Reed Vypers

Common Abilities and Options

Target (1AP):
If the selected ENEMY operative is within line of sight of both the activating REED VYPER operative AND The Heavy Weapon Platform. The Heavy Weapon Platform will shoot the selected operative if it is able.

Cannot be used if:

  • the Heavy Weapon Platform controller equipment is selected
  • the Heavy Weapon Platform has already activated
  • the Heavy Weapon Platform is within 2" of an enemy operative
  • the Heavy Weapon Platform has taken 3 or more wounds from a enemy operative's attack

Move With The Wind And The Grass:
When light or heavy terrain is within control range. Whenever an operative is shooting a friendly Reed Vyper operative, if you can retain any cover saves, you can retain one additional cover save.

Eq: Haywire Grenades:
ADDWEP:[Haywire Grenades]|[R]|[4]|[3+]|[2/3]|[Blast 1", Limited, Haywire]

*Haywire: Each time a friendly operative makes a shooting attack with this weapon, if the target has a Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.

Heavy Weapon Platform Controller:
Grants the "Group Activation" ability to the selected operative and the Heavy Weapon Platform operative

Group Activation Whenever this operative is expended, you must then activate the Heavy Weapon Platfrom operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Operatives

1. Saimarc
Saimarc
A 3
M 7"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Toxin Infused Shuriken Rifle (Rending, Saturate, Dev1)
4
3+
3/4
Fighting Knife
4
3+
2/4
Eq: [Vyper's Fang] ([Lethal 5+])
[4]
[3+]
[3/5]
Abilities
1AP: TargetMove With The Wind And The GrassEmbody The Vyper
Options
Eq: Haywire GrenadesSerpent's Sight

Embody The Vyper: If the Saimarc has not moved since their last activation, they may shoot from concealment.

Serpent's Sight: Enemy operatives within 8" and line of sight are valid targets reguardless of their current order.

Not valid if:

  • enemy operative is inside of a stronghold
  • within 2" of an enemy operative
REED VYPER, AELDARI, CRAFTWORLD, SAIMARC, LEADER
2. Soulcatcher
Soulcatcher
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Custom Shuriken Rifle (Rending, Saturate)
4
3+
3/4
Fighting Knife
4
3+
2/4
Eq: [Vyper's Fang] ([Lethal 5+])
[4]
[3+]
[3/5]
Abilities
Move With The Wind And The Grass1AP: TargetSoulcatch
Options
Eq: Haywire GrenadesHeavy Weapon Platform Controller

Soulcatch: Whenever a friendly REED VYPER operative is taken out of action within 6" of this operative, add +1 cp

REED VYPER, AELDARI, CRAFTWORLD, SOULCATCHER, PSYKER
3. Striking Serpent
Striking Serpent
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Custom Shuriken Rifle (Rending, Saturate)
4
3+
3/4
Kurnite Blade (Ceaseless, Lethal 5+)
4
4+
4/6
Eq: [Vyper's Fang] ([Lethal 5+])
[4]
[3+]
[3/5]
Abilities
BlademasterMove With The Wind And The Grass1AP: Target
Options
Eq: Haywire Grenades

Blademaster: This operative can perform the Dash action during an activation in which it has performed the Charge action, but can only use any remaining move distance it had from that Charge action (to a maximum of 3"). This operative also resolves their first die when fighting or retaliating before the opponent, taking precedence over all other rules.

REED VYPER, AELDARI, CRAFTWORLD, STRIKING SERPENT
4. Watcher
Watcher
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Ranger Long Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy, Silent)
4
2+
3/3
Fighting Knife
4
3+
2/4
Eq: [Vyper's Fang] ([Lethal 5+])
[4]
[3+]
[3/5]
Abilities
1AP: TargetRiflesMove With The Wind And The Grass
Options
Eq: Haywire Grenades

Rifles: Whenever a friendly REED VYPER operative is shooting with a shuriken rifle or ranger long rifle during an activation in which it has not performed the Charge, Fall Back or Reposition action, that operative has the Accurate 1 weapon rule. Note that operative is not restricted from performing those actions after shooting.

REED VYPER, AELDARI, CRAFTWORLD, WATCHER
5. Gunner
Gunner
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Fighting Knife
4
3+
2/4
Custom Shuriken Pistol (Rending, Saturate)
4
3+
3/4
Custom Blaster (Prc2, Saturate)
4
4+
3/5
Eq: [Vyper's Fang] ([Lethal 5+])
[4]
[3+]
[3/5]
Abilities
1AP: TargetMove With The Wind And The Grass
Options
Eq: Haywire Grenades
REED VYPER, AELDARI, CRAFTWORLD, GUNNER
6. Gunner
Gunner
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Fighting Knife
4
3+
2/4
Custom Shuriken Pistol (Rending, Saturate)
4
3+
3/4
Custom Flamer (Rng 10", Sat, Tor 2")
4
2+
4/4
Eq: [Vyper's Fang] ([Lethal 5+])
[4]
[3+]
[3/5]
Abilities
1AP: TargetMove With The Wind And The Grass
Options
Eq: Haywire Grenades
REED VYPER, AELDARI, CRAFTWORLD, GUNNER
7. Reed Vyper
Reed Vyper
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Custom Shuriken Rifle (Rending, Saturate)
4
3+
3/4
Fighting Knife
4
3+
2/4
Custom Shuriken Pistol (Rending, Saturate)
4
3+
3/4
Eq: [Vyper's Fang] ([Lethal 5+])
[4]
[3+]
[3/5]
Abilities
Advanced CQC2AP: TargetMove With The Wind And The Grass
Options
Eq: Haywire Grenades

Advanced CQC: This operative can opt to use their "Shuriken Pistol" when resolving melee

REED VYPER, AELDARI, CRAFTWORLD
8. Heavy Weapon Platform
Heavy Weapon Platform
A 2
M 7"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Star Cannon (Prc2, Dev2, Lethal 5+)
3
3+
5/4
Eq: [Vyper's Fang] ([Lethal 5+])
[4]
[3+]
[3/5]
Abilities
Heavy Weapon PlatformMistfield
Options
Eq: Haywire GrenadesHeavy Weapon Platform Controller

Heavy Weapon Platform: This operative cannot shoot on its own, requiring another friendly operative to use the "Target" ability or for another operative to use the "Heavy Weapon Platform Controller" equipment.

Once "Target" has been used, this operative cannot select another target to shoot, if it cannot shoot the selected target, it can use the "dash" action for free in an attempt to protect itself from reprisal.

Mistfield: Whenever an enemy operative is fighting or shooting this operative, they cannot retain any criticals unless they are altered by the devastating rule.

REED VYPER, AELDARI, CRAFT WORLD, HEAVY WEAPON PLATFORM

Equipment

Heavy Weapon Platform Controller

CAN ONLY BE GIVEN TO 1 REED VYPER OPERATIVE CANNOT BE GIVEN TO GUNNER OPERATIVES

When given to a REED VYPER OPERATIVE:

The Heavy Weapon Platform and whichever REED VYPER operative is given the equipment are given the "Group Activation" ability and allows the Heavy Weapon Platform to shoot without the use of the "Target" ability

Haywire Grenades

ADDWEP:[Haywire Grenades]|[R]|[4]|[3+]|[2/3]|[Blast 1", Limited, Haywire]

*Haywire: Each time a friendly operative makes a shooting attack with this weapon, if the target has a Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.

Vyper's Fangs

Replaces REED VYPER operatives "Fighting Knife" with a stronger "Powered Fighting Knife"

Ploys

Toxin Infused Shurikens
Firefight Ploy

Whenever a friendly REED VYPER operative is shooting a shuriken rifle, add devastating 1 to that attack.

Stillness In The Reeds
Firefight Ploy

Use this firefight ploy during a friendly REED VYPER operative's activation. Until the start of its next activation, while that 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"

Vanish Into The Brush
Strategy Ploy

Friendly Reed Vypers operatives can perform the following unique action:

Vanish Into The Brush (1 AP): Change this operative’s order.

An operative cannot perform this action while within control range of an enemy operative.

Primed To Strike
Strategy Ploy

Friendly Reed Vypers operatives can perform the following unique action:

Primed To Strike (2 AP): Perform the Guard Action.

An operative cannot perform this action while within control range of an enemy operative.

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.

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.