Armiger & CO.

Operatives

1. Armiger Warglaive
Armiger Warglaive
A 2
M 7"
S 3+
W 80/80
Weapons
ATK
HIT
DMG
Thermal Spear (Dev 4, Heavy (Reposition only), Piercing 2)
5
3+
6/3
Meltagun (Rng 6", Dev 4, Piercing 2)
4
3+
6/3
Reaper Chain-cleaver
Strike (Brutal, Rending)
4
3+
7/9
Sweep (Brutal)
6
3+
4/5
Abilities
Hunting StrideBreaching WalkerDamaged SystemsIon ShieldDeadly DemiseBehavior: Hunter/Shock AssaultApex Activation
Options
Control 6Trait: AromouredTrait: BlitzTrait: ImplacableTrait: TenaciousBulkyTowering Size

Hunting Stride: Once per Turning Point, after a visible enemy operative within 6" finishes a Reposition or Dash action, this operative can immediately move up to 2" towards that operative. It cannot enter an enemy operative's control range or Breach terrain during this move.

Breaching Walker: During a Reposition or Charge action, this operative can move through Light terrain and Heavy terrain designated as Breachable. When it first moves through a Breachable Heavy terrain section, create an opening at that location. This operative cannot finish a move overlapping terrain.

Damaged Systems: While this operative has 30 or fewer wounds remaining:

  • Worsen the Hit stat of its weapons by 1.
  • Its Control characteristic is 3 instead of 6.

Ion Shield: Whenever this operative is selected as the target of a Shoot action, when collecting defence dice, you can use its Ion Shield instead of its normal Save. If you do, this operative has a 5+ Save for that attack and collects 3 defence dice regardless of any Piercing or Piercing Crits weapon rules.

Deadly Demise: When this operative is incapacitated, before removing it from the killzone, roll one D6. On a 6, each other operative within 3" suffers D3+1 damage, excluding operatives with Heavy terrain wholly intervening between them and this operative.

Behavior: Hunter/Shock Assault: This operative follows the priorities below whenever it activates.

After each action, re-evaluate the priorities from the top.

If an action is not legal, proceed to the next priority.

Each action can only be performed once per activation unless another rule states otherwise.

QUARRY At the start of this operative's first activation each Turning Point, select its Quarry using the following priority:

  1. An enemy operative within this operative's Control Range.
  2. The closest enemy operative this operative can Charge and Fight during this activation.
  3. The closest visible Armoured Target.
  4. The closest visible enemy operative.
  5. The closest enemy operative.

An Armoured Target is an operative with a Save characteristic of 3+ or better, or 12 or more Wounds. This operative keeps the same Quarry for both of its activations that Turning Point. Select a new Quarry if the current Quarry is incapacitated, cannot be reached or attacked, or another enemy enters this operative's Control Range.

ACTIVATION PRIORITY

1. FIGHT

  • If this operative is within an enemy operative's Control Range, Fight that operative.
  • If there is more than one eligible enemy, Fight the Quarry if possible.

2. CHARGE AND FIGHT

  • If this operative has enough AP to perform both actions and can legally Charge its Quarry, Charge and then Fight it.

3. SHOOT

  • If the Quarry is a valid target, Shoot it using the appropriate weapon.

4. REPOSITION

  • Reposition towards the Quarry by the shortest legal route.
  • End the move closer to the Quarry and, where possible, with visibility to it.
  • Use Breaching Walker if breaching terrain creates a shorter legal route.

5. NO VALID QUARRY

If no enemy operative can currently be reached or seen, Reposition towards the closest enemy operative.

APEX PURSUIT This operative uses this Behaviour during both of its activations each Turning Point.

During its second activation, continue pursuing the same Quarry unless that Quarry is no longer valid.

HUNTING STRIDE Use Hunting Stride when an eligible enemy movement would allow this operative to:

  1. Move closer to its current Quarry.
  2. And either enter legal Charge range for a later activation or end significantly closer to the Quarry.

If several enemy operatives could trigger Hunting Stride, prioritise:

  1. The current Quarry.
  2. The closest Armoured Target.
  3. The closest enemy operative.

MISSION OVERRIDE If the mission gives this operative a specific objective or target priority, resolve that priority before this Behaviour.

Apex Activation: This operative activates twice during each Turning Point. Each activation is treated separately and this operative has 2APL during each activation. 2APL + 2APL

Control 6: Control Characteristic of 4

Trait: Aromoured: Whenever an operative is shooting this NPO with a weapon that has a Normal damage stat of 3 or less, improve this operative's Save stat by 1.

Trait: Blitz: Whenever this operative performs the Charge action during its activation, its melee weapons have the Severe and Shock weapon tules until the end of that activation.

Trait: Implacable: Ignore any changes to this operative's weapon stats from being injured.

Trait: Tenacious: Ignore any changes to this operative's Move stat from being injured.

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 AP you can use per turning point.

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
100Walker, Breach, Apex Tempo

Equipment

Ploys

Tac Ops