Guard artillery encampment
Composition
this team consist of one of two options for size
1 SERGEANT operative with the following: •Boltgun; bayonet Or one option from each of the following: •Bolt pistol, plasma pistol or relic laspistol •Chainsword or power weapon
1 LIEUTENANT operative with the following: •Boltgun or lasgun; bayonet •Bolt pistol or relic laspistol; chainsword
4 TROOPER
4 SPOTTER
2 artilary chosen from this list: •MEDUSA BATERY •BASILISK TANK •*FEILD ORDNANCE
or
1 SERGEANT operative with the following: •Boltgun; bayonet Or one option from each of the following: •Bolt pistol, plasma pistol or relic laspistol •Chainsword or power weapon
1 LIEUTENANT operative with the following: •Boltgun or lasgun; bayonet •Bolt pistol or relic laspistol; chainsword
1 TROOPER
1 TROOPER with free asupex scanner eqiupment (does not count toward limit
2 SPOTTER
3 artilary chosen from this list: •MEDUSA BATERY •BASILISK TANK •*FEILD ORDNANCE
*these operatives count as half a pick each
Common Abilities and Options
*heavy shell:
once this weapon is fired you must preform the "realod" action before the shoot action can be used again
*target required:
this weapon can only be fired at an spotted marker weather that be on an enemy or not
Artillery:
this operative dose not be placed on the killzone it does not count for kill op or have to exit the killzone if the tac op requires it neither can it be targeted by any enemy models it can still shoot even thought it is not on the killzone
Reload (1AP):
reload the medusa cannon mist pick between normal, HE, or smoke shell
can only be ised ince per turning point
Guardsmen orders:
STRATEGIC GAMBIT and SUPPORT A friendly Leader operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly Infantry operatives within 6" of it to receive. Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.
Take Aim! Ranged weapons of operatives that received this (excluding laser targeter) have the Ceaseless weapon rule.
Fix Bayonets! Melee weapons of operatives that received this order have the Ceaseless weapon rule.
Dig In! Whenever an operative is shooting a friendly operative that has received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).
Move! Move! Move! Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.
*smoke:
wherever the weapkm hits a smoke grande maker is placed at the location following all the same rules (see equipment)
Medusa battery
A 2
M 0”
S 1+
W 40
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Medusa cannon (Blast 6”, *target required, *heavy shell, *destructive) | 6 | 3+ | 4/5 |
| Place holder | 0 | 7+ | 3/4 |
Abilities
*destructive*heavy shell*target requiredArtillery1AP: ReloadSpotter
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laser targeter (*targeted) | 1 | 3+ | 1/1 |
| Combat shovel | 3 | 4+ | 2/3 |
Abilities
*targeted1AP: SpottedSpottingTrooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Group activationsergeant
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Boltgun | 4 | 3+ | 3/4 |
| Plasma pistol | |||
| Standard (Rng 8”, piercing 1,) | 4 | 4+ | 3/5 |
| supercharge (Rng 8”, Hot, lethal 5+, piercing 1,) | 4 | 4+ | 4/5 |
| Relic laspistol (Rng 8”, lethal 5+,) | 4 | 4+ | 2/4 |
| Bayonet | 4 | 3+ | 2/3 |
| chainsword | 4 | 3+ | 4/5 |
| Power weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Adaptive ordersGuardsmen orderslieutenant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Boltgun | 4 | 3+ | 3/4 |
| Relic laspistol (Rng 8”, lethal 5+,) | 4 | 4+ | 2/4 |
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 4 | 3+ | 2/3 |
| chainsword | 4 | 3+ | 4/5 |
Abilities
Guardsmen ordersSecond in commandBasilisk tank
A 2
M 0”
S 1+
W 40
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Earthshaker cannon | |||
| Earthshaker shell (Blast 3, seek, Piercing, silent, devastating 2, *heavy shell, *target required, *earthshaker) | 6 | 2+ | 6/8 |
| Smoke shell (*smoke, *target required, *heavy shell) | 1 | 2+ | 1/1 |
| Placeholder | 0 | 7+ | 0/0 |
Abilities
*Earthsaker*heavy shell*smoke*target requiredArtillery1AP: ReloadField ordnance
A 3
M 2”
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bombardment cannon | |||
| shell (Blast 3, seek, Piercing 2, silent, devastating 2, *heavy shell, *target required, heavy) | 5 | 2+ | 6/8 |
| Smoke shell (*smoke, *target required, *heavy shell, heavy) | 1 | 2+ | 1/1 |
| Lasgun | 4 | 4+ | 2/3 |
| Laspistol (Rng 8”) | 4 | 4+ | 2/4 |
| Blunt force | 2 | 5+ | 2/3 |
Abilities
*heavy shell*smoke*target requiredField artillery1AP: ReloadReloader1AP: StabilizeAuspex scanner
Support One enemy operative that moves within 6” gains a spotted token whist outside there control range can only be use once per turning point
Auspex shell
When a artillery piece reloads it can chose to load an Auspex round when an Auspex round is fired it can be fired any where that isn’t yours or enemy deployment zone where it lands anyone within 3” gains a spotted token
Tracer rounds
Whenever a weapon deals damage that enemy that took damage gains a spotted token Only las weapons can take this
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: Crawling bombardment
when a infantry operativ moves you can use this ploy when you to fire a artileray shell so the moving operative is not in blast range in front of the moving operative with the operativ moving after the shooting action if a realod is required perform it for free then reaload after the shot the firing artilery is imetiatly expendaed of not already
Strategy Ploys
Strategy: Smoke wall
along a straight line from board edge two board edge (no horizontial lines) add a solid wall of smoke (see equipment smooe grenades for effects)
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
Auspex scanner:
Support
One enemy operative that moves within 6” gains a spotted token whist outside there control range can only be use once per turning point
Auspex shell:
When a artillery piece reloads it can chose to load an Auspex round when an Auspex round is fired it can be fired any where that isn’t yours or enemy deployment zone where it lands anyone within 3” gains a spotted token
Tracer rounds:
Whenever a weapon deals damage that enemy that took damage gains a spotted token Only las weapons can take this
Ploys
Firefight - Crawling bombardment:
when a infantry operativ moves you can use this ploy when you to fire a artileray shell so the moving operative is not in blast range in front of the moving operative with the operativ moving after the shooting action if a realod is required perform it for free then reaload after the shot the firing artilery is imetiatly expendaed of not already
Strategic - Smoke wall:
along a straight line from board edge two board edge (no horizontial lines) add a solid wall of smoke (see equipment smooe grenades for effects)
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.