4 GARDE DE L'EMPEREUR

Operatives

Equipment

Parchemins de serment

Une fois par tournant, lorsqu'un agent allié de la **GARDE DE L'EMPEREUR **tire, combat ou riposte, si vous obtenez deux échecs ou plus, vous pouvez en défausser un pour en conserver un autre comme succès normal à la place.

Misericordias

Une fois par tournant, lorsqu'un agent allié de la **GARDE DE L'EMPEREUR **combat au corps à corps, vous pouvez utiliser cette capacité. Dans ce cas, lancez un D6 : sur un résultat de 3+, l'agent ennemi qui l'a combattu subit 2 blessures mortelles.

Ploys

Alchimie génétique arcanique (1PC)
Firefight Ploy

Utilisez cette ruse de combat lorsqu'un agent tire sur un agent allié de la GARDE DE L'EMPEREUR, lors de l'étape de jet des dés de défense. Vous pouvez alors conserver l'un de vos succès normaux comme succès critique.

Vengez les morts (1PC)
Firefight Ploy

Utilisez cette ruse de combat lorsqu'un agent allié de la GARDE DE L'EMPEREUR est mis hors de combat par un agent ennemi. Jusqu'à la fin de la bataille, chaque fois qu'un autre agent allié de la GARDE DE L'EMPEREUR tire sur cet agent ennemi, le combat ou riposte, ses armes bénéficient de la règle Arme équilibrée. Vous ne pouvez plus utiliser cette ruse pendant la bataille tant que l'agent ennemi n'est pas mis hors de combat.

Le mot final (1PC)
Firefight Ploy

Utilisez cette ruse de combat à la fin de la phase de combat. Choisissez un agent allié de la GARDE DE L'EMPEREUR pour effectuer une action de Contre-attaque gratuite. Celle-ci s'ajoute à toutes les actions de Contre-attaque qu'il aurait pu effectuer précédemment à ce tournant.

Égide de l'Empereur (1PC)
Strategy Ploy

Jusqu'à la fin du tournant, chaque fois que des dégâts critiques seraient infligés à un agent allié de la **GARDE DE L'EMPEREUR ** par un dé d'attaque, vous pouvez choisir que ce dé d'attaque inflige des dégâts normaux à la place.

Sentinelles inébranlables (1PC)
Strategy Ploy

Jusqu'à la fin du tournant, vous pouvez ignorer toute modification des statistiques des agents alliés ** GARDE DE L'EMPEREUR **suite à des blessures.

Guerriers Hors Paires (1PC)
Strategy Ploy

Jusqu'a la fin du tournant, chaque fois qu'un agent **GARDE DE L'EMPEREUR ** ami est activé, il peut accomplir jusqu'a deux actions Tirer et Combattre a l'activation concernée.

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.

Plant Banner
Security

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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.