Murder Court Circle

Operatives

Equipment

Disruption Fields

Friendly MURDER COURT CIRCLE operatives’ melee weapons have the Shock weapon rule.

Sempiternal Weave

STRATEGIC GAMBIT. Select one friendly MURDER COURT CIRCLE operative. Until the Ready step of the next Strategy phase, improve that operative’s Save stat by 1 (to a maximum of 2+).

Resurrection Orb

Once per turning point, when a friendly MURDER COURT CIRCLE operative (excluding OVERLORD operative) would be incapacitated, if a friendly OVERLORD operative is visible to and within 4" of that friendly operative, you can use this rule, providing neither both operatives are within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, regains D3+1 lost wounds, and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action. If this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapcitated, or if it’s a Shoot action and the friendly OVERLORD operative would be a primary or secondary target.

Mindshackle Scarabs

Friendly MURDER COURT CIRCLE operatives (excluding FLAYED ONE operatives) can use the following unique action:

Mindshackle Scarab (2AP):

  • Select one enemy operative visible to and within 3" of this operative. Both players roll one D6 and add their respective operative’s APL stat to the total. If your total is higher than your opponent’s you can resolve this action’s second effect.
  • Until the end of the activation, that enemy operative is a friendly operative (an enemy operative for your opponent), you can change its order, and it can immediately perform one free action. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move the operative to). You can resolve this action’s second effect once per battle.
  • This operative cannot perform this action while within control range of an enemy operative, unless the only enemy operative it’s within control range of is selected for this action.

Ploys

Recalibrated Shooting
Firefight Ploy

Use this firefight ploy after rolling your attack dice for a friendly MURDER COURT CIRCLE operative that performs the Shoot action. If you rolled two or more failures, you can re-roll any of your attack dice.

Transdimensional Hunters
Firefight Ploy

Use this firefight ploy during a friendly MURDER COURT CIRCLE operative’s activation, when it performs an action in which it moves. Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed.

Might of the Court
Firefight Ploy

Use this firefight ploy when an enemy operative is performing the Fight action and selects a friendly MURDER COURT CIRCLE operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).

Adaptive Necrodermis
Firefight Ploy

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly MURDER COURT CIRCLE operative. That attack dice inflicts 1 damage instead.

We Will Come We Will Feast
Strategy Ploy

You can ignore any changes to the stats of friendly MURDER COURT CIRCLE operatives from being injured (including their weapons’ stats).

The Court Demands Flesh
Strategy Ploy

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly MURDER COURT CIRCLE operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).

Empowered Flaying
Strategy Ploy

Whenever a friendly MURDER COURT CIRCLE operative performs the Fight action against the nearest enemy operative, replace the Balanced weapon rule with the Ceaseless weapon rule on its melee weapons.

Augmented Nanoscopes
Strategy Ploy

Whenever a friendly MURDER COURT CIRCLE operative performs the Shoot action against the nearest enemy operative, replace the Accurate 1 weapon rule with the Accurate 2 weapon rule on its ranged weapons.

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.

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.