Headhunter Stealth Squad
Composition
**1 HEADHUNTER STEALTH SQUAD ** Operative Selected from the following list:
- Headhunter Prime
- Effrit Prime
1 HEADHUNTER STEALTH SQUAD Operatives Selected from the following list:
- Effrit Marksman
- Headhunter Whisperblade
4 HEADHUNTER STEALTH SQUAD Operatives selected from the following list:
- Headhunter Saboteur
- Headhunter Spotter
- Headhunter Disruptor
- Effrit Veteran
- Effrit Assassin
- Hydra Cult Agent*
*These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.
Other than Headhunter Infiltrator and Hydra Cult Agent your kill team can only include each operative on this list once. Your kill team may contain a maximum of 2 units with the Effrit keyword.
Common Abilities and Options
*Smoke-Slick:
Whenever an enemy operative is incapacitated as a result of an attack made with this weapon, place one of your Smoke markers as close to as possible beneath the center of that operative's base before it is removed. This marker creates a 1" area of smoke horizontally and unlimited height vertically from *(but not below) *it.
While an operative is wholly within an area of smoke, it’s 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, ignore the Piercing weapon rule unless they are within 2" of each other.
Effrit Prime
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | |||
| Standard Ammunition | 4 | 3+ | 3/4 |
| Banestrike Ammunition (Limited 1, Rng 10", Piercing 2,Blast 0") | 4 | 4+ | 4/5 |
| Hydra's Teeth (Devastating 3, Smoke-Slick*) | 4 | 3+ | 3/2 |
| Combat Knife | 5 | 3+ | 3/4 |
Abilities
*Smoke-Slick1AP: Silent CoordinationHeadhunter Prime
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | |||
| Standard Ammunition | 4 | 3+ | 3/4 |
| Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0") | 4 | 3+ | 4/5 |
| Power Knife (Lethal 5+, Balanced) | 5 | 3+ | 3/5 |
Abilities
Decentralizaed LeadershipHidden DirectiveEffrit Marksman
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol | |||
| Standard Ammunition (Rng 8") | 4 | 3+ | 3/4 |
| Hydra's Teeth (Devastating 3, Smoke-Slick*) | 4 | 3+ | 3/1 |
| Marksman Las Fusil | |||
| Concealed (Devastating 3, Silent, Saturate, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Devastating 3, Saturate) | 4 | 3+ | 3/3 |
| Combat Knife | 4 | 3+ | 3/4 |
Abilities
*Concealed Position*Smoke-Slick1AP: Lock Stabilisation TalonsHeadhunter Whisperblade
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol | |||
| Standard Ammunition (Rng 8") | 4 | 3+ | 3/4 |
| Banestrike Ammunition (Limited 1, Rng 4", Piercing 2, Blast 0") | 4 | 4+ | 3/4 |
| Paired Power Knives (Lethal 5+, Balanced, Rending) | 5 | 3+ | 3/5 |
Abilities
2AP: Finish the JobSilent ApproachHeadhunter Saboteur
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | |||
| Standard Ammunition | 4 | 3+ | 3/4 |
| Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0") | 4 | 4+ | 4/5 |
| Melta Charge Detonator (Devastating 3, Limited 1, Piercing 2. *Detonate) | 4 | 3+ | 5/3 |
| Combat Knife | 5 | 4+ | 3/4 |
Abilities
*DetonateGrenadierPlant Melta ChargeHeadhunter Spotter
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | |||
| Standard Ammunition | 4 | 3+ | 3/4 |
| Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0") | 4 | 4+ | 4/5 |
| Combat Knife | 5 | 3+ | 3/4 |
Abilities
1AP: Designate PriorityPriorityHeadhunter Disruptor
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | |||
| Standard Ammunition | 4 | 3+ | 3/4 |
| Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0") | 4 | 4+ | 4/5 |
| Combat Knife | 5 | 3+ | 3/4 |
Abilities
Faceless KillerEffrit Veteran
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Relic Boltgun | |||
| Standard Ammunition | 4 | 3+ | 3/4 |
| Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0") | 4 | 4+ | 4/5 |
| Hydra's Teeth (Devastating 3, Smoke-Slick*) | 4 | 3+ | 3/2 |
| Combat Knife | 5 | 3+ | 3/4 |
Abilities
*Smoke-SlickPrecision InstrumentEffrit Assassin
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Standard Ammunition(Focused) (Heavy(reposition only), Piercing Crits 1) | 5 | 3+ | 4/5 |
| Standard Ammunition (Sweeping) (Heavy(reposition only), Piercing Crits 1, Torremt 1") | 4 | 3+ | 4/5 |
| Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0") | 4 | 4+ | 4/5 |
| Hydra's Teeth (Devastating 3, Smoke-Slick*) | 4 | 3+ | 3/2 |
| Fists | 4 | 3+ | 3/4 |
Abilities
*Smoke-Slick1AP: Activate Anti-Grav Suspensor WebFalse IdentityHydra Cult Agent
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Silenced Pistol (Rng 6", Silent) | 4 | 4+ | 2/3 |
| Concealed Explosives (Blast 2", Limited 1, Explosive*) | 6 | 4+ | 4/5 |
| Hidden Knife | 4 | 4+ | 2/3 |
Abilities
*ExplosiveCompromised IdentityVenom Spheres
A Pattern of Grenade based in ancient Xenotech, these grenades are designed to compromise armor and deliver debilitating poisons, capable of crippling heavy armored opponents, and outright killing those without such protection.
Friendly HEADHUNTER STEALTH SQUAD operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
Venom Sphere:
ATK: 4. HIT: 4+. Damage: 2/3. Blast 2, Piercing 1, Silent
Cameleoline Cloak
Cloaks capable of altering their color to match the wearer's surroundings, armed with these a Headhunter can remain motionless for weeks at a time, unseen by those even mere inches away.
While a friendly HEADHUNTER STEALTH SQUAD operative has a conceal order, is not within engagement range of an enemy operative, and could retain a cover save when an enemy operative is shooting it, you may retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Drakescale Plating
Rare armor components made from Mica Skydrake scales, these highly reflective and heat resistant materials are capable of nullifying enemy weapons that deal in energy or flame.
Subtract 1" from the Move stat of friendly HEADHUNTER STEALTH SQUAD operatives; until the end of the battle whenever an enemy operative is shooting a friendly HEADHUNTER STEALTH SQUAD operative weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively), and weapons with Torrent have their torrent range reduced to 0"(weapons with Torrent 2", or Torrent 1" now have Torrent 0"). In the Gallowdark and Tombworld killzones, as well as Volkus strongholds, weapons with torrent do not gain Lethal 5+ when shooting a friendly HEADHUNTER STEALTH SQUAD operative.
These rules excludes HYDRA CULT AGENT operatives.
Hydra's Wail
A devices capable of injecting lines of scrap code into enemy communications. Once deployed; enemy command structures collapse, no longer capable of delivering valuable information between eachother.
Strategic Gambit: Select one enemy operative that is visible to and within 6 inches of a friendly HEADHUNTER STEALTH SQUAD operative. Until the end of the battleround that operative cannot be the target of SUPPORT abilities.
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: I Am Alpharius
Commanders of the Alpha legion are rarely where they appear to be. More often than not the armor of commander may house a new recruit and vice versa.
Use this firefight ploy the first time a friendly operative with the leader keyword is incapacitated. Select another friendly HEADHUNTER STEALTH SQUAD operative (excluding HYDRA CULT AGENT operatives). Remove that. selected operative from the killzone and replace it with that leader operative. That leader operative has a number of wounds remaining equal to the removed operative's number of remaining wounds. For the sake of the Kill Op, only count one of these two operatives as incapacitated.
Firefight: Hidden Detonators
The Cult of the hydra infiltrates many branches of the galaxy at large, giving the legion weapons in the most unexpected of locations.
Use this firefight ploy at any point during friendly HEDHUNTER STEALTH SQUAD operative's activation in place of one of it actions. Select one of your HYDRA CULT AGENT operatives; that operative makes a free shoot action using its Concealed Explosives, regardless of its order, and does so even if it is not within control range of an enemy (it still must be the primary target of that shoot action). That operative Concealed Explosives gains the Shock weapon rule until that end of that shooting action.
Firefight: Confusion in the Ranks
The Headhunter Squads are experts of disguise and subterfuge, and can leave their targets feeling not only Disordered, but doubting the loyalties of those they once they thought closest to them.
Use this firefight ploy when a friendly HEADHUNTER STEALTH SQUAD operative (excluding HYDRA CULT AGENT operatives), is fighting or retaliating while within engagement range of two enemy operatives, or while the enemy opertive is fighting or retaliating against has support. Until the end of that HEADHUNTER STEALTH SQUAD operative's activation, your opponent may not re-roll dice for operatives within 3" of that operative, and as long as enemy operatives are within 3" of that HEADHUTER STEALTH SQUAD operative, their have the hit stat of their melee weapons worsened by 1*(to a maximum of 6+)*.
Firefight: Hydra Dominatus
The Doctrines of the the Headhunter squads were known for the lack of honor before the legion's fall from grace. As traitors, there is nothing the Legionaires won't attempt to bring Down a target.
Use this firefight ploy when a friendly HEADHUNTER STEALTH SQUAD is retaliating and you would resolve a critical success. Instead of striking or blocking, end that sequence (any remaining attack dice are discarded) and immediately perform a free Shoot action with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the shoot action, and even if it is engaged with an enemy(it does not have to target the unit it waa retaliating against with that shoot action).
Strategy Ploys
Strategy: Grand Deception
The Alpha legion are experts in subterfuge, and can leave trails of breadcrumbs that lead to nowhere, allowing them to escape while their opponents chase false leads.
Each friendly HEADHUNTER STEALTH SQUAD operative with an engage order (Except for HYDRA CULT AGENT operatives) may change to a conceal order.
Strategy: Smoke and Mirrors
The Alpha Legion are experts at not only remaining unseen, but making sure they are seen precisely where they are not.
Until the end of the turning point all friendly HEAD HUNTER STEALTH SQUAD operativess are treated as being 3" further away from enemy operatices they are not within the control of, for the purposes of weapon rules and Datacard abilities(this includes Torrent, Blast, and any weapons with the Range weapon rule).
Strategy: Assault from all Sides
The Alpha Legion combat doctrine is based around not only subterfuge, but also supreme positioning, moving in ways can result in their targets wandering from one trap into another.
Select up to 3 friendly HEADHUNTER STEALTH SQUAD operatives that are wholly within your territory. Each of those operatives may make a free Reposition or Fall back action, but may not move more 3" while doing so.
Strategy: Calculated Patience
Banestrike Ammunition is rumored to have been a gift from the twin primarchs. Those of the legion who are lucky enough to wield such a rare armament are careful to only expend it when the perfect shopt is all but guranteed.
Until the end of the turning point, each time a friendly HEADHUNTER STEALTH SQUAD operative makes a shoot action using the "Banestrike Ammunition" profile of one of it's ranged weapons, that weapon has the Balanced Weapon Rule and loses the Range 10" weapon rule until the end of that activation. Note that Bolt Pistols will maintain the Range 8" weapon rule.
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
Venom Spheres:
A Pattern of Grenade based in ancient Xenotech, these grenades are designed to compromise armor and deliver debilitating poisons, capable of crippling heavy armored opponents, and outright killing those without such protection.
Friendly HEADHUNTER STEALTH SQUAD operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
Venom Sphere:
ATK: 4. HIT: 4+. Damage: 2/3. Blast 2, Piercing 1, Silent
Cameleoline Cloak:
Cloaks capable of altering their color to match the wearer's surroundings, armed with these a Headhunter can remain motionless for weeks at a time, unseen by those even mere inches away.
While a friendly HEADHUNTER STEALTH SQUAD operative has a conceal order, is not within engagement range of an enemy operative, and could retain a cover save when an enemy operative is shooting it, you may retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Drakescale Plating:
Rare armor components made from Mica Skydrake scales, these highly reflective and heat resistant materials are capable of nullifying enemy weapons that deal in energy or flame.
Subtract 1" from the Move stat of friendly HEADHUNTER STEALTH SQUAD operatives; until the end of the battle whenever an enemy operative is shooting a friendly HEADHUNTER STEALTH SQUAD operative weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively), and weapons with Torrent have their torrent range reduced to 0"(weapons with Torrent 2", or Torrent 1" now have Torrent 0"). In the Gallowdark and Tombworld killzones, as well as Volkus strongholds, weapons with torrent do not gain Lethal 5+ when shooting a friendly HEADHUNTER STEALTH SQUAD operative.
These rules excludes HYDRA CULT AGENT operatives.
Hydra's Wail:
A devices capable of injecting lines of scrap code into enemy communications. Once deployed; enemy command structures collapse, no longer capable of delivering valuable information between eachother.
Strategic Gambit: Select one enemy operative that is visible to and within 6 inches of a friendly HEADHUNTER STEALTH SQUAD operative. Until the end of the battleround that operative cannot be the target of SUPPORT abilities.
Ploys
Firefight - I Am Alpharius:
Commanders of the Alpha legion are rarely where they appear to be. More often than not the armor of commander may house a new recruit and vice versa.
Use this firefight ploy the first time a friendly operative with the leader keyword is incapacitated. Select another friendly HEADHUNTER STEALTH SQUAD operative (excluding HYDRA CULT AGENT operatives). Remove that. selected operative from the killzone and replace it with that leader operative. That leader operative has a number of wounds remaining equal to the removed operative's number of remaining wounds. For the sake of the Kill Op, only count one of these two operatives as incapacitated.
Firefight - Hidden Detonators:
The Cult of the hydra infiltrates many branches of the galaxy at large, giving the legion weapons in the most unexpected of locations.
Use this firefight ploy at any point during friendly HEDHUNTER STEALTH SQUAD operative's activation in place of one of it actions. Select one of your HYDRA CULT AGENT operatives; that operative makes a free shoot action using its Concealed Explosives, regardless of its order, and does so even if it is not within control range of an enemy (it still must be the primary target of that shoot action). That operative Concealed Explosives gains the Shock weapon rule until that end of that shooting action.
Firefight - Confusion in the Ranks:
The Headhunter Squads are experts of disguise and subterfuge, and can leave their targets feeling not only Disordered, but doubting the loyalties of those they once they thought closest to them.
Use this firefight ploy when a friendly HEADHUNTER STEALTH SQUAD operative (excluding HYDRA CULT AGENT operatives), is fighting or retaliating while within engagement range of two enemy operatives, or while the enemy opertive is fighting or retaliating against has support. Until the end of that HEADHUNTER STEALTH SQUAD operative's activation, your opponent may not re-roll dice for operatives within 3" of that operative, and as long as enemy operatives are within 3" of that HEADHUTER STEALTH SQUAD operative, their have the hit stat of their melee weapons worsened by 1*(to a maximum of 6+)*.
Firefight - Hydra Dominatus:
The Doctrines of the the Headhunter squads were known for the lack of honor before the legion's fall from grace. As traitors, there is nothing the Legionaires won't attempt to bring Down a target.
Use this firefight ploy when a friendly HEADHUNTER STEALTH SQUAD is retaliating and you would resolve a critical success. Instead of striking or blocking, end that sequence (any remaining attack dice are discarded) and immediately perform a free Shoot action with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the shoot action, and even if it is engaged with an enemy(it does not have to target the unit it waa retaliating against with that shoot action).
Strategic - Grand Deception:
The Alpha legion are experts in subterfuge, and can leave trails of breadcrumbs that lead to nowhere, allowing them to escape while their opponents chase false leads.
Each friendly HEADHUNTER STEALTH SQUAD operative with an engage order (Except for HYDRA CULT AGENT operatives) may change to a conceal order.
Strategic - Smoke and Mirrors:
The Alpha Legion are experts at not only remaining unseen, but making sure they are seen precisely where they are not.
Until the end of the turning point all friendly HEAD HUNTER STEALTH SQUAD operativess are treated as being 3" further away from enemy operatices they are not within the control of, for the purposes of weapon rules and Datacard abilities(this includes Torrent, Blast, and any weapons with the Range weapon rule).
Strategic - Assault from all Sides:
The Alpha Legion combat doctrine is based around not only subterfuge, but also supreme positioning, moving in ways can result in their targets wandering from one trap into another.
Select up to 3 friendly HEADHUNTER STEALTH SQUAD operatives that are wholly within your territory. Each of those operatives may make a free Reposition or Fall back action, but may not move more 3" while doing so.
Strategic - Calculated Patience:
Banestrike Ammunition is rumored to have been a gift from the twin primarchs. Those of the legion who are lucky enough to wield such a rare armament are careful to only expend it when the perfect shopt is all but guranteed.
Until the end of the turning point, each time a friendly HEADHUNTER STEALTH SQUAD operative makes a shoot action using the "Banestrike Ammunition" profile of one of it's ranged weapons, that weapon has the Balanced Weapon Rule and loses the Range 10" weapon rule until the end of that activation. Note that Bolt Pistols will maintain the Range 8" weapon rule.
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.