Blood Scouts (Kitch135's)

Operatives

1. FLESH HOUND
FLESH HOUND
A 2
M 8"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
JAGGED FANGS (RENDING)
5
3+
4/5
Abilities
0AP: INSTINCTIVE PREDATOR0AP: POUNCE

INSTINCTIVE PREDATOR (0AP): This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Guard and Reposition. It cannot use any weapons that aren’t on its datacard. This operative can perform the Charge action while it has a Conceal order.

POUNCE (0AP): Once per battle STRATEGIC GAMBIT. If this operative’s APL stat is 2 or more, this operative can perform a free Charge, Fall Back or Reposition action. If it does, until the end of its next activation, subtract 1 from its APL stat and it cannot perform any of the aforementioned actions.

BLOOD SCOUT , CHAOS, CHAOS ASTARTES, WORLD EATERS, BLOOD, FLESH HOUND

Equipment

BLOOD FOR THE BLOOD GOD

Whenever a friendly BLOOD SCOUT operative is wholly within your BLOOD FLOW, its combat blade (if any) has the Lethal 5+ weapon rule.

ADRENALINE RUSH

Whenever a friendly BLOOD SCOUT operative (excluding FLESH HOUND) that’s wholly within your BLOOD FLOW is fighting or retaliating, in the Resolve Attack Dice step, you can subtract 1 from the damage inflicted on it from one normal success.

BONE ARMOUR

Once per turning point, when an operative is shooting a friendly BLOOD SCOUT operative (excluding FLESH HOUND) that’s wholly within your BLOOD FLOW, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

MURDEROUS INTENT

Once per turning point, when a friendly BLOOD SCOUT operative (excluding FLESH HOUND) is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Ploys

KILLER FOCUS
Firefight Ploy

Use this firefight ploy when a friendly BLOOD SCOUT operative performs the Shoot action and you’re selecting a valid target. Until the end of that action, that friendly operative’s ranged weapons have the Range 6" and Seek Light weapon rules and enemy operatives cannot be obscured.

ARE YOU NOT ENTERTAINED?!
Firefight Ploy

Use this firefight ploy at the end of an enemy operative’s activation, or after an enemy operative performs the Fight action. One friendly BLOOD SCOUT operative can immediately perform a free Fight action, but you cannot select any other enemy operative to fight against during that action.

SKULL COLLECTOR
Firefight Ploy

Use this firefight ploy after rolling your attack dice for a friendly BLOOD SCOUT operative (excluding FLESH HOUND), if it’s fighting more than 5" from other friendly operatives. You can re-roll any of your attack dice.

SHIELD OF KHORNE
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly BLOOD SCOUT operative (excluding FLESH HOUND), in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

GORY CLOAK
Strategy Ploy

Whenever an operative is shooting a friendly BLOOD SCOUT operative that’s within your BLOOD FLOW, you can re-roll one of your defence dice.

WRATH OF THE WAR GOD
Strategy Ploy

Whenever a friendly BLOOD SCOUT operative is fighting or retaliating, if it’s within your BLOOD FLOW or was within your BLOOD FLOW at the start of the activation, its melee weapons have the Balanced weapon rule.

RED MIST
Strategy Ploy

Whenever a friendly BLOOD SCOUT operative is fighting against an enemy operative that’s within your BLOOD FLOW, subtract 1 from the Atk stat of that enemy operative’s melee weapons (to a minimum of 3).

COLLATERAL DAMAGE
Strategy Ploy

Whenever a friendly BLOOD SCOUT operative finishes retaliating, if it wasn’t incapacitated, you can inflict D3+1 damage on the enemy operative in that sequence.

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 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 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 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 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.

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.