Operatives

1. TALOS
TALOS
A 2
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Twin-Heat Lance (Rng 8", Prc2, Dev4, *Salvo)
2
3+
4/2
Twin-Liquifier Gun (Rng 6", Prc1, Tor 1", *Salvo, *Melt)
4
3+
1/3
Macro-Scalpel (Ceaseless, *Flay)
4
3+
4/5
Abilities
Ploys*SalvoStitchflesh Abomination*FlayPhases*Bleed*Melt*Tangle

Ploys: STRATEGY PLOYS

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

  • DEVOTED TO PAIN (1 CP): Attack Dice with 4 or more Dmg stat inflict 1D3 less damage on this operative (instead of 1). Whenever this operative is injured, do not worsen its weapons' Hit stats. Instead, Improve it by 1.

FIREFIGHT PLOYS

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

  • MADE BY TORTURE (1 CP): Use this firefight ploy when this operative performs a Shoot or Fight action and its target is not incapacitated after that action ends. This operative's weapons have the Severe weapon rule until it incapacitates an enemy operative or until the end of the turing point (whichever comes first).

*Salvo: Select up to two valid targets. Shoot this weapon against both targets in an order of your choice.

Stitchflesh Abomination: This operative has the following rules for the battle:

  • This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).

  • Whenever this operative is activated or counteracting and if there is an enemy operative within 3 inches of it, it must perform the Charge action and end its move within the control range of that operative.

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

  • This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.

  • Whenever this operative is with an Engage order and performs the Charge or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

  • Whenever this operative fighting or retaliating against a wounded enemy operative, its weapons have the Accurate 1 weapon rule, or the Accurate 2 weapon rule if that operative was injured.

  • Whenever this operative inflicts damage with a normal success, it regains 1 lost wound, or 1D3 lost wounds if it's a critical success.

  • Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Stun, Shock and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more. Attack dice that have 3 or less Dmg stat don't inflict damage on this operative. Attack Dice with 4 or more Dmg stat inflict 1 less damage on this operative.

  • This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

  • Enemy operatives within 3 inches of this operative cannot perform the Pick-Up Marker, Mission or Unique actions.

*Flay: In the Roll Attack Dice step; if you retained a critical success, the operative this weapon is being used against is injured until the end of the turning point (regardless of its remaining wounds).

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

  • PHASE 1: This phase occurs when this operative has 35 to 18 wounds. During this phase, you can select 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 17 to 0 wounds. During this phase, you can use a firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured. Worsen its Save stat by 1. Whenever an operative within control range of this operative is activated, inflict 1D3+1 damage on that operative.

*Bleed: In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.

*Melt: In the Roll Attack Dice step, if you retained a critical success, roll a 1D6. If the result does not beat the target’s Save stat, worsen that target’s Save stat by 1 for the battle.

*Tangle: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

AELDARI, DRUKHARI, BOSS, TALOS; 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.