Angels of Fortune


Total Wounds: 84

Angels of Fortune

Common Abilities and Options

Double Shoot:
This operative can perform two Shoot actions during its activation.

Behaviour:
When activated, if this NPO can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  • Fall Back to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO
  • Shoot
  • Reposition to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO (a subsequent Dash action can fulfil these, if able)
  • Dash to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO

Double Fight:
This operative can perform two Fight actions during its activation.

Operatives

1. Father Fortune
Marksman Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Knife
4
3+
3/4
Abilities
Double ShootBehaviour
Notes
    • WND - 20
    • Double Shoot + Double Fight.
    • When selecting Double Shoot, you may not use Orbital twice.
    • RANGED: Mercury's Rise - ATK 5 - HIT 3+ - DMG 4/6 (Relentless / Lethal 5+ / Saturate)
    • ORBITAL: Mercury's Light - ATK 2 - HIT 5+ - DMG 5/10 (Blast 3" / Saturate / Ceaseless)
    • MELEE WEAPON: The Crimson Gauntlet - ATK 4 - HIT 4+ - DMG 5/7 (Brutal / Ceaseless)
    • GRACE OF THE FATHER: Every turning point that Father Fortune is activated, select one visible enemy and minus 1 from their APL, and add +1 to their SAV. That unit also loses the ability to double shoot, or double fight that turning point.
    • 3AP - MERCY OF THE FATHER: Once every turning point, you may select a friendly unit visible within 6" and heal them for 2x D6.
    • 1AP - BLESSING OF THE FATHER: For this turning point, Father Fortune is always in light cover, and friendly units within 3" of Father Fortune are also in light cover.
    • VENGEANCE OF THE FATHER: When Father Fortune perishes, you may grant every friendly unit +1 APL, -1 to SAV and 2" to MOV for the rest of the turning point.
    • SHIELD OF CONFESSION: For every DMG you receive, roll 1 D6, on 6+, deduct 2 DMG from the total DMG you're receiving.
    • GODCOVER: Ignores all piercing.
2. Mother Enigma
Marksman Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Knife
4
3+
3/4
Abilities
Double ShootBehaviour
Notes
    • WND - 16
    • When selecting Double Shoot, you may not use Orbital twice.
    • RANGED: Time Lapse - ATK 4 - HIT 3+ - DMG 4/6 (Saturate / Ceaseless / Lethal 5+)
    • ORBITAL: Enigmatic - ATK 6 - HIT 3+ - DMG 1/1 (Dev 4 / Ceaseless / Heavy Dash Only / Blast 3")
    • LOSS OF TIME: After an enemy receives a critical hit from Time Lapse, deduct 2" of MOV until the end of the turning point.
    • SHIELD OF CONFESSION: For every DMG you receive, roll 1 D6, on 6+, deduct 2 DMG from the total DMG you're receiving.
3. Sister Stardust
Marksman Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Knife
4
3+
3/4
Abilities
Double ShootBehaviour
Notes
    • WND - 16
    • RANGED WEAPON: Heartstopper - ATK 6 - HIT 4+ - DMG 2/2 (Dev 6 / Balanced / Heavy Rep. Only / Silent)
    • RANGED WEAPON: Fateful Bane - ATK 4 - HIT 3+ - DMG 4/6 (Saturate / Ceaseless / Lethal 5+)
    • LOSS OF FATE: After an enemy receives a critical hit from Fateful Bane, deduct 1 APL until the end of the turning point.
    • SHIELD OF CONFESSION: For every DMG you receive, roll 1 D6, on 6+, deduct 2 DMG from the total DMG you're receiving.
4. Brother Pendulum
Brawler Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
Double FightBehaviour
Notes
    • WND - 18
    • Triple Fight.
    • MELEE: Fallen Angel - ATK 5 - HIT 3+ - DMG 5/6 (Ceaseless / Brutal / Lethal 5+)
    • Culling of Weakness: When you charge into combat you may resolve two melee hits in a row, and the first melee hit will always be retained as a critical strike, even if you select a normal hit.
    • The End is Near: After retaining two hits from Culling of Weakness, you may instantly disengage with the enemy (alive or dead) and perform a free reposition action of 4" MOV or less. You may end this reposition in engagement range. If you killed someone during the initial Culling of Weakness, you may perform a free fight action (to a total of four per activation).
    • SHIELD OF CONFESSION: For every DMG you receive, roll 1 D6, on 6+, deduct 2 DMG from the total DMG you're receiving.
    • GRAPPLING HOOK: May climb any vertical distance for 2" and may start the climb from 6" horizontally away.
    • 2AP - STEALTH SUITS: You may not target this operative if you are more than 4", no matter what the circumstances.
    • PACIFYING PENDLUM: Once per turning point, you may roll 2 D6, if the combined result is greater than 6, add +2 DMG to both normal and critical melee dmg. If the combined result is lower than 6, roll 3 D3 dice and take that amount of damage (Shield of Confession still applies to this damage).
5. Sister Symphony
Brawler Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
Double FightBehaviour
Notes
    • WND - 18
    • Triple Fight.
    • MELEE: Fallen Choir - ATK 6 - HIT 2+ - DMG 4/5 (Lethal 5+ / Tor 2")
    • Culling of Weakness: When you charge into combat you may resolve two melee hits in a row, and the first melee hit will always be retained as a critical strike, even if you select a normal hit.
    • The End is Near: After retaining two hits from Culling of Weakness, you may instantly disengage with the enemy (alive or dead) and perform a free reposition action of 4" MOV or less. You may end this reposition in engagement range. If you killed someone during the initial Culling of Weakness, you may perform a free fight action (to a total of four per activation).
    • SHIELD OF CONFESSION: For every DMG you receive, roll 1 D6, on 6+, deduct 2 DMG from the total DMG you're receiving.
    • GRAPPLING HOOK: May climb any vertical distance for 2" and may start the climb from 6" horizontally away.
    • 2AP - STEALTH SUITS: You may not target this operative if you are more than 4" away, no matter what the circumstances.
6. Brother Constant
Brawler Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
Double FightBehaviour
Notes
    • WND - 18
    • Triple Fight.
    • MELEE: Fallen Demon - ATK 4 - HIT 4+ - DMG 3/4 (Dev 4 / Shock / Rending)
    • Culling of Weakness: When you charge into combat you may resolve two melee hits in a row, and the first melee hit will always be retained as a critical strike, even if you select a normal hit.
    • The End is Near: After retaining two hits from Culling of Weakness, you may instantly disengage with the enemy (alive or dead) and perform a free reposition action of 4" MOV or less. You may end this reposition in engagement range. If you killed someone during the initial Culling of Weakness, you may perform a free fight action (to a total of four per activation).
    • SHIELD OF CONFESSION: FFor every DMG you receive, roll 1 D6, on 6+, deduct 2 DMG from the total DMG you're receiving.
    • GRAPPLING HOOK: May climb any vertical distance for 2" and may start the climb from 6" horizontally away.
    • 2AP - STEALTH SUITS: You may not target this operative if you are more than 4" away, no matter what the circumstances.

Equipment

Ploys

Tac Ops