The Reforged
Common Abilities and Options
Astartes:
During this operatives activation, it can perform two Shoot actions or two Fight actions.
Eq: Gene-strain carapace:
Mutation is expected, even welcomed.
(only applicable to Reforged Marines)
- normal damage of 4 or higher, inflicts 1 less wound to these operatives
Eq: Reforged exoskeletons:
remove the movement restrictions of injured
(this does not change the injured hit stat changes)
Eq: Pre-emptive deployment:
D3 operatives can make a free dash during the first stratergy phase
Eq: Beastly vitality:
Kroot and beastman operatives get critical saves on a 5+
Operatives
1. Vulturis
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Reforged Chainsword (Punishing) | 5 | 3+ | 4/5 |
| Tooth of the void (Prc2, lethal 4+, dev 2, lim 1, *nowhere to hide) | 1 | 3+ | 5/8 |
Abilities
Astartes1AP: Lead by example1AP: Boon of faithReforged armourNowhere to hideOptions
Eq: Gene-strain carapaceEq: Reforged exoskeletonsEq: Pre-emptive deploymentEq: Beastly vitality2. Reforged Gene-Spliced Marine
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Reforged Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword and claw (Lethal 5, ceaseless) | 5 | 3+ | 4/5 |
Abilities
Astartes1AP: Rabid UrgesEnhanced Prowess1AP: Gift of the broodOptions
Eq: Gene-strain carapaceEq: Reforged exoskeletonsEq: Pre-emptive deploymentEq: Beastly vitality3. Solitaire
A 3
M 7"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Solitaire's kiss (*Encore, *Lasting kiss) | 5 | 3+ | 3/7 |
| Reforged Kiss (Ranged) (Rng 6", Lethal 5+, Silent, *Lasting kiss) | 3 | 4+ | 2/2 |
Abilities
1AP: Graceful death*EncoreLasting kiss1AP: Enthralling performanceSolo actOptions
Eq: Gene-strain carapaceEq: Reforged exoskeletonsEq: Pre-emptive deploymentEq: Beastly vitality4. Skwoot
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Kroot Rifle | 4 | 4+ | 3/4 |
| Gun Blade | 4 | 3+ | 3/5 |
| Reforged Kroot Rifle (Sweeping) (Torrent 2") | 3 | 4+ | 3/4 |
Abilities
Ravenous hungerOptions
Eq: Gene-strain carapaceEq: Reforged exoskeletonsEq: Pre-emptive deploymentEq: Beastly vitality5. Votann Warrior
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Bolt Revolver (Rng 8") | 4 | 4+ | 3/5 |
| Reforged Bolt Shotgun | |||
| Short Range (Rng 6" *beauty of destruction*) | 4 | 3+ | 4/4 |
| Reforged Bolt Shotgun (Ranged) (*beauty of destruction*) | 4 | 5+ | 2/2 |
| Plasma Knife (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Scavenger1AP: Quit cryin' about itBeauty of destruction1AP: MedicVotann MinesOptions
Eq: Gene-strain carapaceEq: Reforged exoskeletonsEq: Pre-emptive deploymentEq: Beastly vitality6. Reforged Combat Servitor
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Phosphor Blaster (Sev, Blast 1") | 4 | 4+ | 3/5 |
| Reforged Servo-Claw | 3 | 4+ | 3/4 |
Abilities
Assured destructionOptions
Eq: Gene-strain carapaceEq: Reforged exoskeletonsEq: Pre-emptive deploymentEq: Beastly vitality7. Beastman Warrior
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reforged Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Reforged Bludgeon (Rending) | 4 | 3+ | 4/4 |
Abilities
0AP: ScapperReforged (scavenged weaponry)Options
Eq: Gene-strain carapaceEq: Reforged exoskeletonsEq: Pre-emptive deploymentEq: Beastly vitality(Auto-pistol) +1 regular damage(Reforged Bludgeon) Lethal 5+Selected Equipment
Gene-strain carapace
Mutation is expected, even welcomed.
(only applicable to Reforged Marines)
- normal damage of 4 or higher, inflicts 1 less wound to these operatives
Reforged exoskeletons
remove the movement restrictions of injured (this does not change the injured hit stat changes)
Pre-emptive deployment
D3 operatives can make a free dash during the first stratergy phase
Beastly vitality
Kroot and beastman operatives get critical saves on a 5+
Inactive Equipment
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.
Firefight Ploys
Firefight: Blank aura
Their presence corrodes the mind, and makes focusing significantly harder.
when your SOLITAIRE is within control range of an objective, when an enemy operative is shooting at this operative, they roll one less attack dice
Firefight: Ravenous pursuit
blood is in the air and you crave the tang of iron
once per operative listed (per turning point) When your Reforged Kroot Warrior or Reforged Fellgor Warrior charge an enemy operative. if they incapacitate the enemy operative while fighting, they can use any remaining movement to charge towards the nearest enemy operative.
(this can only be done once by each specified friendly operative)
Firefight: Tech never tires
even here, the "creator" shall bless us.
when your Reforged Combat Servitor or Reforged Votann operative are shooting at a target that has been expended, gain ceaseless (if the target has an engage order) or seek light (if the target has a conceal order)
Firefight: Hymn of the Brood
The call never fades, but sometimes it proves useful.
once per turning point. When a Reforged Marine/Captain, Gene-Spliced operative is damaged, reduce one normal attack dice to deal 1 wound
Strategy Ploys
Strategy: Unlikely allies
This unit is ever expanding, and the lessons learnt are enlightening. Select one friendly operative (and mark them with a token). Choose 2 friendly REFORGED operatives within 8" or visible to this operative (give these a token too). These operatives gain severe on their weapon profiles this lasts until the end of the turning point, or until this operative is incapacitated
Strategy: I dance alone
if your SOLITAIRE is alive, it may re-roll 3 defence dice during this turning point, (this does not need to be in one engagement, however any dice left over will not carry over) (this ploy cannot take effect if the SOLITAIRE Is within 6' of friendly operatives)
Strategy: Focused Rivalry
No plan survives contact with the enemy
(this can only be used after turning point one, and before rolling for Initiative) when rolling for Initiative:
Whoever loses, may nominate ONE of their operatives, (or ONE of your own) and place a marker on them FIRST. with the winner of the initiative choosing SECOND.
(two targets will get a marker, one friendly and one enemy) these two marked targets gain Relentless when shooting each other (or Punishing if Relentless is already on their weapon profile) and Brutal if fighting ( Or Punishing if Brutal is already on their weapon profile)
if the marked target is incapacitated by any other operative (aside it's marked rival) then whoever won Initiative can choose another unit that was visible to the incapacitated operative to gain the Focused Rivalry token
Strategy: Improved armaments
All ranged weapons gain torrent 1" and saturate
Equipment
Gene-strain carapace
Mutation is expected, even welcomed.
(only applicable to Reforged Marines)
- normal damage of 4 or higher, inflicts 1 less wound to these operatives
Reforged exoskeletons
remove the movement restrictions of injured (this does not change the injured hit stat changes)
Pre-emptive deployment
D3 operatives can make a free dash during the first stratergy phase
Beastly vitality
Kroot and beastman operatives get critical saves on a 5+
Ploys
Blank aura
Firefight PloyTheir presence corrodes the mind, and makes focusing significantly harder.
when your SOLITAIRE is within control range of an objective, when an enemy operative is shooting at this operative, they roll one less attack dice
Ravenous pursuit
Firefight Ployblood is in the air and you crave the tang of iron
once per operative listed (per turning point) When your Reforged Kroot Warrior or Reforged Fellgor Warrior charge an enemy operative. if they incapacitate the enemy operative while fighting, they can use any remaining movement to charge towards the nearest enemy operative.
(this can only be done once by each specified friendly operative)
Tech never tires
Firefight Ployeven here, the "creator" shall bless us.
when your Reforged Combat Servitor or Reforged Votann operative are shooting at a target that has been expended, gain ceaseless (if the target has an engage order) or seek light (if the target has a conceal order)
Hymn of the Brood
Firefight PloyThe call never fades, but sometimes it proves useful.
once per turning point. When a Reforged Marine/Captain, Gene-Spliced operative is damaged, reduce one normal attack dice to deal 1 wound
Unlikely allies
Strategy PloyThis unit is ever expanding, and the lessons learnt are enlightening. Select one friendly operative (and mark them with a token). Choose 2 friendly REFORGED operatives within 8" or visible to this operative (give these a token too). These operatives gain severe on their weapon profiles this lasts until the end of the turning point, or until this operative is incapacitated
I dance alone
Strategy Ployif your SOLITAIRE is alive, it may re-roll 3 defence dice during this turning point, (this does not need to be in one engagement, however any dice left over will not carry over) (this ploy cannot take effect if the SOLITAIRE Is within 6' of friendly operatives)
Focused Rivalry
Strategy PloyNo plan survives contact with the enemy
(this can only be used after turning point one, and before rolling for Initiative) when rolling for Initiative:
Whoever loses, may nominate ONE of their operatives, (or ONE of your own) and place a marker on them FIRST. with the winner of the initiative choosing SECOND.
(two targets will get a marker, one friendly and one enemy) these two marked targets gain Relentless when shooting each other (or Punishing if Relentless is already on their weapon profile) and Brutal if fighting ( Or Punishing if Brutal is already on their weapon profile)
if the marked target is incapacitated by any other operative (aside it's marked rival) then whoever won Initiative can choose another unit that was visible to the incapacitated operative to gain the Focused Rivalry token
Improved armaments
Strategy PloyAll ranged weapons gain torrent 1" and saturate
Tac Ops
Sweep & Clear
Seek And DestroyReveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action 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, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Rout
Seek And DestroyReveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Track Enemy
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.