The Archivist Mission Pack
Composition
Mission 1
NPOs: Set up 15 points of NPOs wholly within NPO territory but not within the Vault marked on the mission map. As an NPO STRATEGIC GAMBIT in each turning point after the first, set up D3+2 points of NPOs wholly within NPO territory in the same manner.
Archivist’s Path: Set up the ARCHIVIST wholly within the player drop zone at the point marked ‘A’ at the start of the Archivist’s Path (see mission map). It starts the battle as a friendly player operative. Whenever the ARCHIVIST player operative is activated, it must move along the Archivist’s Path towards the Vault, but all other decisions are made by the player(s). Once the ARCHIVIST becomes an NPO, it follows its behaviour and moves without following the Archivist’s Path.
Xenotech Vault: Operatives cannot be set up within the Vault while the hatchway to the Vault is closed. Player operatives can perform the Pick Up Marker action on the objective marker within the Vault. While a player operative is carrying that marker, it cannot be removed from the killzone and set up again, and it cannot perform the Dash action.
Betrayal: In the Ready step of each Strategy phase after the first, roll one D6, adding the following to the result (these are cumulative):
- 1 if two or more player operatives are closer to the player killzone edge than the ARCHIVIST player operative is.
- 1 if it’s the third or fourth turning point.
- 2 if the objective marker is being carried by a player operative.
On a 7+, or if it’s the fifth turning point, the ARCHIVIST becomes an NPO and follows its behaviour. It’s no longer a player operative for the remainder of the battle. The ARCHIVIST NPO is an enemy operative to all other operatives (and vice versa) meaning other NPOs will try to incapacitate it, and it will try to incapacitate both other NPOs and player operatives.
Threat Principle: Whenever the ARCHIVIST NPO is performing an action in which it moves, moving closer to the objective marker is a high priority (if possible) for the purposes of the threat principle.
NPO ACTIVATION CARDS
| Result | NPO ACTIVATION |
|---|---|
| 1-9 | Activate one non-ARCHIVIST NPO. |
| 10-11 | Activate the ARCHIVIST 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 9" per turning point. |
| 12-13 | Activate the ARCHIVIST NPO. During that activation it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 9" per turning point. |
Mission 2
NPOs: The ARCHIVIST NPO is a third party operative. In the Ready step of the second Strategy phase, set up the ARCHIVIST NPO ready with a Conceal order touching the centre of a random neutral killzone edge, or as close as possible. After the final player activates, but before the first player activates again, if the ARCHIVIST NPO is in the killzone, draw a card from the ARCHIVIST NPO’s activation deck. In other words, the ARCHIVIST NPO activates last in the alternating sequence.
Infocore Extraction: Player operatives (excluding ARCHIVIST) can perform the Pick Up Marker action on the Infocore mission markers, and operatives with an APL stat of 3 or more (excluding all changes) can carry two Infocore mission markers at a time. At the end of each turning point, each player gains a number of Negotiation points equal to the number of Infocore mission markers enemy operatives control.
Negotiation: Each time the ARCHIVIST NPO would activate as a result of its NPO activation deck, each player must secretly bid any number of their own Negotiation points (that number can be 0) by putting a number of dice in their hand that corresponds to the number of Negotiation points they want to bid. They then reveal their selections simultaneously. If one player has a higher bid, that player spends the Negotiation points they bid, then controls the ARCHIVIST as a friendly player operative for the duration of that activation. If neither player bid a higher number of Negotiation points, the ARCHIVIST remains an NPO, activates as normal and follows its behaviours.
Modified Threat Principle: Whenever the ARCHIVIST NPO performs an action, the closest player operative within its control range is its target. If no operatives are within its control range, the closest visible player operative controlling an Infocore mission marker it could fight/shoot/move towards (as determined by the NPO’s behaviour) is its target (or simply the closest if none are visible). If multiple operatives that meet the conditions to be the target are equally as close to the ARCHIVIST NPO, roll-off and the winner decides which operative is its target. The opponent of the player who controls that target will control the ARCHIVIST NPO for that action, and they must make every effort to fight/shoot/move towards that target (as determined by the NPO’s behaviour) while doing so. If no player operatives control an Infocore mission marker and no player is controlling the ARCHIVIST, skip the activation and discard that NPO activation card.
NPO ACTIVATION CARDS
| Result | NPO ACTIVATION |
|---|---|
| 1-8 | Skip that activation. |
| 9-11 | Activate the ARCHIVIST 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. |
| 12-13 | Activate the ARCHIVIST NPO. During that activation, it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point. |
The Archivist
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Atomic Disassembler (Rng 8", Dev 3, Prc2) | 5 | 4+ | 4/2 |
| Eradicator Glove (Brutal, Shock, Stun) | 4 | 4+ | 5/7 |
Abilities
BehaviorBulkyExtra DefenceXenotech ShieldingUniversal 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.