FAUSTIDIOUS EXILES

Homebrew by Iszac

Once a promising Inquistor of the Ordo Hereticus, the unfortunate famillal tie of Otwin to the infamous Rogue Trader Sarissa Faustus caused his dedication to the Emperor to be called into question. Looking to bring his family's name back into the Light of the Emperor, Otwin took on a self-imposed exile and his family's Warrant of Trade, taking to the far reaches of the Empire to continue his work with the small force allowed to him by the Order of the Inquisition.

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Composition

An FAUSTIDIOUS EXILES killteam is composed of:

1 OTWIN FAUSTUS

9 Operatives from the following list:

  • 1 KROOT HOUND
  • 1 CALLIDUS ASSASSIN
  • 1 DAEMONHOST (BOUND)
  • 1 DAEMONHOST (UNBOUND)
  • 1 REJUVENAT ADEPT
  • 1 VOIDMASTER
  • 1 VOIDSMAN with lasgun and gun butt (up to 3)
  • 1 VOIDSMAN with rotor cannon and gun butt
  • 1 INTERROGATOR with 1 TOME-SKULL (counts as 1 selection)
  • 1 AUTOSAVANT
  • 1 DEATHWORLD VETERAN
  • 1 KROOT PISTOLIER
  • 1 PISTOLIER
  • 1 DEATHWATCH DISRUPTOR (counts as 2 selections)

Each operative can only be taken once, and of those you may only take one operative with the PISTOLIER Keyword and one operative with the DAEMONHOST or LECTRO-MAESTER keyword.

Common Abilities and Options

Privateer Support Assets:
Once per firefight phase, when a friendly FAUSTIDIOUS EXILE NAVIS or FAUSTIDIOUS EXILE OTWIN FAUSTUS operative performs the Shoot action, you can select one of the following PRIVATEER SUPPORT ASSET ranged weapons for it to use. You cannot use each PRIVATEER SUPPORT ASSET more than once per battle.

Whenever a friendly FAUSTIDIOUS EXILE operative is using a PRIVATEER SUPPORT ASSET, determine cover saves differently. Instead, the target has a cover save if any part of its base is underneath Vantage terrain. Note that while this can affect the target’s cover save, you must still select a valid target as normal. In other words, the shot is guided by an operative in the killzone, but it comes from above.

NameATKHITDMG
Archeotech Beam43+6/7
Hvy (Repos), Prc2, Silent
Plasma Battery54+5/6
Hvy (Repos), Lethal 5+, Prc1, Silent
Macrocannon544/5
Hvy (Repos), PrcCrit1, Saturate, Silent, Tor 2"
Guided Shell54+3/4
Hvy (Repos), Blast 2", Silent
Cluster Bomb54+2/3
Hvy (Repos), Blast 3", Silent

Shifting Fates (1AP):
PSYCHIC Select one friendly FAUSTIDIOUS EXILE operative within 6" of this operative, then select one of the following effects to last until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first):

  • Guidance: PSYCHIC. Whenever the selected operative is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
  • Protection: PSYCHIC. Whenever an operative is shooting the selected operative, in the Roll Defence Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.

This operative cannot perform this action while within control range of an enemy operative.

Otwin Wolfram Faustus
A 3
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Heirloom Relic Pistol (Rng 8", PrcCrit1, Seek Light)
4
3+
4/5
Force Sword (Lethal 5+)
4
3+
3/6
Abilities
Digital LasersDisruption FieldMercilessPrivateer Support AssetsReputation To MaintainWarrant Of Trade

Digital Lasers: Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.

Disruption Field: Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

Merciless: Whenever this operative is shooting against, fighting against or retaliating against an enemy operative that was already wounded when the action started, this operative's weapons have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.

Reputation To Maintain: The first time this operative incapacitates an enemy operative during the battle, you can either gain 1 additional CP or use an additional WARRANT OF TRADE rule (up to five uses per battle, instead of four). Note that you still cannot use the same WARRANT OF TRADE rule more than once per battle.

Warrant Of Trade: Up to four times per battle, you can use a WARRANT OF TRADE rule (below). Each one specifies when it can be used, and you cannot use the same WARRANT OF TRADE rule more than once per battle.

Consideration

  • When: In the Select Operatives step, after revealing your equipment options.
  • Effect: Select one additional equipment option. It cannot be an option you have previously selected.

Coordinate

  • When: At the end of the Select Operatives step.
  • Effect: You gain 1 additional CP.

Coerce

  • When: At the start of the Set Up Operatives step.
  • Effect: Your opponent must set up all of their operatives before you set up any. Additionally, select one of the following options:
    • Your opponent must set up all of their equipment before you set up any.
    • You can set up all of your equipment before your opponent sets up any.

Explore

  • When: STRATEGIC GAMBIT in the first turning point.
  • Effect: Perform a free Reposition action with D3 friendly FAUSTIDIOUS EXILE operatives that are wholly within your drop zone. Each that does so must end that move wholly within 4" of your drop zone.

Bribe

  • When: It’s your turn to activate an operative.
  • Effect: You can skip that activation.

Seize

  • When: In the Strategy phase, after rolling off to decide initiative.
  • Effect: You can re-roll your dice.

Adaptable Terms (Approved Ops only)

  • When: At the end of the second turning point.
  • Effect: Select a new tac op or a new primary op. If you select a new tac op, any points scored from the previous tac op are discarded.
25FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, LEADER, OTWIN FAUSTUS
Hound
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Ripping Fangs (Rnd)
4
3+
3/4
Abilities
Bad-TemperedBeast1AP: GatherTrained Stalker

Bad-Tempered: Whenever an enemy operative performs the Fight action, if this operative is a valid operative to fight against, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action within control range of another friendly FAUSTIDIOUS EXILES operative within 3" of this operative, if this operative isn’t within control range of enemy operatives, this operative can immediately perform a free Charge action (you can change its order to Engage to do so), but must end that move within control range of that enemy operative.

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Gather, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.

Gather (1AP): Perform a free Dash or Reposition action with this operative. During that move, you can perform a free Pick Up Marker or Place Marker action with this operative (you can determine control during that action to do so), and any remaining move distance it had from the Dash or Reposition action can be used after it does so.

Trained Stalker: In the Ready step of each Strategy phase, you can change the order of this operative if it is not within control range of enemy operatives.

Whenever it’s your turn to counteract, you can change the order of this operative if its not within control range of enemy operatives instead. This still counts as you counteracting (so activation alternates back to your opponent afterwards), but doesn’t count as tthis operative’s counteraction for this turning point.

25FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, KROOT, HOUND
Callidus Assassin
A 3
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Neural Disruptor (Rng 6", Lethal 5+, Silent, Stun)
4
3+
1/1
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Bladed StanceRapid Reflexes1AP: Trained AssassinZealot

Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Rapid Reflexes: Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

Trained Assassin (1AP): Change this operative’s order.

This operative cannot perform this action while within control range of an enemy operative.

Zealot: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

25FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, CALLIDUS ASSASSIN
Rejuvenat Adept
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
4+
2/3
Scalpel Claw (Rnd)
3
4+
3/4
Abilities
1AP: Healing SerumMedic!Normaliser Helm

Healing Serum (1AP): Select one friendly FAUSTIDIOUS EXILE operative within this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Medic!: The first time during each turning point that another friendly FAUSTIDIOUS EXILE operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 3 wounds remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. If this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Normaliser Helm: Whenever a friendly FAUSTIDIOUS EXILE operative is within 6" of this operative, you can ignore any changes to that operative’s stats from being injured (including its weapons’ stats).

25FAUSTIDIOUS EXILE, IMPERIUM, MEDIC, INQUISITION, REJUVENAT ADEPT
Daemonhost (Bound)
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Unholy Gaze (Psychic, Rng 8", Seek)
4
2+
2/3
Warp Grasp (Psychic)
3
5+
2/3
Abilities
Bound Monster1AP: Shifting FatesVile Aura

Bound Monster: This operative cannot use any weapons that aren’t on its datacard. The first time this operative would be incapacitated during the battle, it is not incapacitated and remains on the battlefield with 3 wounds. Replace this datacard with the DAEMONHOST (UNBOUND) datacard. Your opponent treats this operative as being incapacitated (instead of when it would be incapacitated normally) for the purposes of scoring VPs (e.g. kill op) and faction rules that require it to be incapacitated (e.g. HAND OF THE ARCHON Power From Pain, CHAOS CULT Mutation, etc.).

Vile Aura: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

25FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, DAEMONHOST
Daemonhost (Unbound)
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Unholy Gaze (Psychic, Rng 8", 1" Dev1, Rnd)
4
3+
4/4
Warp Grasp (Psychic)
3
4+
2/3
Abilities
Empyrean ManipulationShifting Fates0AP: Warp Sorcery

Empyrean Manipulation: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

Warp Sorcery (0AP): Select one of the following effects to last until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first):

  • Charge: This operative’s unholy gaze has the Lethal 4+ weapon rule.
  • Field: Whenever an enemy operative ends the Charge, Dash, Fall Back or Reposition action visible to and within 4" of this operative, inflict D6 damage on that enemy operative.

This operative cannot perform this action while within control range of an enemy operative.

25FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, DAEMONHOST
Lectro-Maester
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Voltaic Pistol (Rng 8", 1" Dev1, Rnd)
4
3+
4/4
Gun Butt
3
4+
2/3
Abilities
0AP: Calibrate VoltagheistMissionary Of The Martian CreedVoltagheist Array

Calibrate Voltagheist (0AP): Select one of the following effects to last until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first):

  • Charge: This operative’s voltaic pistol has the Lethal 4+ weapon rule.
  • Field: Whenever an enemy operative ends the Charge, Dash, Fall Back or Reposition action visible to and within 4" of this operative, inflict D6 damage on that enemy operative.

This operative cannot perform this action while within control range of an enemy operative.

Missionary Of The Martian Creed: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

Voltagheist Array: Whenever an operative is shooting a friendly ELUCIDIAN STARSTRIDER operative that’s within 4" of this operative, you can re-roll one of your defence dice.

25FAUSTIDIOUS EXILE, IMPERIUM, LECTRO-MAESTER
Voidmaster
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Artificer Shotgun
Close Range (Rng 6")
4
3+
4/4
Long Range
4
5+
2/2
Relic Laspistol (Rng 8", Lethal 5+)
4
3+
2/4
Gun Butt
3
4+
2/3
Abilities
DisciplinarianHardyPrivateer Support Assets1AP: Uncompromising Fire

Disciplinarian: SUPPORT Whenever another friendly NAVIS operative is within 3" of this operative, that friendly operative’s ranged weapons (excluding PRIVATEER SUPPORT ASSET weapons) have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.

Hardy: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

Uncompromising Fire (1AP): Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select its relic laspistol for one action and its artificer shotgun (close range) for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

25FAUSTIDIOUS EXILE, IMPERIUM, NAVIS, INQUISITION, VOIDMASTER
Voidsman
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Rotor Cannon
Focused (Hvy(Dash), Rnd)
5
4+
4/5
Sweeping (Hvy(Dash), Rnd, Tor1")
4
4+
4/5
Gun Butt
3
4+
2/3
Abilities
CrewmenPrivateer Support Assets

Crewmen: Once per turning point, if you have not used a PRIVATEER SUPPORT ASSET during this turning point, you can counteract with one friendly VOIDSMAN operative that has a Conceal order, but you cannot perform any actions other than Shoot, and you must use a PRIVATEER SUPPORT ASSET to do so.

25FAUSTIDIOUS EXILE, IMPERIUM, NAVIS, INQUISITION, VOIDSMAN
Autosavant
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Mechanical Appendages
3
5+
1/2
Abilities
Irrefutable ReportLightly ArmedScrivener

Irrefutable Report: Whenever this operative contests an objective marker or one of your mission markers, it always controls that marker. This takes precedence over all other rules.

Lightly Armed: This operative cannot use any weapons that aren’t on its datacard, or perform unique actions.

Scrivener: Each subsequent time your opponent uses each ploy during the battle (excluding Command Re-roll), you gain 1CP (to a maximum of 2CP per turning point).

25FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, AUTOSAVANT
Interrogator
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Extended Stock AutoPistol (Rng 12", Lethal 5+)
4
3+
2/4
Fists
3
4+
2/3
Abilities
Inquisitorial Tomes

Inquisitorial Tomes: STRATEGIC GAMBIT if this operative is in the killzone. Select one of the following INQUISITORIAL TOME rules for this operative to have, and one for a friendly FAUSTIDIOUS EXILES TOME-SKULL operative to have (they cannot be the same, and ignore the rule you didn’t select for each operative):

  • Denunciation: Whenever a friendly FAUSTIDIOUS EXILE operative is shooting against, fighting against or retaliating against an enemy operative within 2" of operatives with this rule, add 1 to the Atk stat of that friendly operative’s weapons.
  • Sanctification: Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly FAUSTIDIOUS EXILE operative within 2" of friendly operatives with this rule, subtract 1 from the Atk stat of that enemy operative’s weapons.
32FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, INTERROGATOR
Tome-Skull
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
scribe
0
4+
0/0
Abilities
Consecrated TomeExpendableGroup ActivationMachine

Consecrated Tome: This operative can have an INQUISITORIAL TOME rule (see INTERROGATOR). Note it keeps that rule even if that friendly INTERROGATOR operative is removed from the killzone.

Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated (if it escapes/survives/is incapacitated by enemy operatives, determining how many operatives must escape/survive/be incapacitated, etc.).

Group Activation: Whenever this operative is expended, you must then activate a ready friendly FAUSTIDIOUS EXILE INTERROGATOR operative (if able) before your opponent activates. The same is true in reverse (INTERROGATOR followed by TOME-SKULL). When that other operative is expended, your opponent then activates as normal.

Machine:

  • This operative cannot perform any actions other than Charge, Dash, Fall Back and Reposition.
  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
32FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, TOME-SKULL
Deathworld Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
AutoPistol (Rng 8")
4
4+
2/3
Knifer (Lethal 5+)
1
2+
5/7
Polearm
4
3+
4/5
Abilities
HunterWeathered

Hunter: This operative can perform the Charge action while it has a Conceal order.

Weathered: Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

25FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, DEATH WORLD VETERAN
Pistolier
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Dual Kroot Pistols
Focused (Rng 8", Ceaseless, Lethal 5+)
4
3+
3/5
Salvo (Rng 8", *Salvo)
4
3+
3/5
Blade
3
3+
3/5
Abilities
*SalvoQuick Draw

*Salvo: Select up to two different valid targets that aren't within control ranges of friendly operatives. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

Quick Draw: Once per turning point, when an enemy operative is performing the Shoot action and this operative is selected as the valid target (or if it will be a secondary target from the Blast weapon rule), if this operative is ready, you can interrupt that action to use this rule. If you do, this operative can immediately perform a free Shoot action with its dual Kroot pistols (focused) against that enemy operative (you can change its order to Engage to do so), but that enemy operative must be a valid target.

28FAUSTIDIOUS EXILE, T’AU EMPIRE, KROOT, PISTOLIER
Pistolier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scoped Plasma Pistol
Standard (Rng 12", Prc1)
4
3+
3/5
Supercharge (Rng 12", Hot, Lethal 5+, Prc1)
4
3+
4/5
Suppressed AutoPistol (Rng 8", Silent)
4
3+
2/3
Fists
3
4+
2/3
Abilities
1AP: Pistol BarragePistolier

Pistol Barrage (1AP): Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select a profile of its scoped plasma pistol for one action and its suppressed autopistol for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

Pistolier: You can ignore any changes to the Hit stat of this operative’s ranged weapons.

32FAUSTIDIOUS EXILE, IMPERIUM, INQUISITION, PISTOLIER
Deathwatch Disruptor
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Advanced Omni-ScramblerSpecial Issue AmmunitionVeteran Astartes

Advanced Omni-Scrambler: STRATEGIC GAMBIT. Select one enemy operative visible to or within 6" of this operative, then roll one D6. In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:

  • Your opponent has activated a number of enemy operatives equal to the result of the D6.
  • It’s the last enemy operative to be activated.

Special Issue Ammunition: Once per turning point, when this operative is performing the Shoot action, in the Select Weapon step, you can use this rule. If you do, select one of the following weapon rules for that operative’s ranged weapons to have until the end of the action. This rule cannot be used with explosive grenades (see universal equipment) or melta bombs.

  • Blast 1" (you cannot select this if the weapon profile being used has the Torrent weapon rule)
  • Devastating 1
  • Lethal 5+
  • Piercing Crits 1
  • Saturate
  • Severe

Veteran Astartes: During each of this operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an auxiliary grenade launcher, frag cannon, heavy plasma incinerator, infernus heavy bolter, plasma pistol or stalker bolt rifle is selected for both, or if a melta bomb is selected for either, 1 additional AP must be spent for the second action.

This operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.

32FAUSTIDIOUS EXILES, DEATHWATCH, IMPERIUM, ADEPTUS ASTARTES, DISRUPTOR
Equipment

Armoured Undersuit:
Whenever an operative is shooting a friendly FAUSTIDIOUS EXILE operative that has a 5+ Save stat (excluding KROOT HOUND), you can retain one of your defence dice results of 4 as a normal success.


Hot Shot Capacitor Pack:
Up to twice per turning point, whenever a friendly FAUSTIDIOUS EXILE operative is performing the Shoot action and you select a laspistol, lasgun, or relic laspistol, you can use this rule. If you do, until the end of the turning point, add 1 to both Dmg stats of that weapon and it has the Hot and Piercing Crits 1 weapon rules.


Improved Coordinates Uplink:
Whenever a friendly FAUSTIDIOUS EXILE operative is using a PRIVATEER SUPPORT ASSET, if the target is within 6" of a friendly FAUSTIDIOUS EXILE NAVIS operative, the target cannot be obscured and that weapon has the Saturate weapon rule.


Rapid Gunnery:
Once per battle, when selecting a PRIVATEER SUPPORT ASSET, you can select one that has already been used during the battle. This takes precedence over the normal PRIVATEER SUPPORT ASSET rules.


Ploys

Strategic - Lethal Proximity:
Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting an operative within 6" of it, that friendly operative's ranged weapons (excluding PRIVATEER SUPPORT ASSET weapons) have the Balanced weapon rule. Balanced: Can re-roll one Attack die.


Strategic - Quick March:
Whenever a friendly ELUCIDIAN STARSTRIDER operative performs the Reposition action during its activation, you can use this rule. If you do, add 1" to its Move stat until the end of that activation, but it must end that move closer to your opponent’s drop zone and cannot use a PRIVATEER SUPPORT ASSET during that activation.


Strategic - Stake Claim:
Place your Claim marker in the killzone. Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting against, fighting against or retaliating against an enemy operative that’s within 3" of that marker, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead. At the end of the turning point, remove your Claim marker from the killzone.

Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.


Strategic - Undaunted Explorers:
The first time an attack dice inflicts damage on each friendly ELUCIDIAN STARSTRIDER operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).


Firefight - Combined Arms:
Use this firefight ploy after rolling your attack dice for a friendly ELUCIDIAN STARSTRIDER operative, if it’s shooting an enemy operative that’s been shot by another friendly ELUCIDIAN STARSTRIDER operative during this turning point. You can re-roll any of your attack dice. You cannot use this ploy while shooting with a PRIVATEER SUPPORT ASSET.


Firefight - Great Endurance:
Use this firefight ploy during a friendly ELUCIDIAN STARSTRIDER NAVIS operative’s activation. Until the end of the activation, add 1 to its APL stat.


Firefight - Survivalist:
Use this firefight ploy when a friendly ELUCIDIAN STARSTRIDER operative is activated. That friendly operative regains up to D3+2 lost wounds and during that activation you can ignore any changes to its APL stat.


Firefight - Well-Drilled:
Use this firefight ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Select one other ready friendly ELUCIDIAN STARSTRIDER NAVIS operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.


TacOps
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.


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.