[SERVITOR_MANIPEL_185]

-NOOSPHERICCONNECTIONESTABLISHED-

+++EXISTENCE OF [ARCHEOTECH] UNCONFIRMED +++

+++ CONDUCT SURVEY +++

...

++ CONFIRMED [MAGOS] ++

++ -QUERY- HOSTILES EXPECTED ?++

...

+++ AFFIRMATIVE +++

+++ [SERVITOR] CONTINGENT AUTHORISED +++

...

++ ACKNOLEGDED ++

BY THE THREE IN ONE

-NOOSPHERICCONNECTIONCLOSED-

[SERVITOR_MANIPEL_185]

Common Abilities and Options

Noospheric Network:
Once during each friendly BATTLECLADE SERVITOR operative’s activation, before or after it performs an action, you can spend 1AP to TRANSFER POWER.

After that activation, you can NETWORK COUNTERACT with one other friendly BATTLECLADE SERVITOR operative before your opponent activates. Whenever you NETWORK COUNTERACT with a friendly operative, first select its order. It can then perform a 1AP action for free, but cannot move more than 2" during that action. Once it’s done so, your opponent then activates as normal. An operative cannot TRANSFER POWER or NETWORK COUNTERACT if it has an APL stat of less than 2 (e.g. if the stat has been changed to less than 2 by a rule). NETWORK COUNTERACT is a counteraction, but the operative doesn’t need to be expended with an Engage order to do it. That means if they’re ready when they NETWORK COUNTERACT, they can still be activated as normal later in the turning point.

An operative that does NETWORK COUNTERACT cannot do so again, or counteract, during the same turning point.

Operatives

1. Adept Theta-773
Technoarcheologist
A 3
M 4"
S 3+
W 0/9

Seeker of Divine Arcana: STRATEGIC GAMBIT. You can immediately change this operative’s order and/or it can immediately perform a free Omniscanner, Fall Back, Place Marker, Pick Up Marker, Reposition or mission action. If it’s the Fall Back or Reposition action and this operative isn’t carrying a marker, it must end that move either within your drop zone (if this isn’t possible, then as close as possible to it), or with an objective marker or one of your mission markers within its control range.

Omniscanner (1AP): Select one enemy operative visible to or within 8" of this operative to gain one of your Omniscanner tokens. Whenever a friendly BATTLECLADE operative is shooting against, fighting against or retaliating against an enemy operative that has one of your Omniscanner tokens, that friendly operative’s weapons have the Ceaseless weapon rule.

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

32BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, TECH-PRIEST, LEADER, TECHNOARCHEOLOGIST
2. Epsilon-Iota 3
Servitor Underseer
A 3
M 6"
S 3+
W 5/9
Weapons
ATK
HIT
DMG
Master-Crafted Radium Pistol (Rng 8", Bal, Rnd)
4
3+
2/4
Dataspikes
3
5+
2/3
Abilities
Noospheric Network1AP: Datacoronal Accumulator1AP: Network Override

Datacoronal Accumulator (1AP): SUPPORT. Determine the friendly BATTLECLADE operatives within 6" of this operative and/or a friendly BATTLECLADE AUTO-PROXY operative, then roll one D3. If the result is equal to or less than the number of objective markers those friendly operatives contest, you gain 1CP. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control your Comms Device marker to add 3" to its distance requirement for this rule.

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

Network Override (1AP): SUPPORT. Select one friendly BATTLECLADE SERVITOR operative within 6" of either this operative or a friendly BATTLECLADE AUTO-PROXY operative to immediately NETWORK COUNTERACT (you don’t have to TRANSFER POWER to do so) or perform a free Dash action. Continue this operative’s activation after doing so.

This operative can perform this action twice during its activation, but cannot perform this action while within control range of an enemy operative. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control that marker.

32BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, TECH-PRIEST, SERVITOR UNDERSEER
3. [UNIT_GAMMA_0]
Auto-proxy Servitor
A 2
M 4"
S 4+
W 3/8
Weapons
ATK
HIT
DMG
Taser Goad (Lethal 5+, Shock)
4
5+
3/4
Abilities
Achillan EyeNoospheric Network1AP: Gaze Of The Omnissiah

Achillan Eye: Whenever a friendly BATTLECLADE operative is shooting an enemy operative visible to this operative, that friendly operative’s ranged weapons have the Saturate weapon rule. This rule has no effect if this operative is within control range of an enemy operative.

Gaze Of The Omnissiah (1AP): Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly BATTLECLADE operative is shooting that enemy operative, you can use this effect. If you do:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

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

25BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, AUTO-PROXY, SERVITOR
4. [UNIT_ZETA_1]
Gun Servitor
A 2
M 4"
S 4+
W 0/11
32BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, GUN, SERVITOR
5. [UNIT_ZETA_2]
Gun Servitor
A 2
M 4"
S 4+
W 5/11
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (Hvy(Dash), PrcCrit1)
5
5+
4/5
Sweeping (Hvy(Dash), PrcCrit1, Tor1")
4
5+
4/5
Augmetic Claw (Brutal)
3
5+
4/5
Abilities
Noospheric Network
32BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, GUN, SERVITOR
6. [UNIT_TAL_5]
Combat Servitor
A 2
M 4"
S 4+
W 0/8
25BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, COMBAT, SERVITOR
7. [UNIT_TAL_6]
Combat Servitor
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Phosphor Blaster (Sev, Blast 1")
4
4+
3/4
Servo-Claw
3
4+
3/4
Abilities
Noospheric Network
25BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, COMBAT, SERVITOR
8. Katphron_Zeta-82
Nemesis - Small
A 4
M 6"
S 4+
W 22/35
Weapons
ATK
HIT
DMG
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Lascannon (Hvy(Repos), Prc 2)
4
3+
6/7
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Allegiance: ImperiumTrait: Focused Targeting

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Small: ### Weapon and Option Selection

  • Select two weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
54
64
75
85
96
107
117
128
139
149

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Allegiance: Imperium: Defenders Of The Imperium:

Whenever an operative is shooting an Imperium NPO or friendly Imperium Nemesis operative, if that Imperium operative is wholly within its territory, one of its defence dice can be retained as a normal success without rolling it (in addition to a cover save, if any).

Trait: Focused Targeting: A single-minded purpose suffuses this operative, with those it settles its attention upon suffering the full wrath of its destructive power.

Whenever this operative is shooting during its activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.

32NEMESIS

Reserves

[UNIT_RHO_3]
Breacher Servitor
A 2
M 5"
S 4+
W 8/8
25BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, BREACHER, SERVITOR
[UNIT_IOTA_4]
Combat Servitor
A 2
M 5"
S 4+
W 8/8
25BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, COMBAT, SERVITOR
[UNIT_TAL_7]
Combat Servitor
A 2
M 5"
S 4+
W 8/8
25BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, COMBAT, SERVITOR

Equipment

Covert Guises

After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly BATTLECLADE operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone. Your TECHNOARCHEOLOGIST operative cannot perform more than one Reposition action in the Strategy phase of the first turning point (i.e. as a result of the Seeker of Divine Arcana rule as well).

Electromantic Capacitors

Friendly BATTLECLADE operatives’ melee weapons have the Shock weapon rule. Whenever a friendly BATTLECLADE operative is retaliating, its melee weapons also have the Severe weapon rule.

Concealed Apparatus

Once per battle, one COMBAT SERVITOR or GUN SERVITOR operative can use another weapon option on its datacard it didn’t select for the battle.

Neurocyclic Reserve Cells

Once per turning point, whenever you TRANSFER POWER, you can use this rule. If you do, you can TRANSFER POWER for 0 AP (this takes precedence over the normal Noospheric Network rules).

Ploys

Duty Of Reclamation
Strategy Ploy

Once per action, you can use the Command Re-roll firefight ploy for 0CP if the attack or defence dice was rolled for a friendly BATTLECLADE operative that contests an objective marker or one of your mission markers.

Incantation Of The Iron Soul
Strategy Ploy

Whenever an attack dice inflicts damage of 3 or more on a friendly BATTLECLADE operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Noospheric Possession
Strategy Ploy

SUPPORT. Whenever a friendly BATTLECLADE SERVITOR operative is within 6" of a friendly BATTLECLADE AUTO-PROXY or BATTLECLADE SERVITOR UNDERSEER operative, that friendly SERVITOR operative’s weapons have the Accurate 1 weapon rule.

For the purposes of this SUPPORT rule and the Comms Device equipment, the AUTO-PROXY or SERVITOR UNDERSEER operative must control your Comms Device marker to add 3" to its distance requirement for this rule.

Prioritised Acquisition
Strategy Ploy

Select one objective marker or one of your mission markers.

  • Whenever determining control of that marker, treat the total APL stat of friendly BATTLECLADE operatives that contest it as 1 higher if at least one friendly BATTLECLADE operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
  • Whenever a friendly BATTLECLADE operative is within 3" of that marker, add 1 to the Atk stat of its melee weapons (to a maximum of 4).
Auto-ferric Supplication
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly BATTLECLADE TECH-PRIEST operative, at the start of the Roll Attack Dice step. Until the end of the sequence, ignore the Piercing weapon rule.

Remote Access
Firefight Ploy

Use this firefight ploy during a friendly BATTLECLADE TECH-PRIEST operative’s activation. Once during that activation, you can use one of the following rules:

  • That operative doesn’t require a marker to be within its control range to perform a mission action that usually requires this (this takes precedence over that action’s conditions). Instead, the marker must be within 4" of it and no enemy operatives can contest that marker. However, you can ignore enemy operatives within control range of other friendly BATTLECLADE operatives when determining this.
  • That operative doesn’t require a hatchway’s access point to be within its control range to perform an Operate Hatch action. Instead, that access point must be within 4" of it.
System Exorcism
Firefight Ploy

Use this firefight ploy when you would activate a friendly BATTLECLADE operative. Remove one rules effect or stat change your opponent has applied to it (e.g. Poison token, -1APL, cannot be activated or perform actions, etc), then activate it. This ploy cannot allow it to regain lost wounds, ignore the effects of being injured, or remove mission pack rules.

Servile Surrogacy
Firefight Ploy

Use this firefight ploy when a friendly BATTLECLADE TECH-PRIEST operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one friendly BATTLECLADE SERVITOR operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that SERVITOR operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that SERVITOR operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

Tac Ops

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.