Death Rider Squadron
Composition
A DEATH RIDERS KillTeam is composed of:
1 DEATH RIDER RIDEMASTER operative with one of each the following:
- Plasma Pistol, Bolt Pistol or Lascarbine
- Cavalry Chainsword or Cavalry Powersword
- Hunting Lance
5 DEATH RIDER operatives from the following list:
- DRAGOON with one of the following options
- Plasma gun, cavalry sabre, hunting lance
- Melta gun, cavalry sabre, hunting lance
- LANCER
- PIONEER with one of the following options
- Frag lance, cavalry sabre, lascarbine
- Melta lance, cavalry sabre, lascarbine
- FARRIER
- RIDER
Other than RIDER, your Kill Team can only include each operative on this list once.
Common Abilities and Options
Expert Riders:
Whenever a friendly DEATH RIDER operative is performing a CHARGE, FALL BACK or REPOSITION action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath vantage terrain, it can do a VAULT for that increment. If it does, do not move it for that increment. Instead remove it from the killzone and set up back up wholly within x” of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the reposition action), but it’s added to the total move distance used for that action (in other words move plus VAULT cannot exceed the action’s move allowance). If it would VAULT during the CHARGE action, don’t add the additional 2” to its move allowance.
That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath vantage terrain. In addition, unless it is the CHARGE action, it cannot be set up within control range of an enemy operative. It can continue moving after a VAULT if it has any move distance remaining and the action allows it.
The x” may not be measured through terrain that is higher than 2” and may not end on such terrain.
In a killzone that uses the close quarters rules, the x” may not be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point - in otherwords, it cannot VAULT through an open hatchway.
Krieg Steed:
This operative may not climb over or onto any terrain that his more than 2" in height.
Moving through Accessible terrain features costs an extra 1" of movement.
Normal damage of 4 or more is reduced by 1 when applied to this operative.
Lance:
Weapons with this rule can only be selected for the FIGHT action if this operative has peformed the CHARGE action during this activation.
Vault Actions:
Some actions are known as VAULT actions. These are actions performed during other actions when a VAULT is used. Each operative cannot perform more than one VAULT action per activation/counteraction.
Most VAULT actions affect enemy operatives within a friendly DEATH RIDER operative’s VAULT ZONE. This is the horizontal area between a friendly DEATH RIDER operative’s current location and the location from which it used VAULT. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath vantage terrain are not within friendly DEATH RIDER operatives’ VAULT ZONE.
Ridemaster
A 3
M 7"
S 4+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (rng 8", Prc1) | 4 | 4+ | 3/5 |
| Supercharge (rng 8", prc1, lethal 5+, hot) | 4 | 4+ | 4/5 |
| Bolt Pistol (rng 8") | 4 | 3+ | 3/4 |
| Lascarbine | 4 | 3+ | 2/3 |
| Cavalry Chainsword (rending) | 4 | 3+ | 4/5 |
| Cavalry Powersword (Lethal 5+) | 4 | 3+ | 4/6 |
| Relic Hunting Lance (severe, Lance) | 5 | 3+ | 4/5 |
Abilities
Expert RidersKrieg SteedLance1AP: Tactical WithdrawalVault ActionsDragoon
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (prc1, lethal 5+, hot) | 4 | 4+ | 5/6 |
| Meltagun (rng 6", dev4, prc2) | 4 | 4+ | 6/3 |
| Cavalry Sabre | 4 | 3+ | 4/5 |
| Hunting Lance (severe, Lance) | 4 | 3+ | 4/5 |
Abilities
Expert RidersKrieg SteedLanceVault ActionsLancer
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 3+ | 2/3 |
| Cavalry Sabre | 4 | 3+ | 4/5 |
| Honed Hunting Lance (punishing, severe, Lance) | 5 | 3+ | 3/4 |
Abilities
Expert RidersKreig SteedLanceOnrushing Assault1AP: Thunderous ChargePioneer
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 3+ | 2/3 |
| Cavalry Sabre | 4 | 3+ | 4/5 |
| Frag Lance (relentless, severe, lance) | 5 | 4+ | 4/5 |
| Melta Lance (shock, severe, lance) | 4 | 4+ | 6/7 |
Abilities
Expert RidersKrieg SteedLance1AP: Melta BombFarrier
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 3+ | 2/3 |
| Cavalry Axe (brutal) | 4 | 3+ | 4/5 |
Abilities
1AP: Combat SupportExpert RidersKrieg Steed1AP: MedkitTrooper
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 3+ | 2/3 |
| Cavalry Sabre | 4 | 3+ | 4/5 |
| Hunting Lance (severe, lance) | 4 | 3+ | 4/5 |
Abilities
Expert RidersKrieg SteedLanceRide them down!Solid MassKrieg Steed Claws
Once per turning point, when a friendly DEATH RIDER operative completes a charge action, deal d3 damage to one enemy operative within that operative’s control zone.
Lance Rests
Once per turning point, when a friendly DEATH RIDER operative is making a FIGHT action using a weapon with the LANCE special rule, give that weapon CEASELESS for the duration of that action.
Reinforced Cuirass
Once per turning point, when a friendly DEATH RIDER operative is targeted by a SHOOT action, improve it’s save stat by 1 for the remainder of the action.
Signal Pennants
Once per battle you may reroll your initiative dice.
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: Regroup, Reform, Return!
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform a FALL BACK action for 1 less APL, and may perform the CHARGE action provided it targets the enemy operative from which it fell back.
Firefight: Agility in the Saddle
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform a MISSION action or PICK UP MARKER action as part of a VAULT so long as the target of that action is within their VAULT ZONE.
Firefight: Breakthrough
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform the following action.
BREAKTHROUGH - 1APL VAULT action. Select up to 2 enemy operatives within this operative’s VAULT ZONE. Remove those operatives from the killzone and set it back up within this operative’s VAULT ZONE. It must be placed in a location it can be placed and cannot be set back up in this operative’s control zone. This action cannot be performed normally, it can only be performed as part of a REPOSITION or FALL BACK action.
Firefight: Moving Target
Use this FIREFIGHT ploy when a friendly DEATH RIDER operative performs a VAULT. For the remainer of the turning point, enemy operatives shooting at that operative may not reroll their attack dice.
Strategy Ploys
Strategy: Fight at Full Extension
Until the strategy phase of the next turning point, extend the control zone of all friendly DEATH RIDER operatives vertically 4” from the level of that models base. In other words, are able to perform the CHARGE and FIGHT actions targeting operatives up to 4” vertically and 1” horizontally from the level of it’s base, with the usual visibilty restrictions.
Strategy: Advance to Contact
Once in the strategy phase of the first or second turning point all friendly DEATH RIDERS can make a free DASH action, but they must end that move closer to the enemy deployment zone.
Strategy: Skirmish Formation
Until the next strategy phase, any friendly DEATH RIDER operative may perform a SHOOT action during a REPOSITION action, it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so.
Strategy: Flanking Maneouver
Once during the current turning point, at the end of an enemy operative’s activation, before beginning the next activation, select one friendly DEATH RIDER operative. That operative can perform a free reposition action, but it cannot end that action nearer to the enemy deployment zone. It also cannot perform a VAULT as part of that action.
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Krieg Steed Claws:
Once per turning point, when a friendly DEATH RIDER operative completes a charge action, deal d3 damage to one enemy operative within that operative’s control zone.
Lance Rests:
Once per turning point, when a friendly DEATH RIDER operative is making a FIGHT action using a weapon with the LANCE special rule, give that weapon CEASELESS for the duration of that action.
Reinforced Cuirass:
Once per turning point, when a friendly DEATH RIDER operative is targeted by a SHOOT action, improve it’s save stat by 1 for the remainder of the action.
Signal Pennants:
Once per battle you may reroll your initiative dice.
Ploys
Firefight - Regroup, Reform, Return!:
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform a FALL BACK action for 1 less APL, and may perform the CHARGE action provided it targets the enemy operative from which it fell back.
Firefight - Agility in the Saddle:
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform a MISSION action or PICK UP MARKER action as part of a VAULT so long as the target of that action is within their VAULT ZONE.
Firefight - Breakthrough:
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform the following action.
BREAKTHROUGH - 1APL VAULT action. Select up to 2 enemy operatives within this operative’s VAULT ZONE. Remove those operatives from the killzone and set it back up within this operative’s VAULT ZONE. It must be placed in a location it can be placed and cannot be set back up in this operative’s control zone. This action cannot be performed normally, it can only be performed as part of a REPOSITION or FALL BACK action.
Firefight - Moving Target:
Use this FIREFIGHT ploy when a friendly DEATH RIDER operative performs a VAULT. For the remainer of the turning point, enemy operatives shooting at that operative may not reroll their attack dice.
Strategic - Fight at Full Extension:
Until the strategy phase of the next turning point, extend the control zone of all friendly DEATH RIDER operatives vertically 4” from the level of that models base. In other words, are able to perform the CHARGE and FIGHT actions targeting operatives up to 4” vertically and 1” horizontally from the level of it’s base, with the usual visibilty restrictions.
Strategic - Advance to Contact:
Once in the strategy phase of the first or second turning point all friendly DEATH RIDERS can make a free DASH action, but they must end that move closer to the enemy deployment zone.
Strategic - Skirmish Formation:
Until the next strategy phase, any friendly DEATH RIDER operative may perform a SHOOT action during a REPOSITION action, it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so.
Strategic - Flanking Maneouver:
Once during the current turning point, at the end of an enemy operative’s activation, before beginning the next activation, select one friendly DEATH RIDER operative. That operative can perform a free reposition action, but it cannot end that action nearer to the enemy deployment zone. It also cannot perform a VAULT as part of that action.
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.