Steel Legion Armoured Platoon

Operatives

Equipment

Gas masks

Standard equipment among the Steel Legion, the masks protect the wearer against many battlefield hazards.

All friendly operatives are immune to poisons of any kind. In addition, friendly operatives ignore the Shock rule on enemy weapon profiles.

Trench maces

During the attritional warfare on Armageddon, blunt weapons are often preferred to the bayonet.

All friendly operatives receive the following melee weapon: 3 attacks, 4+ to hit, 3/3 damage, Stun.

Tip of the spear

"Don't worry about our flanks, let the enemy worry about theirs" - Lieutenant Harnak of the 112th Steel Legion."

Whenever you activate an operative first during a turning point, roll a D6. On a 4+ receive an additional CP. Only two CPs can be gained this way during a Killteam game.

Lightweight weapons

Fully aware that many Legionnaries spend much of their time in the back of Chimeras, the Steel Legion's weaponry is often shorter and lighter than those of other imperial regiments.

Once per turning point, the Heavy (dash) rule on a weapon profile can be ignored during an operative's activation.

Ploys

Medevac the wounded
Firefight Ploy

If a friendly operative is injured (i.e., has fewer than half their starting wounds), then the controlling player can choose to remove this operative from the Killzone. For the sake of the KillOp, the enemy player does not get to count this operative as a casualty, although it is still included in the total number of starting operatives for calculating KillOp points.

This ploy cannot be played on friendly operatives in control range of an enemy operative or if the operative in question is fully in the opponent's half of the killzone. This ploy can only be played at most twice per Killteam game.

Combined arms
Firefight Ploy

After you have rolled your attack dice for a shooting attack, if another operative has already shot at the enemy operative earlier in the turning point, you can choose to reroll as many dice as you would like. No dice that have already been rerolled can be rolled again.

Life is cheap
Firefight Ploy

If an operative is incapacitated, it can carry out a 1AP mission action before it is removed from the killzone.

Violence of action
Firefight Ploy

The activated friendly operative becomes 3AP for the duration of its activation for the purposes of carrying out actions. However, it receives -1 AP after its activation ends for the next turning point. For the purposes of contesting objectives during and after the activation, as well as during the next turning point, the friendly operative counts as 1AP unless it is raised back to 2AP by the commsman's Modern comms rule.

Defenders of Armageddon
Strategy Ploy

Against enemy operatives with the Ork or Chaos keyword, if friendly operatives are fighting or retaliating and are incapacitated in melee, they can utilise one of their remaining attack dice to strike on death before they are removed from the Killzone.

Armoured support
Strategy Ploy

Make a shoot action with a heavy bolter profile (range unlimited, 4+ to hit, 5 attacks, 4/5, Piercing (crits)) from the edge of the friendly player's killzone. For the purpose of line of sight, cover and obscuring the shooting attack is deemed to come from a point 1" above the killzone floor.

Fire and movement
Strategy Ploy

If a friendly operative has moved during the turning point (including via the NCO's mission tactics ability), then it can reroll one defence dice against shooting attacks.

Recruited hivescum
Strategy Ploy

Friendly operatives' melee weapons receive the Balanced rule when fighting or retaliating. If at least one of the enemy operatives in control range of the friendly operative has a higher starting APL stat than 2 (ignoring modifiers and special rules), then the melee weapons receive the Ceaseless rule instead.

Tac Ops

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.

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.