Ambull Mission Pack
Composition
In the Set Up Operatives step, the AMBULL and BOREWYRM INFESTATION NPOs are always set up in reserve: place them to one side instead of in the killzone (they cannot be activated while in reserve). They are set up in the killzone as determined by cards drawn from the Intruder deck (see opposite).
Mission 1
NPOs: This mission is a three-way battle – the player(s) and two opposing sides of NPOs. One NPO side is 1 AMBULL NPO and 2 BOREWYRM INFESTATION NPOs; set them up in reserve (they arrive as per the Intruder deck). The other NPO side, known as the Sentry NPOs, is D6+10 points of NPOs, each set up with a Conceal order wholly within alternating NPO drop zones, starting with a random one.
Mission 2
NPOs: The AMBULL and two BOREWYRM INFESTATION NPOs are third party operatives set up in reserve (they arrive as per the Intruder deck) and they are activated using the NPO activation deck. After the final player activates, but before the first player activates again, if there’s an NPO in the killzone, draw a card from the AMBULL NPO’s activation deck. In other words, the NPOs activate last in the alternating sequence.
NPO ACTIVATION DECK
The AMBULL and BOREWYRM INFESTATION NPOs use a deck of cards to determine their activations, but it only consists of NPO activation cards 1-8. Whenever it’s the Ambull NPO side’s turn to activate, if an AMBULL or BOREWYRM INFESTATION NPO is in the killzone, draw a card from the deck and consult the table below to determine how to resolve it. Once you’ve resolved it, discard that card. The AMBULL NPO can be activated twice per turning point, and BOREWYRM INFESTATION NPOs can be activated multiple times per turning point. If you draw a card but none of it can be resolved, simply skip that NPO activation. For example, if you draw an NPO activation card and you are instructed to activate a BOREWYRM INFESTATION NPO, but there’s only an AMBULL NPO in the killzone, discard that card and then the player(s)/next player activates.
The NPO activation deck remains secret and cards are only revealed when drawn. However, players can inspect the discard pile at any time to inform them of activation cards that remain in the deck. In the Ready step of each Strategy phase, and whenever a card would be drawn from the deck but it’s empty, shuffle all NPO activation cards (including discarded ones) together to recreate the deck.
| CARD | ACTIVATION/RULE |
|---|---|
| 1–4 | Borewyrm Activation Activate one ready BOREWYRM INFESTATION NPO, or an expended one if none are ready. |
| 5 | Rad-Maggot Outbreak: Roll one D6 separately for each operative (excluding AMBULL and BOREWYRM INFESTATION NPOs) on the killzone floor. If the result is less than the operative’s Save stat, inflict damage on it equal to the dice result halved (rounding up). |
| 6 | Energy Pulse: Inflict D6 damage on each operative (excluding AMBULL and BOREWYRM INFESTATION NPOs) within 6" of the AMBULL NPO (roll separately for each). |
| 7 | Ambull Activation: Activate the AMBULL NPO. During that activation, it has an APL of 2. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point. |
| 8 | Enraged Ambull Activation: Activate the AMBULL NPO. During that activation, it has an APL of 3 and can perform two Fight actions. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point. |
INTRUDER DECK
The remaining NPO activation cards (9-13) are used to create a separate Intruder deck. At the end of each turning point after the first, and whenever an operative finishes performing a mission action (excluding Operate Hatch), draw a card from the Intruder deck (unless it’s empty) and consult the table below to determine how to resolve it, then remove it from the game.
| CARD | RULE |
|---|---|
| 9–10 | No additional effect. |
| 11–12 | Set up one BOREWYRM INFESTATION NPO ready with a Conceal order (it’s no longer in reserve). If this card was drawn due to a mission action, set that NPO up within control range of the active operative; if this card was drawn due to the end of the turning point, set it up with a random objective marker within its control range, and if possible within control range of enemy operatives (randomise if necessary). |
| 13 | Set up the AMBULL NPO ready with a Conceal order (it’s no longer in reserve). If this card was drawn due to a mission action, set that NPO up within control range of the active operative; if this card was drawn due to the end of the turning point, set it up with a random objective marker within its control range, and if possible within control range of enemy operatives (randomise if necessary). |
Common Abilities and Options
Behaviour:
BRAWLER
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it’s a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
- Fight.
- Charge the closest player operative via the shortest possible route.
- Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
- Dash towards the closest player operative, to cover if possible.
Ambull
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Enormous Claws (Brutal, Ceaseless, Rending) | 5 | 3+ | 4/5 |
Abilities
BehaviourBulkyExtra DefenceBorewyrm Infestation
A 1
M 4"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vicious Jaws (Rending) | 3 | 4+ | 3/4 |
Abilities
BehaviourSmallUniversal 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.