Rng 6", Lethal 4+, Stun) | 4 | 3+ | 3/4 |
| Husk Blade (Lethal 5+, Shock) | 5 | 3+ | 4/6 |
| Venom Blade (Lethal 4+) | 5 | 3+ | 4/5 |
Abilities
CunningOpportunistic SadistPower Through PainSelf-ImportantTruebornKlaivex
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tormentor Helm (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
| Bloodstone (Rng 6", Dev 2, Prc Crits 1, Saturate, Silent) | 4 | 3+ | 3/3 |
| Demi-Klaive | |||
| Linked (Lethal 5+, Brutal, Shock) | 4 | 3+ | 5/7 |
| Split (Lethal 5+, Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Incubus WarsuitMaster of ExecutionsMurder: PerfectedPower Through PainTruebornSuccubus
A 3
M 7"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Splinter Pistol (Lethal 5+) | 4 | 3+ | 2/4 |
| Agoniser (Lethal 5+, Brutal, Shock) | 5 | 3+ | 3/5 |
| Impaler (Lethal 5+, Punishing) | 5 | 3+ | 4/6 |
| Razor Flail (Lethal 5+, Brutal, *Tangle) | 4 | 2+ | 4/5 |
| Hekatrix Blades (Lethal 4+, Ceaseless) | 5 | 3+ | 3/5 |
Abilities
*TangleBlinding SpeedPower Through PainQueen of the ArenaRelentless BrutalityTruebornHaemonculus
A 3
M 7"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stinger Pistol (Rng 8", Lethal 5+, *Stinger) | 4 | 3+ | 3/5 |
| Haemonculus Tools (Lethal 5+, Shock, *Flay) | 5 | 3+ | 3/4 |
Abilities
*Flay*Stinger1AP: Adminster DrugsCombat DrugsHorrifying ChirugeonPower Through PainTruebornNightfiend
A 3
M 7"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Huskblade (Lethal 5+, Shock) | 5 | 3+ | 4/6 |
| Baleblade (Lethal 5+, Brutal) | 4 | 3+ | 5/7 |
Abilities
*SoulstrikeFear of the DarkPower Through PainShadow PassageTruebornUmbral EntityWithin ShadowChain Snares
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly TRUEBORN operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it).
Phantasm Grenades
Once per Turning point, when an operative is shooting a friendly TRUEBORN operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the X of the piercing weapon rule by 1 (If any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Portable Shadowfields
Whenever an operative is shooting a friendly TRUEBORN operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly TRUEBORN operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.
Soul-Gem Trophies
Once per turning point, when a friendly TRUEBORN operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
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: Devious Scheme
Use this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.
Firefight: Prey On the Wounded
Use this firefight ploy after rolling your attack dice for a friendly TRUEBORN operative, if it’s shooting against or fighting against a wounded enemy operative. You can re-roll any of your attack dice.
Firefight: Cruel Deception
Use this firefight ploy during a friendly TRUEBORN operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Sha sha sha... POCKET SAND!
Firefight: Unnerving Agility
Use this firefight ploy during a friendly TRUEBORN operative's activation. Until the end of that activation, having an enemy operative within its control range does not prevent that friendly operative from performing the Pick Up marker or mission actions.
Strategy Ploys
Strategy: Inescapable Nightmare
Whenever a friendly TRUEBORN operative is shooting, fighting or retaliating, you can re-roll one of your attack dice.
Strategy: From Darkness, Death
Whenever a friendly TRUEBORN operative is activated, before you determine its order, you can select one enemy operative that friendly operative isn’t a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.
Strategy: Blade Artists
Friendly TRUEBORN operatives’ melee weapons have the Rending weapon rule.
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Strategy: Deviant Masochists
Normal and Critical Dmg of 4 or more inflicts 1 less damage on all friendly TRUEBORN operatives.
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
Chain Snares:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly TRUEBORN operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it).
Phantasm Grenades:
Once per Turning point, when an operative is shooting a friendly TRUEBORN operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the X of the piercing weapon rule by 1 (If any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Portable Shadowfields:
Whenever an operative is shooting a friendly TRUEBORN operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly TRUEBORN operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.
Soul-Gem Trophies:
Once per turning point, when a friendly TRUEBORN operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ploys
Firefight - Devious Scheme:
Use this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.
Firefight - Prey On the Wounded:
Use this firefight ploy after rolling your attack dice for a friendly TRUEBORN operative, if it’s shooting against or fighting against a wounded enemy operative. You can re-roll any of your attack dice.
Firefight - Cruel Deception:
Use this firefight ploy during a friendly TRUEBORN operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Sha sha sha... POCKET SAND!
Firefight - Unnerving Agility:
Use this firefight ploy during a friendly TRUEBORN operative's activation. Until the end of that activation, having an enemy operative within its control range does not prevent that friendly operative from performing the Pick Up marker or mission actions.
Strategic - Inescapable Nightmare:
Whenever a friendly TRUEBORN operative is shooting, fighting or retaliating, you can re-roll one of your attack dice.
Strategic - From Darkness, Death:
Whenever a friendly TRUEBORN operative is activated, before you determine its order, you can select one enemy operative that friendly operative isn’t a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.
Strategic - Blade Artists:
Friendly TRUEBORN operatives’ melee weapons have the Rending weapon rule.
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Strategic - Deviant Masochists:
Normal and Critical Dmg of 4 or more inflicts 1 less damage on all friendly TRUEBORN operatives.
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.