Test
Common Abilities and Options
Camouflage Field:
Each time an enemy operative makes a shooting attack , unless it is within radio_button_unchecked of this operative or it is a subsequent attack made as a result of the Blast special rule, this operative is always treated as being in Cover for that shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
Markerlight (1AP):
Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.
Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.
Operatives
1. Shas'Vre Ho'Sarn Manix
A 2
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster (Rng 6", AP2, MW 4) | 4 | 4+ | 6/3 |
| Fists | 4 | 5+ | 2/3 |
Abilities
Camouflage Field2. Shas'Ui Fi'Rios Narix
A 2
M 6"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst cannon (Ceaseless, Fusillade) | 6 | 4+ | 3/4 |
| Fists | 4 | 5+ | 2/3 |
Abilities
Camouflage Field3. Shas'Ui Ho'Sarn Fralix
A 2
M 6"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst cannon (Ceaseless, Fusillade) | 6 | 4+ | 3/4 |
| Fists | 4 | 5+ | 2/3 |
Abilities
Camouflage Field4. Fio'Ui Fal'Shia Krin'Jor
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rail Rifle (AP1, Lethal 5+, MW 2) | 4 | 4+ | 4/4 |
| Gun Butt | 3 | 5+ | 2/3 |
5. Kor'El Ka'Mais Xira'Len
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
1AP: Markerlight6. Aun'El Ksi'M'Yen Tor'Pras
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
1AP: Markerlight7. Por'La Tash'Var Jol'Xil
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
1AP: Markerlight8. MB3 Recon Drone
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
| Burst Cannon (Heavy, Ceaseless, Fusillade) | 4 | 4+ | 3/4 |
Abilities
1AP: AnalyzeArtificial IntelligenceSavior ProtocolsInactive Equipment
Target Lock. 3EP
STEALTH BATTLESUIT operative only. The operative gains the following ability for the battle: Target Lock: Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, the target is treated as having a Markerlight token
Stimulant Injector. 3EP
The operative gains the following ability for the battle: Stimulant Injector: Once per battle, when this operative is activated or would lose a wound, it can use this ability. If it does so, until the end of the Turning Point: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. It cannot be injured. You can ignore any or all modifiers to its APL.
Photon Grenade. 2EP
The operative can perform the following action during the battle: Photon Grenade (1 AP): Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows: If that enemy operative is not in this operative's Line of Sight. If that enemy operative is more than 6" from this operative. On a 2+, that enemy operative gains a Photon token. While an operative has any photon tokens, subtract 2" from its Movement characteristic and it cannot perform Dash actions. At the end of an operative's activation, remove all Photon tokens it has. This operative cannot perform this action while within Engagement Range of enemy operatives.
Markerlight. 2EP
The operative can perform the following action during the battle: Markerlight (l AP): Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.
Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.
Holographic Readout. 2EP
LEADER operative only. The operative gains the following ability for the battle: Holographic Readout: Once per battle, when a friendly HUNTER CADRE operative (excluding a DRONE operative) is activated within 3" of this operative, this operative can use this ability. If it does so, until the end of the friendly HUNTER CADRE operative's activation, it can perform one mission action for one less AP (to a minimum of 0 AP).
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Stand and Fire
Use this Tactical Ploy when a friendly HUNTER CADRE operative (excluding a DRONE operative) is selected as the target for combat. For that combat: Select a ranged weapon to fight with. Treat that weapon's Ballistic Skill characteristic as a Weapon Skill characteristic. Ignore any special rules that weapon has.
Firefight: Supporting Fire
Use this Tactical Ploy in the Firefight phase, when a Shoot action is declared for a friendly HUNTER CADRE operative. In the Select Valid Target step of that shooting attack, you must select an enemy operative that is within Engagement Range of one or more other friendly operatives and within 6" of the active operative, and that enemy operative cannot be in Cover as a result of friendly operatives' bases. Note, however, that in the Roll Defence Dice step of that shooting attack, the enemy operative can be in Cover as a result of friendly operatives' bases
Strategy Ploys
Strategy: Aimed Pulse Volley
Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse rifle as a result of a Shoot action, in the Roll Attack Dice step of that shooting attack, if it has not moved during that activation, you can re-roll one of your attack dice.
Strategy: Breach and Clear
Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse blaster as a result of a Shoot action: For that shooting attack, enemy operatives within crop_square of it are not in Cover. In the Roll Attack Dice step of that shooting attack, if the target is within 3" of it, you can re-roll one of your attack dice.
Strategy: Camouflage Field Engagement
Until the end of the Turning Point, friendly STEALTH BATTLESUIT operatives can perform the following action: Camouflage Field Engagement (1 AP): Change this operative's order.
Strategy: Recon Sweep
Friendly PATHFINDER operatives that are wholly within 6" of any killzone edge can immediately perform a free Dash action, but only if they can finish that move wholly within 6" of a killzone edge that is not your own killzone edge
Equipment
Target Lock. 3EP
STEALTH BATTLESUIT operative only. The operative gains the following ability for the battle: Target Lock: Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, the target is treated as having a Markerlight token
Stimulant Injector. 3EP
The operative gains the following ability for the battle: Stimulant Injector: Once per battle, when this operative is activated or would lose a wound, it can use this ability. If it does so, until the end of the Turning Point: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. It cannot be injured. You can ignore any or all modifiers to its APL.
Photon Grenade. 2EP
The operative can perform the following action during the battle: Photon Grenade (1 AP): Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows: If that enemy operative is not in this operative's Line of Sight. If that enemy operative is more than 6" from this operative. On a 2+, that enemy operative gains a Photon token. While an operative has any photon tokens, subtract 2" from its Movement characteristic and it cannot perform Dash actions. At the end of an operative's activation, remove all Photon tokens it has. This operative cannot perform this action while within Engagement Range of enemy operatives.
Markerlight. 2EP
The operative can perform the following action during the battle: Markerlight (l AP): Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.
Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.
Holographic Readout. 2EP
LEADER operative only. The operative gains the following ability for the battle: Holographic Readout: Once per battle, when a friendly HUNTER CADRE operative (excluding a DRONE operative) is activated within 3" of this operative, this operative can use this ability. If it does so, until the end of the friendly HUNTER CADRE operative's activation, it can perform one mission action for one less AP (to a minimum of 0 AP).
Ploys
Stand and Fire
Firefight PloyUse this Tactical Ploy when a friendly HUNTER CADRE operative (excluding a DRONE operative) is selected as the target for combat. For that combat: Select a ranged weapon to fight with. Treat that weapon's Ballistic Skill characteristic as a Weapon Skill characteristic. Ignore any special rules that weapon has.
Supporting Fire
Firefight PloyUse this Tactical Ploy in the Firefight phase, when a Shoot action is declared for a friendly HUNTER CADRE operative. In the Select Valid Target step of that shooting attack, you must select an enemy operative that is within Engagement Range of one or more other friendly operatives and within 6" of the active operative, and that enemy operative cannot be in Cover as a result of friendly operatives' bases. Note, however, that in the Roll Defence Dice step of that shooting attack, the enemy operative can be in Cover as a result of friendly operatives' bases
Aimed Pulse Volley
Strategy PloyUntil the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse rifle as a result of a Shoot action, in the Roll Attack Dice step of that shooting attack, if it has not moved during that activation, you can re-roll one of your attack dice.
Breach and Clear
Strategy PloyUntil the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse blaster as a result of a Shoot action: For that shooting attack, enemy operatives within crop_square of it are not in Cover. In the Roll Attack Dice step of that shooting attack, if the target is within 3" of it, you can re-roll one of your attack dice.
Camouflage Field Engagement
Strategy PloyUntil the end of the Turning Point, friendly STEALTH BATTLESUIT operatives can perform the following action: Camouflage Field Engagement (1 AP): Change this operative's order.
Recon Sweep
Strategy PloyFriendly PATHFINDER operatives that are wholly within 6" of any killzone edge can immediately perform a free Dash action, but only if they can finish that move wholly within 6" of a killzone edge that is not your own killzone edge
Tac Ops
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Track Enemy
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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
ReconReveal: 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
ReconReveal: 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
ReconReveal: 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.