Engel des Todes, Spec Ops
Composition
Als ein Zwei-Spieler Team für PvE, besteht dieses Team aus: Captain
- 3 Kämpfer - Krieger, Sniper, Schütze Und Sergeant
- 3 Kämpfer - Sturm, Heavy, Grenadier
As a two-player team for PvE, this squad consists of: Captain
3 Fighters - Warrior, Sniper, Gunner And Sergeant
3 Fighters - Assault, Heavy, Grenadier
Common Abilities and Options
ORDENSTAKTIKEN:
1. AGGRESSIV
Die Nahkampfwaffen dieses Kämpfers haben die
Waffenregel Rüstungsbrechend.
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DUELLANTEN Jedes Mal, wenn dieser Kämpfer kämpft oder zurückschlägt, kann jeder deiner normalen Erfolge einen nicht abgehandelten kritischen Erfolg blocken (es sei denn, die Waffe des feindlichen Kämpfers hat die Waffenregel Brutal).
-
MOBIL • Dieser Kämpfer kann die Aktion Zurückziehen für 1 AP weniger ausführen. • Dieser Kämpfer kann die Aktion Angreifen ausführen, während er sich in Kontrollreichweite eines feindlichen Kämpfers befindet, und er kann die Kontrollreichweite jenes feindlichen Kämpfers verlassen, wenn er dies tut (ab dann gelten die normalen Voraussetzungen für jene Bewegung).
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ABGEHÄRTET Jedes Mal, wenn ein Kämpfer auf diesen Kämpfer schießt, sind Verteidigungswürfel von 5+ kritische Erfolge.
-
SCHARFSCHÜTZEN Jedes Mal, wenn dieser Kämpfer während einer Aktivierung schießt, in der er nicht die Aktion Angreifen, Zurückziehen oder Positionswechsel ausgeführt hat, haben seine Boltwaffen die Waffenregel Heftig.
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BELAGERUNGSEXPERTEN Die Fernkampfwaffen dieses Kämpfers haben die Waffenregel Hagel.
-
ENTSCHLOSSEN Du kannst beliebige Änderungen der APG dieses Kämpfers ignorieren.
-
GETARNT Jedes Mal, wenn ein Kämpfer auf diesen Kämpfer schießt und du mindestens einen Deckungsschutz behalten kannst, kannst du einen zusätzlichen Deckungsschutz behalten oder stattdessen einen Deckungsschutz als kritischen Erfolg behalten. Dies ist nicht kumulativ mit verbessertem Deckungsschutz durch Aussichtspunkt-Gelände. Ausrüstung
ASTARTES (Salvenfeuer):
Während der Aktivierung jedes befreundeten
ENGEL-DES-TODES -Kämpfers kann er entweder
- zwei Aktionen Schießen
- oder zwei Aktionen Kämpfen ausführen. Wenn es sich um zwei Aktionen Schießen handelt, muss für mindestens eine jener Aktionen eine Boltwaffe gewählt werden, und wenn es sich um ein Bolt-Scharfschützengewehr oder einen Schweren Bolter handelt, muss für die zweite Aktion, sofern jene Waffe für beide Aktionen eingesetzt wurde, 1 AP zusätzlich ausgegeben werden.
CAPTAIN DER SPACE MARINES
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasmapistole | |||
| Standard (Rng 8", Prc 1) | 4 | 3+ | 3/5 |
| Überladen (Rng 8", Prc 1, Hot, Lethal 5+) | 4 | 3+ | 4/5 |
| Energiehammer (Stun, Shock) | 5 | 4+ | 5/6 |
Abilities
ASTARTES (Salvenfeuer):Heldenhafter AnführerORDENSTAKTIKENStählerner SternINTERCESSOR-SERGEANT DER SPACE MARINES
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgewehr (PrcCrit 1) | 4 | 3+ | 3/4 |
| Energiefaust (Brutal) | 4 | 4+ | 5/7 |
Abilities
ASTARTES (Salvenfeuer)Indoktrinierte KriegsführungORDENSTAKTIKENOrdensveteranSTURM-INTERCESSOR- GRENADIER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Schwere Boltpistole (Rng 8", PrcCrit 1) | 4 | 3+ | 3/4 |
| Kettenschwert | 5 | 3+ | 4/5 |
| Fragmentgranate (PrcCrit 1, Blast 2") | 4 | 2+ | 2/4 |
| Sprenggranate (Prc 1) | 4 | 2+ | 4/5 |
Abilities
ASTARTES (Salvenfeuer)GrenadierORDENSTAKTIKENINTERCESSOR- KRIEGER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgewehr (PrcCrit 1) | 4 | 3+ | 3/4 |
| Fäuste | 4 | 3+ | 3/4 |
Abilities
ASTARTES (Salvenfeuer)ORDENSTAKTIKENSTURM-INTERCESSOR- KRIEGER
A 3
M 6"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Schwere Boltpistole (Rng 8", PrcCrit 1) | 4 | 3+ | 3/4 |
| Kettenschwert | 5 | 3+ | 4/5 |
Abilities
ASTARTES (Salvenfeuer)ORDENSTAKTIKENINTERSESSOR- SCHÜTZE
A 3
M 6"
S 3++
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sturmboltgewehr (Tor 1") | 4 | 3+ | 3/4 |
| Unterlauf Granatwerfer | |||
| Fragment (Blast 2") | 4 | 3+ | 2/4 |
| Spreng (Prc 1) | 4 | 3+ | 4/5 |
Abilities
ASTARTES (Salvenfeuer)ORDENSTAKTIKENSCHWERER INTERSESSOR- SCHÜTZE
A 3
M 6"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Schwerer Bolter | |||
| Gezielt (PrcCrit 1) | 5 | 3+ | 4/5 |
| Wahllos (PrcCrit 1, Tor 1") | 4 | 3+ | 4/5 |
| Fäuste | 4 | 3+ | 3/4 |
Abilities
ASTARTES (Salvenfeuer)ORDENSTAKTIKENELEMINATOR- SCHAFSCHÜTZE
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt - Scharfschützengewehr | |||
| Exekut (Hvy(Dash), Sat, Seek Light, Silent) | 4 | 2+ | 3/4 |
| Schrapnel (Blast 1", Hvy(Dash), Prc 1, Silent) | 4 | 2+ | 2/4 |
| Mortis (Dev3, Hvy(dash), Prc1, Silent) | 4 | 2+ | 3/3 |
| Boltpistole (Rng 8") | 4 | 3+ | 3/4 |
| Fäuste | 4 | 3+ | 3/4 |
Abilities
ASTARTES (Salvenfeuer)ORDENSTAKTIKENTarnumhang1AP: ZIELOPTIKREINHEITSSIEGEL
Einmal pro Wendepunkt, wenn ein befreundeter ENGEL–DES-TODES -Kämpfer schießt, kämpft oder zurückschlägt, kannst du, falls mindestens zwei deiner Würfe misslingen, einen davon ablegen, um einen anderen stattdessen als normalen Erfolg zu behalten.
SCHWEBESCHILDE
Einmal pro Wendepunkt, wenn ein befreundeter ENGEL-DES-TODES -Kämpfer kämpftoder zurückschlägt, kannst du diese Regel einsetzen, nachdem dein Gegner seine Attackenwürfel geworfen hat, aber vor Wiederholungswürfen.
Wenn du dies tust, kann dein Gegner keine Würfelergebnisse als kritische Erfolge behalten, die keine 6 sind (also etwa durch die Waffenregeln Tödlich, Rüstungsbrechend oder Heftig).
AUSPEX
Einmal pro Wendepunkt, wenn ein befreundeter ENGEL-DES-TODES -Kämpfer die Aktion Schießen ausführt und du ein gültiges Ziel wählst, kannst du diese Regel einsetzen. Wenn du dies tust, können bis zum Ende der Aktivierung (oder Gegenmaßnahme) feindliche Kämpfer innerhalb von 8 Zoll um jenen befreundeten Kämpfer nicht verdeckt sein.
ORDENSRELIQUIARE
Du kannst die Gefechtslist Zorn der Vergeltung für 0 BP einsetzen, wenn der angegebene befreundete Kämpfer den Offensivbefehl hat.
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: DOKTRIN ANPASSEN
Setze diese Gefechtslist während der Aktivierung eines befreundeten ENGEL-DES-TODES -Kämpfers ein, bevor oder nachdem er eine Aktion ausführt. Wenn du in diesem Wendepunkt die Strategielist Kampfdoktrin eingesetzt hast, ändere die gewählte KAMPFDOKTRIN
Firefight: STURMANGRIFF
Setze diese Gefechtslist ein, wenn ein befreundeter ENGEL-DES-TODES -Kämpfer die Aktion Kämpfen in einer Aktivierung ausführt, in der er die Aktion Angreifen ausgeführt hat, zu Beginn des Schritts „Attackenwürfel abhandeln“. Bis zum Ende jener Aktion:
• haben die Nahkampfwaffen jenes Kämpfers die Waffenregel Schock. • fügst du das erste mal, wenn du in jener Abfolge zuschlägst, 1 Schaden zusätzlich zu (bis zu einemMaximum von 7).
Firefight: TRANSHUMANE PHYSIOLOGIE
Setze diese Gefechtslist im Schritt „Verteidigungswürfel werfen“ ein, wenn ein feindlicher Kämpfer auf einen befreundeten ENGEL–DES-TODES -Kämpfer schießt. Du kannst einen deiner normalen Erfolge stattdessen als kritischen Erfolg behalten.
Firefight: ZORN DER VERGELTUNG
Setze diese Gefechtslist ein, wenn ein befreundeter ENGEL-DES-TODES -Kämpfer Gegenmaßnahmen ausführt. Er kann während jener Gegenmaßnahmen eine zusätzliche Aktion im Wert von 1 AP kostenlos ausführen, doch beide Aktionen müssen unterschiedlich sein.
Strategy Ploys
Strategy: ADAPTIVE TAKTIKEN
Ändere deine sekundäre ORDENSTAKTIK. Beachte, dass diese List bis zum Ende des Wendepunkts ahält; im Anschluss wechselst du automatisch wieder zu deiner ursprünglichen sekundären ORDENSTAKTIK.
Strategy: DIE KEINE FURCHT KENNEN
Du kannst jegliche Veränderungen der Werte befreundeter ENGEL-DES-TODES -Kämpfer (einschließlich der Werte ihrer Waffen) durch Verletzt sein ignorieren.
Strategy: KAMPFDOKTRIN
Jedes Mal, wenn ein befreundeter ENGEL-DES-TODES -Kämpfer die Bedingung X erfüllt, haben seine Waffen die Waffenregel Ausgewogen. : Du darfst pro Angriff einen misslungenen Trefferwürfel neu würfeln.
• Devastor-Doktrin: Er schießt auf einen weiter als 6 Zoll entfernten feindlichen Kämpfer.
• Taktische Doktrin: Er schießt auf einen feindlichen Kämpfer innerhalb von 6 Zoll.
• Sturm-Doktrin: Er kämpft oder schlägt zurück.
Strategy: INDOMITUS
Jedes Mal, wenn ein Kämpfer auf einen befreundeten ENGEL-DES-TODES -Kämpfer schießt und du zwei oder mehr Misserfolge würfelst, kannst du einen davon ablegen, um einen anderen stattdessen als normalen Erfolg zu behalten.
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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
REINHEITSSIEGEL:
Einmal pro Wendepunkt,
wenn ein befreundeter ENGEL–DES-TODES -Kämpfer schießt, kämpft oder zurückschlägt, kannst du, falls mindestens zwei deiner Würfe misslingen, einen davon ablegen, um einen anderen stattdessen als normalen Erfolg zu behalten.
SCHWEBESCHILDE:
Einmal pro Wendepunkt,
wenn ein befreundeter ENGEL-DES-TODES -Kämpfer kämpftoder zurückschlägt, kannst du diese Regel einsetzen, nachdem dein Gegner seine Attackenwürfel geworfen hat, aber vor Wiederholungswürfen.
Wenn du dies tust, kann dein Gegner keine Würfelergebnisse als kritische Erfolge behalten, die keine 6 sind (also etwa durch die Waffenregeln Tödlich, Rüstungsbrechend oder Heftig).
AUSPEX:
Einmal pro Wendepunkt, wenn ein befreundeter ENGEL-DES-TODES -Kämpfer die Aktion Schießen ausführt und du ein gültiges Ziel wählst,
kannst du diese Regel einsetzen.
Wenn du dies tust, können bis zum Ende der Aktivierung (oder Gegenmaßnahme) feindliche Kämpfer innerhalb von 8 Zoll um jenen befreundeten Kämpfer nicht verdeckt sein.
ORDENSRELIQUIARE:
Du kannst die Gefechtslist Zorn der Vergeltung für 0 BP einsetzen, wenn der angegebene befreundete Kämpfer den Offensivbefehl hat.
Ploys
Firefight - DOKTRIN ANPASSEN:
Setze diese Gefechtslist während der Aktivierung eines befreundeten ENGEL-DES-TODES -Kämpfers ein, bevor oder nachdem er eine Aktion ausführt.
Wenn du in diesem Wendepunkt die Strategielist Kampfdoktrin eingesetzt hast, ändere die gewählte KAMPFDOKTRIN
Firefight - STURMANGRIFF:
Setze diese Gefechtslist ein, wenn ein befreundeter
ENGEL-DES-TODES -Kämpfer die Aktion Kämpfen in einer Aktivierung ausführt, in der er die Aktion Angreifen ausgeführt hat, zu Beginn des Schritts „Attackenwürfel abhandeln“. Bis zum Ende jener Aktion:
• haben die Nahkampfwaffen jenes Kämpfers die Waffenregel Schock. • fügst du das erste mal, wenn du in jener Abfolge zuschlägst, 1 Schaden zusätzlich zu (bis zu einemMaximum von 7).
Firefight - TRANSHUMANE PHYSIOLOGIE:
Setze diese Gefechtslist im Schritt „Verteidigungswürfel werfen“ ein, wenn ein feindlicher Kämpfer auf einen befreundeten ENGEL–DES-TODES -Kämpfer schießt.
Du kannst einen deiner normalen Erfolge stattdessen als kritischen Erfolg behalten.
Firefight - ZORN DER VERGELTUNG:
Setze diese Gefechtslist ein, wenn ein befreundeter ENGEL-DES-TODES -Kämpfer Gegenmaßnahmen
ausführt.
Er kann während jener Gegenmaßnahmen eine zusätzliche Aktion im Wert von 1 AP kostenlos ausführen, doch beide Aktionen müssen unterschiedlich sein.
Strategic - ADAPTIVE TAKTIKEN:
Ändere deine sekundäre ORDENSTAKTIK. Beachte, dass diese List bis zum Ende des Wendepunkts ahält; im Anschluss wechselst du automatisch wieder zu deiner ursprünglichen sekundären ORDENSTAKTIK.
Strategic - DIE KEINE FURCHT KENNEN:
Du kannst jegliche Veränderungen der Werte befreundeter ENGEL-DES-TODES -Kämpfer (einschließlich der Werte ihrer Waffen) durch Verletzt sein ignorieren.
Strategic - KAMPFDOKTRIN:
Jedes Mal, wenn ein befreundeter ENGEL-DES-TODES -Kämpfer die Bedingung X erfüllt, haben seine Waffen die Waffenregel Ausgewogen. : Du darfst pro Angriff einen misslungenen Trefferwürfel neu würfeln.
• Devastor-Doktrin: Er schießt auf einen weiter als 6 Zoll entfernten feindlichen Kämpfer.
• Taktische Doktrin: Er schießt auf einen feindlichen Kämpfer innerhalb von 6 Zoll.
• Sturm-Doktrin: Er kämpft oder schlägt zurück.
Strategic - INDOMITUS:
Jedes Mal, wenn ein Kämpfer auf einen befreundeten ENGEL-DES-TODES -Kämpfer schießt und du zwei oder mehr Misserfolge würfelst, kannst du einen davon ablegen, um einen anderen stattdessen als normalen Erfolg zu behalten.
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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.