FABRICATOR-CENSOR Boss Fight

Operatives

1. FABRICATOR-CENSOR
FABRICATOR-CENSOR
A 3
M 4"
S 3+
W 26/26
Weapons
ATK
HIT
DMG
Infernal Conversion Beamer (Acc1, Prc2, *Beam)
4
3+
3/5
Scrap Code (Rng 5", *Scrap Code)
1
3+
0/0
Eradication Pistol (Rng 5", Acc1, Dev4, Lethal 4+)
4
3+
4/2
Heretek Axe
Strike (Brutal, Shock, Lethal 5+)
4
3+
5/6
Sweep (*Sweep)
6
3+
4/5
Servo-Arc Claw (Severe, Shock)
3
2+
2/5
Abilities
*SweepMaster Of The Dark TechPhases*BeamPloys*Scrapcode

*Sweep: Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.

Master Of The Dark Tech: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • This operative can be activated multiple times during the turning point using 1 CP for each activation after the first. It stays Ready while it can still be activated. Once Expended, it may counteract once after each enemy operative's activation, during which it performed a Shoot or Fight action against this operative.

  • This operative can perform up to two Shoot and two Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waeapon for each.

  • This operative regains 1 lost wound after each action it performs and an additional 1 lost wound after an action during which it lost wounds.

  • Whenever an operative is shooting this operative while this operative is more than 5 inches away from that operative, this operative is obscured until the end of that sequence.

  • This operative ignores the Piercing, Poison, Toxic, Rad, Gas, Blaze, Stun and Shock weapon rules. Whenever an enemy operative is shooting this operative using a Plasma, Melta or Las weapons, for each succcess that would inflict damage on this operative, it inflicts 1D3 less damage (roll for each success seperately) and halve the damage inflicted on this operative from the Devastating weapon rule of that weapon (if any). Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Whenever an enemy operative is within 3 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.

  • Each time your opponent uses a firefight ploy or after you incapacitate an enemy operative, you gain 1 CP (up to 3 per turning point).

Phases: This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 26 to 13 wounds. During this phase, you can use 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 12 to 1 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured. Improve its Save stat by 1.

  • PHASE 3: This phase occurs when this operative would be incapacitated, discard any remaining attack dice, this operative has 1D3 wounds and each enemy operative within 5 inches of this operative cannot be activated until the next turning point. If this operative is incapacitated after that, remove it from the killzone.

*Beam: Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts 1D3 damage on each other operative along one (and only one) beam line (roll separately for each operative), but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain.

Ploys: STRATEGY PLOYS

You can use select from the following strategy ploys for this operative during the battle:

  • EYE OF THE AUSPEX (1 CP): Whenever this operative performs a shooting attack and you are selecting a valid target. If that valid target is within 5 inches of this operative, its ranged weapon has the Saturate and Seek weapon rules until the end of that sequence.

  • COGITATED FATE (1 CP): Whenever this operative performs a shooting attack against an enemy operative; before resolving the defence dice, roll a 1D6. On 5+, your opponent must discard one of its of normal succeses.

FIREFIGHT PLOYS

You can select from the following firefight ploys for this operative during the battle:

  • INFERNAL TELEPORTARIUM (1 CP): Use this firefight ploy when this operative is activated while not within control range of an enemy operative. You can remove this operative from the killzone and set it up more than 8 inches of enemy operatives and within 6 inches of your drop zone. After doing so, end this operative's activation. Note that it still can be activated again during the turning point afterwards.

  • GLITCHCURSE (1 CP): Use this firefight ploy when an enemy operative is shooting or fighting this operative, after your opponent selects its weapon and before it rolls its attack dice, you can roll a 1D6. On 3+, that enemy operative cannot use the selected weapon until the end of its next activation.

*Scrapcode: Whenever you select a valid target while using this weapon, that target does not have to be visible to this operative. In the Roll Defence step, your opponent cannot roll any of its defence dice. If you retained any success, subtract 1 from the APL stat of that target if it has the "ADEPTUS MECHANICUS", "TA'U EMPIRE" (excluding "KROOT"), "AUTOSAVANT" or "CYBER-MASTIFF" keyword or the MACHINE rule and that target cannot perform Unique and Mission actions until the end of the battle and gains one of your Scrapcode Tokens. If the target does not have any of those keywords or rule, that target gains one of your Scrapcode Tokens. Whenver an enemy operative that has one of your Scrapcode Tokens is performing a shooting attack, its weapon's Hit stat is 6+ (regardless of any other rule that can change that stat).

CHAOS, DARK MECHANICUM, HERETEK, DARK MAGOS, BOSS, FABRICATOR-CENSOR; 60

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.