Aeldari Exodites

Operatives

Equipment

Melody of Sanctuary

Once per battle, when an attack dice inflicts Normal Dmg on a friendly AELDARI EXODITES Hoamelyng operative, you can ignore that inflicted damage.

Pinning Tusks

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly AELDARI EXODITES Dragon operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll two D6s, or three if that enemy operative has a Wound stat of 8 or less. If any result is a 4+, than enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it), and you cannot use this rule again during this turning point.

Spiked Limbs

Friendly AELDARI EXODITES Dragon operatives can perform the following unique action:

SPIKED CHARGE 0AP You can use this rule after this operative performs a Charge action. Inflict 1 damage on one enemy operative within this operative's control range.

Aethersense

Once per turning point, you may immediately expend a friendly AELDARI EXODITES Hoamelyng operative rather than activate one. If you do, you gain 1 CP.

Ploys

Arranged Killzone
Firefight Ploy

Use this firefight ploy during an enemy operative's activation and at the end of any action. Select one friendly AELDARI EXODITES operative. It can immediately perform a free Fight action. After you perform that action, subtract 1 from that operative's APL stat until the end of its next activation.

Melody of the Hidden Hunter
Firefight Ploy

Use this firefight ploy at the end of any operative's activation. Select one friendly AELDARI EXODITES operative that has Light or Heavy terrain within its control range or with part of its base underneath Vantage terrain. Change that operative's order to Conceal.

Instantaneous Reflexes
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly AELDARI EXODITES operative, when you collect your defence dice. Change the attacker's retained critical successes to normal successes (any weapon rules they have already resolved aren't affected, e.g. Piercing Crits).

Acrobatic Maneuver
Firefight Ploy

Use this firefight ploy during a friendly AELDARI EXODITES Hoamelyng's activation. Until the end of its activation, the requirements for it to perform the Mount action are to be within 3" of the Dragon operative of your choice, and if it performs the Dismount action the Hoamelyng operative that is placed as a result may be placed within 3" of the active operative rathen than within its control range.

On the Trail
Strategy Ploy

Friendly AELDARI EXODITES Dragon operatives' weapons have the Balanced weapon rule.

Pack Tactics
Strategy Ploy

Friendly AELDARY EXODITES Hoamelyng operatives' weapons have the Punishing weapon rule as long as they are within 8" of another friendly AELDARI EXODITE operative.

Ready to Strike
Strategy Ploy

Up to D3 friendly AELDARI EXODITES operatives can immediately perform a free Dash, Dismount or Mount action in an order of your choice. This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first turning point.

Ominous Warning
Strategy Ploy

Whenever an operative is shooting a friendly AELDARI EXODITE operative that has light or heavy terrain within its control range or with part of its base underneath Vantage terrain, you can re-roll one of your defence dice.

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.