Behaviour:
When activated, if this NPO can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order.
Fight
Charge the closest enemy operative via the shortest possible route
Reposition toward the closest enemy operative, to cover if possible (a subsequent Dash action can fulfil this, if able)
Dash towards the closest enemy operative, to cover if possible
Weapon Options:
This NPO has either a shuriken catapult and fists or a shuriken pistol and sword. 1 in 5 can have a flamer or fusion gun instead of a shuriken catapult, and 1 in 5 can have a power weapon instead of a sword.
Behaviour - Marksman:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
Shoot.
Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
Behaviour - Battler/Brawler:
#### Battler
This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot 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).
Shoot.
Dash towards the closest player operative, to cover if possible.
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.
Behaviour - Battler:
This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot 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).
Shoot.
Dash towards the closest player operative, to cover if possible.
Astartes:
This NPO can perform two Fight or two Shoot actions during each of its activations. If it's two Shoot actions, a bolt pistol or boltgun must be selected for both of them.
Behaviour - Battler/Guardian:
#### Battler
This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot 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).
Shoot.
Dash towards the closest player operative, to cover if possible.
Guardian
This NPO will shoot the enemy as a priority, but will fight if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Fight.
Shoot.
Charge the closest player operative that's within 4" of it via the shortest possible route.
Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
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.
Predatory Xenoform:
This operative can perform two Fight actions during its activation.
Brawler Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
3/4
Abilities
Behaviour
NPO-BASIC
Brawler Tough
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
4/5
Abilities
Behaviour
NPO-BASIC
Brawler Heavy
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
BehaviourDouble Fight
Double Fight: This operative can perform two Fight actions during its activation.
NPO-BASIC
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Firearm
4
4+
2/3
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
Special Weapon: Only 1 in 3 Marksman Trooper operatives can have this weapon.
NPO-BASIC
Marksman Warrior
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Firearm
4
4+
3/4
Knife
3
4+
2/3
Abilities
Behaviour
NPO-BASIC
Marksman Heavy
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Knife
4
3+
3/4
Abilities
BehaviourDouble Shoot
Double Shoot: This operative can perform two Shoot actions during its activation.
NPO-BASIC
Sniper
A 0
M -
S 3+
W 12
Weapons
ATK
HIT
DMG
Sniper Rifle (Dev3, Hvy, Sil)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
BehaviorReloadSniper's Nest
Behavior: This operative cannot move, have an Engage order, be readied or be activated. Whenever an NPO would activate, if this operative has reloaded (see below) and there’s a valid target for it, perform the Shoot action with this operative instead of activating an NPO, then it has no longer reloaded.
Reload: In the Ready step of each Strategy phase, this operative has reloaded. Each time after this operative performs the Shoot action, roll one D6: after a number of player operatives have been activated this turning point equal to the result, this operative has reloaded.
Sniper's Nest: Whenever this operative is shooting, operatives cannot be obscured. Whenever determining visibility from this operative (but not to it), the line can also be drawn from any part of the Vantage terrain it’s on, or the rampart touching that Vantage terrain.
DEADLY SNIPER MISSION PACK
AEL: Guardian
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Fusion gun (Rng6", Dev 4, Prc 2)
4
2+
6/3
Flamer (Rng8", Sat, Tor2")
4
2+
3/4
Shuriken catapult (Rnd)
4
3+
3/4
Shuriken pistol (Rnd)
4
3+
3/4
Fists
3
3+
2/4
Power weapon
4
3+
4/5
Sword
4
4+
4/5
Abilities
Behaviour - Marksman/BattlerWeapon Options
Behaviour - Marksman/Battler: #### Marksman
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
Shoot.
Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
Battler
This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot 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).
Shoot.
Dash towards the closest player operative, to cover if possible.
Murderous Dexterity: Whenever this NPO is fighting or retaliating, its opponent cannot re-roll their attack dice.
AELDARI, DRUKHARI
CHAOS: Chaos Cultist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pistol (Rng8")
4
4+
2/3
Close combat weapon
4
4+
2/3
Abilities
Behaviour - BattlerMob
Mob: Whenever this NPO is within 3" of any other friendly CULTIST NPOs, add 1 to both Dmg stats of this NPO's weapons and they have the Accurate 1 weapon rule.
This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot 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).
Shoot.
Dash towards the closest player operative, to cover if possible.
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.
Guardian
This NPO will shoot the enemy as a priority, but will fight if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Fight.
Shoot.
Charge the closest player operative that's within 4" of it via the shortest possible route.
Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
IMPERIUM, ADEPTUS ASTARTES
ORK: Gretchin
A 2
M 6"
S 6+
W 5
Weapons
ATK
HIT
DMG
Grot blasta (Rng8")
4
4+
2/3
Grot knife
3
5+
2/3
Abilities
Behaviour - MarksmanSmall
Small: Whenever this NPO 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".
ORK
ORK: Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big shoota (Hvy(Repos), Punishing, Tor1")
5
5+
4/5
Rokkit launcha (Blast 1", Hvy(Repos), Punishing)
6
5+
4/5
Shoota (Punishing)
4
5+
3/4
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Fists
3
3+
2/3
Abilities
Behaviour - Battler/GuardianWeapon Options
ORK
ORK: Nob
A 3
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Kustom shoota
5
5+
3/4
Big choppa (Brutal, Shock)
5
3+
5/6
Power klaw
4
3+
5/7
Abilities
Behaviour - BattlerTwo ActionsWeapon Options
Two Actions: This NPO can perform two Fight or two Shoot actions during each of its activations.
ORK
TAU: Fire Warrior
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Pulse blaster (Rng8")
4
3+
4/4
Pulse rifle
Stationary
4
4+
4/5
Mobile (Balanced, Heavy)
4
4+
4/5
Gun butt
3
5+
2/3
Abilities
Behaviour - MarksmanWeapon Options
TAU EMPIRE
TAU: XV26 Stealth Battlesuit
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless)
4
4+
3/4
Fusion blaster
Short Range (Rng6", Dev 4, Prc 1)
4
4+
6/3
Long Rnage (Rng12", Prc 1)
3
4+
4/5
Fists
3
4+
3/4
Abilities
Behaviour - MarksmanStealth FieldWeapon Options
Stealth Field: Whenever this NPO has a Conceal order, it is not visible to enemy operatives more than 3" from it (this takes precedence over all other rules).
TAU EMPIRE
TYR: Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
GSC: Genestealer
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
Lightning Reflexes: Whenever this NPO is fighting, worsen the Hit stat of the enemy operative's weapons by 1 (to a minimum of 5+).
TYRANID, GENESTEALER CULT
GSC: Neophyte Hybrid
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Flamer (Rng8", Sat, Tor2")
4
2+
3/3
Grenade launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc 1)
4
4+
4/5
Heavy stubber
Focused (Heavy (Dash only))
4
4+
4/5
Sweeping (Heavy (Dash only))
5
4+
4/5
Mining laser (Heavy (Dash only))
5
4+
5/6
Seismic cannon
Short-Wave (Blast 1", Heavy (Dash only), Stun)
6
4+
2/2
Long_Wave (Rng6", Heavy (Dash only), PrcCrit1, Stun)
*Dimensional Banishment: After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn't incapacitated, roll 2D6: if the result is higher than the target's remaining wounds, the target is incapacitated.
Steadfast: Whenever determining control of a marker, you can treat this operative's APL stat as 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.
Weapon Sentinel: Whenever you're selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).
NECRON, TOMB WORLD MISSION PACK
NEC: Canoptek Macrocyte
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Tesla Caster
Focused
5
4+
2/3
Living Lightning (Blast 2")
5
4+
2/3
Gauss Scalpel (Prc 1)
4
4+
3/4
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence ConstructBehaviour
Aggressive Defence Construct: If this operative is incapacitated by a player operative within 2" of it, roll one D3: on a 2+, inflict damage on that player operative equal to the result.
NECRON, TOMB WORLD MISSION PACK
TYR: Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
TYRANID, TYPHON MISSION PACK
TYR: Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Abilities
BehaviourHidden Horrors
Hidden Horrors: 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".
TYRANID, TYPHON MISSION PACK
TYR: Barbgaunt
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2")
5
4+
3/5
Stationary (Blast 2", Ceaseless, Hvy)
5
4+
3/5
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
TYRANID, TYPHON MISSION PACK
TYR: Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
TYRANID, TYPHON MISSION PACK
TYR: Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
TYRANID, TYPHON MISSION PACK
TYR: Von Ryan's Leaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
TYRANID, TYPHON MISSION PACK
NEC: Royal Warden
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Relic Gauss Blaster (Lethal 5+, Prc 1)
4
3+
4/6
Bayonet
4
3+
3/4
Abilities
BehaviourEngrammatic Logic
Engrammatic Logic: Whenever an NPO is within 6" of this NPO, you can ignore any changes to that NPO's stats from being injured (including its weapons' stats).
NECRON, TOMBS BEYOND COUNTING, WD517
NEC: Flayed One
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer Claws (Ceaseless, Rending)
4
3+
4/5
Abilities
BehaviourHorrifying Flaying
Horrifying Flaying: Whenever this NPO incapacitates a player operative while fighting or retaliating, select one other player operative visible to and within 3" of either this NPO or the incapacitated player operative and roll one D6; on a 3+, subtract 1 from that other player operative's APL stat until the end of its next activation.
NECRON, TOMBS BEYOND COUNTING, WD517
NEC: Hexmark Destroyer
A 2
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Enmitic Disintegrator Pistols
Focused (Rng 9", Ceaseless, Dev 2, Prc 1, Sat)
5
3+
3/2
Sweeping (Rng 9", Dev 2, Prc 1, Sat, Tor 2")
4
3+
3/2
Enmitic Disintegrator Pistols (point-blank)
5
3+
3/4
Abilities
BehaviourMulti-Threat Eliminator
Multi-Threat Eliminator: Whenever a player operative within 8" of this NPO is shooting it, keep track of each attack dice that's discarded as a fail. After the action, before incapacitated operatives are removed (including this one, if relevant), this NPO can perform a free Shoot action (you can change its order to Engage to do so), but it can only target that player operative with its enmitic disintegrator pistols (focused), and you only roll a number of attack dice equal to the opponent's discarded attack dice plus one (to a maximum of four).
NECRON, TOMBS BEYOND COUNTING, WD517
NEC: Lychguard
A 2
M 5"
S 3+
W 13
Weapons
ATK
HIT
DMG
Hyperphase Sword (Lethal 5+, *Shield)
4
3+
4/6
Warscythe (Lethal 5+)
4
3+
5/7
Abilities
*ShieldBehaviourGuardian Protocol
*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Guardian Protocol: Whenever a player operative is performing a Shoot action, if this NPO has an Engage order, the player(s) cannot select a Royal Warden NPO within this NPO's control range as a valid target.
*Whirling Onslaught: Whenever this NPO is fighting or retaliating with this weapon, each time it strikes with a critical success, also inflict D3 damage on each other player operative within this NPO's control range.
Hulking: Whenever player(s) are selecting a valid target, if this NPO has a Conceal order, it cannot use Light terrain for cover. While this can allow this NPO to be targeted (assuming it's visible), it doesn't remove its cover save (if any).
NECRON, TOMBS BEYOND COUNTING, WD517
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.