UNSANCTIONED ALPHA PSYKER Boss Fight

Operatives

1. UNSANCTIONED ALPHA PSYKER
UNSANCTIONED ALPHA PSYKER
A 5
M -
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Pyromancy
Ignite (Psychic, Rng 12", Saturate, Seek Light, *Blaze)
4
3+
4/4
Molten Beam (Psychic, Rng 8", Saturate, Dev2, *Blaze, *Beam)
4
2+
3/3
Firestorm (Psychic, Rng 6", Saturate, Seek Light, Tor 2", *Blaze)
5
4+
3/4
Psychic Staff (Psychic, Shock, Stun)
4
4+
4/5
Abilities
*Blaze*BleedPhasesAlpha Plus Pandora*LeechPloys*Beam*Madness

*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.

*Bleed: In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.

Phases: This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 10 to 5 wounds. During this phase, you can select 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 4 to 0 wounds. During this phase, you can use a firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.

  • PHASE 3: This phase occurs when this operative would be incapacitated, discard any remaining attack dice and remove it from the killzone. On the Ready step of the next strategy phase, set up up to 3 models of this operative in the killzone wholly within your territory. Afterwards, roll a 1D3 for each operative and assign a result to each (keep re-rolling if you got the same result). The one with 3 is the main operative and has the same unchanged stats of this opertive (10 wounds). The other 2 models are dopplegangers and each have 1 wound. If a Doppelgangers is incapacitated, remove it from the killzone and set it up wholly within your territory, more than 9 inches from enemy operatives and with 1 wound. You can keep setting up the Doppelgangers until the main operative is incapacitated. If the main operative is incapacitated, remove it along the dopplegangers from the killzone.

Alpha Plus Pandora: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • In the Select Operatives phase, select one of the following Disciplines for this operative to have during the battle: Biomancy - Divination - Pyromancy - Telekinesis - Telepathy.

DisciplineRules
BiomancyIgnore any changes to this operative's stats (e.g. from the Stun rule) - This operative regains 1D3 lost wound after each action it performs. In addition, it regains 1D6 lost wounds after each action during which it lost wounds
DivinationTreat each operative within 9 inches of this opertative as having an Engage order (this takes precedence over any rule) - Enemy operatives cannot be obscured
PyromancyIgnore the damage inflicted form attack dice of a weapon with the Blast, Torrent or Blaze weapon rules - Each time an enemy operative is within 3 inches of this operative during the turning point, it suffers 1D3+3 damage and gains one of your Blaze Tokens
TelekinesisRanged weapons' attack dice that would inflict 3 or less damage on this operative do not inflict damage on it - You can remove any markers or equipment within 3 inches of this operative from the killzone at any point during its activation
TelepathyThis operative is obscured (except for being within 2 inches) - Enemy operatives within 9 inches of this operative cannot perform the Pick-Up Marker, Unique or Mission actions
  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).

  • This operative can perform any action as many times as possible. For the Shoot action; each time it's performed during this operative's activation, you must select a different weapon profile from its previous Shoot action.

  • Whenever this operative performs an action during which it moves. If it does, do not move it. Instead, remove it from the killzone and set it back up in the killzone. Until the end of that action, this operative can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).

  • During the turning point, after this operative performs an action during which it uses a weapon with the Pychic weapon rule or after you used a ploy that has the **PSYCHIC ** keyword, roll a 1D6. if the result is higher than the remaining AP of this operative, you must spend 1 additional AP to perform that action again until the end of the turning point, or 1 additional CP the next time you use that ploy.

  • This operative ignores the Piercing, Devastating, Lethal and Accurate weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • This operative can re-roll any or all of its attack and defence dice. Retained defence dice are always critical successes (change each normal success to a critical success)

  • Whenever this operative is fighting or retaliating and it strikes, you can immediately end that sequence then perform a free Fall Back action. Whenever an enemy operative selects this operative as a valid target, you can immediately perform a free Dash action.

  • This operative is treated as having a Conceal order if it is more than 9 inches of enemy operatives. While 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 inches.

  • Whenever an enemy operative is within 6 inches of this operative, worsen its weapons' Hit stat by 2 (this takes precedence over any rule).

*Leech: When you select this weapon, you can use this rule. If you do, at the start of the Resolve Attack Dice step, for each attack die you resolve during that step that inflicts damage, this operative regains 1 lost wound, or 1D3 lost wounds if it was a critical success. You cannot use this weapon rule more than once per Turning Point.

Ploys: STRATEGY PLOYS

You can use select the following strategy ploy for this operative during the battle:

  • PERILS OF THE WARP (1 CP): You can select a part of terrain feature to not have its feature until the end of the turning point (e.g. a light terrain becoming non-existant and cannot be used for cover, an accessible terrain or hatch becoming non-existant and distances, visibility and targeting lines can be drawn through it...etc.).

FIREFIGHT PLOYS

You can select from the following firefight ploys for this operative during the battle:

  • ENFEEBLE (1 CP): PSYCHIC. For BIOMANCY Discipline. Use this firefight ploy during this operative's activation. Subtract 2 from the APL stat of an enemy operative that is visible to and within 9 inches of this operative.

  • FORBODING (1 CP): PSYCHIC. For DIVINATION Discipline. Use this firefight ploy during this operative's activation. Select one Ready enemy operative within 9 inches of this operative to be activated as the last operative during the turning point.

  • FIERY FORM (1 CP): PSYCHIC. For PYROMANCY Discipline. Use this firefight ploy when this operative is activated. Until the end of the turning point, ranged weapons' attack dice that have 4 or less Dmg stats do not inflict damage on this operative.

  • SHOCKWAVE (1 CP): PSYCHIC. For TELEKINESIS Discipline. Use this firefight ploy during this operative's activation. Until the end of the turning point, each enemy operative within 9 inches of this operative take a Stun test.

  • PUPPET MASTER(1 CP): PSYCHIC. For TELEPATHY Discipline. Use this firefight ploy during this operative's activation. Select an enemy operative within 9 inches of this operative to activate. Note that you are controlling that operative during that activation as if it is a friendly operative and every other operative is an enemy operative to it (excluding your UNSCANCTIONED ALPHA PSYKER). After that activation ends, that operative is Expended and your opponent regains control of it (it is no longer a friendly operative).

*Beam: Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts 1D3 damage on each other operative along one (and only one) beam line (roll separately for each operative), but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain.

*Madness: Whenever this weapon is being used in a shooting attack against an enemy operative; if you retained a success, that enemy operative gains one of your Madness Token. Whenever an enemy operative that has one of your Madness Tokens; worsen the Hit stat of that enemy operative’s weapons by 1 and whenever it performs a Shoot or Fight action, your opponent can only select the nearest valid operative to it to be the target of those actions.

CHAOS, PSYKER, BOSS, UNSANCTIONED ALPHA PSYKER; 32

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: 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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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

Dominate
Seek And Destroy

Reveal: 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 Dominate tokens.

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 Destroy

Reveal: 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.