Ghost Warriors
Composition
A Ghost Warriors Team Conisists of:
1 Operative from the following list:
- Spiritseer
5 Opperatives from the following list:
- Wraithblade with Ghostswords
- Wraithblade with Ghostaxe and Force Shield
- Wraithguard with Wraith Cannon
- Wraithguard with D-Scythe
Only 1 D-Scythe and Wraith Cannon may be included in a team.
Common Abilities and Options
Wraith Construct:
WRAITH CONSTRUCT operatives can make 2 Shoot or Fight actions per activation.
WRAITH CONSTRUCT operatives can counteract regardless of order, when it does you may change its order before it acts.
Psychic Guidance:
Whenever a WRAITH CONSTRUCT operative is within 8" of a friendly SPIRITSEER operative at the start of its activation, add 1 to its APL stat for the remainder of the turning point.
Spiritseer
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rending) | 4 | 4+ | 3/4 |
| Psychic Grasp (Rng 6", Dev 3, Stun) | 4 | 3+ | 4/3 |
| Witch Staff (PSYCHIC, Shock) | 4 | 3+ | 3/5 |
Abilities
1AP: Spirit Mark1AP: Tears of IshaWraithbalde with Ghostswords
A 2
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ghostswords (Rending) | 5 | 4+ | 3/4 |
Abilities
Psychc Guidance1AP: Reaping StrikeWraith ConstructWraithbalde with Ghostaxe and Forceshield
A 2
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ghostaxe (Brutal) | 4 | 4+ | 4/5 |
Abilities
ForcesheildPsychic GuidanceWraith ConstructWraithguard with Wraithcannon
A 2
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Wraithcannon (Dev 4, Hvy(repos), Piercing 2) | 4 | 4+ | 6/3 |
| Fists | 3 | 4+ | 3/4 |
Abilities
New AbilityPsychic GuidanceWraith ConstructsWraithguard with D-Scythe
A 2
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| D-Scythe (Rng 8", Hvy(repos), Piercing 1, torrent 2") | 5 | 3+ | 4/4 |
| Fists | 3 | 4+ | 3/4 |
Abilities
Psychic GuidanceWraith ConstructRunes of Foresight
As a stretegic gambit once per turning point, if there is a friendly SPIRITSEER operative in the killzone, rolle 1d6, if the result is 3+, gain 1 CP.
Mark of Fate
Once per battle, when a friendly GHOST WARRIOR operative is shooting, fighting or retaliating against an enemy operative with one of your spirit tokens, you may use this equipment. Doing so gives that operative's weapons Piercing 1, or Piercing 2 if they already have Peircing 1, until the end of that activation, then remove your Spirit Mark token from that enemy operative.
Runes of Permanence
Once per turning point, when a friendly GHOST WARRIOR operative is selected as a target for a shoot action, you may use this equipment. Doing so improves their armour save stat by 1 (in other words 4+ becomes 3+ and 3+ becomes 2+) until the end of the current activation.
Telekinetic Impulse
Once per turning point, when a friendly SPIRITSEER is the active operative, they may perform a PICK UP MARKER or a mission action provied they are within 4" of the target, this overules the standard rules for such actions.
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: Runes of Reconstruction
Use this ploy when a friendly WRAITH CONSTRUCT operative is incapacitated within 6" of a friendly SPIRITSEER operative, it is not removed from the killzone but is instead reduced to 1 wound and cannot be incapacitated for the remainder of the activation.
Firefight: Song of the Howling Wind
Use this ploy after a friendly GHOST WARRIOR operative has performed the shoot or fight action and is not within the control zone of an enemy operative, that operative may make an immediate free dash action, with the usual restrictions.
Firefight: Wraithbone Inversion
Use this ploy during the activation of a friendly SPIRITSEER operative that is not within controle range of an enemy operative. Select two friendly WRAITH CONSTRUCT operatives within 6" of and visible to that operative, and which are not within control range of enemy operatives, remove them both from the killzone and set them back up in each other's positions (in other words, swap their positions).
Firefight: Vengence For the Fallen
Use thiis ploy when a friendly GHOST WARRIOR operative shoots, fights or retaliates. If 1 friendly GHOST WARRIOR operative is incapacitated, for the remainder of the actvation this operative's weapons have the Lethal 5+ rule. If 2 or more are incapacitated, the weapons have Lethal 4+
Strategy Ploys
Strategy: Implacable Wraithbone
Until the start of the next strategy phase all WRAITH CONSTRUCT operatives can ignore the penalties from wounded.
Strategy: Malevolent Souls
Until the start of the next strategy phase, whenever a friendly WRAITH CONSTRUCT operative is incapacitated during an enemy operative's fight action, you may expend one of your attack dice to deal damage before removing the operative from the killzone.
Strategy: Construct of War
Until the start of the next strategy phase, friendly WRAITH CONSTRUCT operatives may perform a FALL BACK action for 1 less AP.
Strategy: Aura of Deathless Dread
Until the start of the next strategy phase, enemy operatives within the control zone of friendly WRAITH CONSTRUCT operatives may not reroll attack dice.
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.
Equipment
Runes of Foresight:
As a stretegic gambit once per turning point, if there is a friendly SPIRITSEER operative in the killzone, rolle 1d6, if the result is 3+, gain 1 CP.
Mark of Fate:
Once per battle, when a friendly GHOST WARRIOR operative is shooting, fighting or retaliating against an enemy operative with one of your spirit tokens, you may use this equipment. Doing so gives that operative's weapons Piercing 1, or Piercing 2 if they already have Peircing 1, until the end of that activation, then remove your Spirit Mark token from that enemy operative.
Runes of Permanence:
Once per turning point, when a friendly GHOST WARRIOR operative is selected as a target for a shoot action, you may use this equipment. Doing so improves their armour save stat by 1 (in other words 4+ becomes 3+ and 3+ becomes 2+) until the end of the current activation.
Telekinetic Impulse:
Once per turning point, when a friendly SPIRITSEER is the active operative, they may perform a PICK UP MARKER or a mission action provied they are within 4" of the target, this overules the standard rules for such actions.
Ploys
Firefight - Runes of Reconstruction:
Use this ploy when a friendly WRAITH CONSTRUCT operative is incapacitated within 6" of a friendly SPIRITSEER operative, it is not removed from the killzone but is instead reduced to 1 wound and cannot be incapacitated for the remainder of the activation.
Firefight - Song of the Howling Wind:
Use this ploy after a friendly GHOST WARRIOR operative has performed the shoot or fight action and is not within the control zone of an enemy operative, that operative may make an immediate free dash action, with the usual restrictions.
Firefight - Wraithbone Inversion:
Use this ploy during the activation of a friendly SPIRITSEER operative that is not within controle range of an enemy operative. Select two friendly WRAITH CONSTRUCT operatives within 6" of and visible to that operative, and which are not within control range of enemy operatives, remove them both from the killzone and set them back up in each other's positions (in other words, swap their positions).
Firefight - Vengence For the Fallen:
Use thiis ploy when a friendly GHOST WARRIOR operative shoots, fights or retaliates. If 1 friendly GHOST WARRIOR operative is incapacitated, for the remainder of the actvation this operative's weapons have the Lethal 5+ rule. If 2 or more are incapacitated, the weapons have Lethal 4+
Strategic - Implacable Wraithbone:
Until the start of the next strategy phase all WRAITH CONSTRUCT operatives can ignore the penalties from wounded.
Strategic - Malevolent Souls:
Until the start of the next strategy phase, whenever a friendly WRAITH CONSTRUCT operative is incapacitated during an enemy operative's fight action, you may expend one of your attack dice to deal damage before removing the operative from the killzone.
Strategic - Construct of War:
Until the start of the next strategy phase, friendly WRAITH CONSTRUCT operatives may perform a FALL BACK action for 1 less AP.
Strategic - Aura of Deathless Dread:
Until the start of the next strategy phase, enemy operatives within the control zone of friendly WRAITH CONSTRUCT operatives may not reroll attack dice.
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.