Shadowfire
Common Abilities and Options
Double Fight:
This operative can perform two Fight actions during its activation.
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
Operatives
1. Mother of Matriarch
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Double FightBehaviourNotes
-
- WND - 20 / MOV 8"
-
- Double Shoot + Double Fight.
-
- RANGED: Matriarch's Mercy - ATK 6 - HIT 4+ - DMG 4/5 (RNG 8" / Blast 1" / Punishing)
-
- MELEE: Matriarch's Madness - ATK 6 - HIT 4+ - DMG 5/7 (Brutal / Punishing / Dance 2'")
-
- DANCE: All enemy units within selected range of Mother of Matriarch are affected by the attack.
-
- GRACE OF THE WHISPER: This unit can fly & ignores all horizontal & vertical terrain.
-
- DAUGHTER'S KEEPER: 1AP - All friendly operatives within 6" heal for 1D6.
-
- MOTHER'S BECKON: 1AP - Two visible friendly units are teleported to Mother of Matriarch's engagement range.
-
- THROUGH THE LOOKING GLASS: Mother of Matriarch may move in and out of engagement range & all enemies she enters & leaves the engagement range of take 1D6 DMG.
-
- PROJECTION: For every dice that damages you, roll 1 D6, on 6+, reflect 2 DMG to the attacker.
2. Sister of the Matriarch
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Double FightBehaviourNotes
-
- WND - 18 / MOV 8"
-
- Double Shoot + Double Fight.
-
- RANGED: Sister's Dilemma - ATK 5 - HIT 4+ - DMG 3/4 (RNG 8" / Blast 1" / Punishing)
-
- MELEE: Sister's Sadness - ATK 5 - HIT 4+ - DMG 5/6 (Brutal / Punishing / Dance 1'")
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- DANCE: All enemy units within selected range of Sister of the Matriarch are affected by the attack.
-
- GRACE OF THE WHISPER: This unit can fly & ignores all horizontal & vertical terrain.
-
- AIMLESS VENGEANCE: 2AP - Select two visible enemy units within 6" of eachother that are also visible to one another, if not, select an enemy visible and within 12" of Sister of the Matriarch. Both units roll 6 dice. For every identical dice they roll, they take 2 DMG. Sister of the Matriarch can take a maximum of 2 DMG from her dice.
-
- POISON THE WELL: 1AP - Select one enemy unit within 6", for the rest of the turning point whenever they roll a 3, they immediately take 2 DMG.
-
- PRESENCE OF MIND: 1AP - Select one friendly unit within 8", they save on 2+ for the rest of the turning point.
-
- PROJECTION: For every dice that damages you, roll 1 D6, on 6+, reflect 2 DMG to the attacker.
3. Daughter of the Shadow
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Double FightBehaviourNotes
-
- WND - 15 / MOV 8"
-
- Double Shoot + Double Fight.
-
- RANGED: Shadow's Secret - ATK 4 - HIT 4+ - DMG 3/4 (RNG 8" / Ceaseless / Lethal 5+ / Shadow)
-
- MELEE: Shadow's Soul - ATK 4 - HIT 4+ - DMG 4/5 (Brutal / Ceaseless / Lethal 5+ / Shadow)
-
- SHADOW: Every time you resolve a critical hit against an enemy, they lose 1APL for the rest of the turning point. Shadow may stack to a maximum of 3 APL.
-
- GRACE OF THE WHISPER: This unit can fly & ignores all horizontal & vertical terrain.
-
- PROJECTION: For every dice that damages you, roll 1 D6, on 6+, reflect 2 DMG to the attacker.
4. Daughter of the Flame
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Double FightBehaviourNotes
-
- WND - 15 / MOV 8"
-
- Double Shoot + Double Fight.
-
- RANGED: Crucible's Calling - ATK 4 - HIT 4+ - DMG 3/4 (RNG 8" / Ceaseless / Lethal 5+ / Ablaze)
-
- MELEE: Heart Fire - ATK 4 - HIT 4+ - DMG 4/5 (Brutal / Ceaseless / Lethal 5+ / Ablaze)
-
- ABLAZE: For every successfully resolved dice against an enemy, they roll 1D6 and take 1 DMG on 5+.
-
- GRACE OF THE WHISPER: This unit can fly & ignores all horizontal & vertical terrain.
-
- PROJECTION: For every dice that damages you, roll 1 D6, on 6+, reflect 2 DMG to the attacker.
5. Daughter of the Defiled
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Double FightBehaviourNotes
-
- WND - 15 / MOV 8"
-
- Double Shoot + Double Fight.
-
- RANGED: Defilement's Deed - ATK 4 - HIT 4+ - DMG 3/4 (RNG 8" / Ceaseless / Lethal 5+ / Defiled)
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- MELEE: Poisoned Pyre - ATK 4 - HIT 4+ - DMG 4/5 (Brutal / Ceaseless / Lethal 5+ / Defiled)
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- DEFILED: If three successful critical hits are retained in either melee or ranged combat against an enemy, they are DEFILED, that enemy unit, if alive after the combat, must select one friendly unit within 6" and immediately perform a ranged or melee attack against them.
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- GRACE OF THE WHISPER: This unit can fly & ignores all horizontal & vertical terrain.
-
- PROJECTION: For every dice that damages you, roll 1 D6, on 6+, reflect 2 DMG to the attacker.
6. Daughter of the Anchorite
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Double FightBehaviourNotes
-
- WND - 15 / MOV 8"
-
- Double Shoot + Double Fight.
-
- RANGED: Kiss of the Prison - ATK 4 - HIT 4+ - DMG 3/4 (RNG 8" / Ceaseless / Lethal 5+ / Anchored)
-
- MELEE: Anchorite's Touch - ATK 4 - HIT 4+ - DMG 4/5 (Brutal / Ceaseless / Lethal 5+ / Anchored)
-
- ANCHORED: If two successful critical hits are retained in either melee or ranged combat against an enemy, they are ANCHORED, that enemy unit, if alive after the combat, cannot move more than 3" for the rest of the turning point.
-
- GRACE OF THE WHISPER: This unit can fly & ignores all horizontal & vertical terrain.
-
- PROJECTION: For every dice that damages you, roll 1 D6, on 6+, reflect 2 DMG to the attacker.
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.