Whispering Shadows

Whispering Shadows

Common Abilities and Options

Astartes:
During each friendly SHADOW operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a Bolt weapon or Viper's Bite must be selected for at least one of them. If it is the Nemesis Bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly SHADOW operative can counteract regardless of its order.

Hydra Dominatus:
In the Ready step of each strategy phase, you can remove a friendly SHADOW operative's model that is not within control range of an enemy operative from the killzone (place a 32mm base in its place for reference) and set up an incapacitated friendly operative's model in its place (as centered as poosible on that 32mm base) according to the following rules:

  • That friendly operative must have the same order as the incapacitated friendly operative.

  • That friendly operative can only use rules and actions from the incapacitated operative' datacard (except for OBFUSCATION PROTOCOLS).

  • That friendly operative cannot use its datacard's weapons and can only use the weapons from that incapacitated friendly operative's datacard (excluding Nemesis Bolter) along any Grenades (i.e. Universal Equipment) (if any).

  • The wounds of that friendly operative is the same as it is with no changes.

  • You cannot use this rule if there are no incapacitated friendly operatives that are removed from the killzone, or that incapacitated friendly operative is a SHADOW CHRYTHSAOR operative.

Sabotage (1AP):
Once per turning point; select one of your opponent's Universal or Faction equipment that is within control range of this operative, then remove that equipment (that selection only) from the killzone.

This operative cannot perform this action while within control range of an enemy operative.

Seek And Destroy:
In the Set up Operatives phase, you can set up this operative wholly within 6 inches of your drop zone and 8 inches away from enemy operatives.

Operatives

1. CAPTAIN
CAPTAIN
A 3
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Needle Pistol (Rng 3", PrcCrits2, Silent, *Toxic)
4
2+
1/4
Power Dagger (Lethal 5+)
4
3+
2/4
Abilities
Obfuscation ProtocolsInfiltration Tactics*ToxicAstartesHydra Dominatus

Obfuscation Protocols: STRATEGIC GAMBIT if this operative is in the killzone. Select a Protocol rule each once per battle for friendly SHADOW operatives to have for the turning point:

  • RECONNIASSANCE: You can ignore the first 2 inches whenever a friendly operative is climbing and each friendly operative can perform Mission actions for 1 less AP.

  • INSURGENCE: Whenever a friendly operative with an Engage order performs the Reposition action during its activation, it can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so).

  • DISENGAGE: Friendly operatives can each change their orders at the end of their activations.

Infiltration Tactics: You can do each of the following once per battle:

  • When rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your die.

  • This operative can immediately perform a free action before the firefight phase of a turning point starts.

*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

SHADOW, CHAOS, HERETIC ASTARTES, LEADER, CAPTAIN; 32
2. CHRYTHSAOR
CHRYTHSAOR
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Mind Burn (Psychic, Saturate, Seek, Stun)
5
4+
1/1
Lightning Arc (Psychic, Saturate, 1" Dev1)
4
4+
2/3
Viper's Bite (Rng 8", Saturate, PrcCrits1, Tor 1")
4
3+
3/4
Power Dagger (Lethal 5+)
4
3+
2/4
Abilities
1AP: Temporal ManipulationAstartes2AP: Mutable TacticsHydra Dominatus

Temporal Manipulation (1AP): PSYCHIC. Select a friendly SHADOW operative within 3 inches of this operative to use this rule for. If you do so, remove that friendly operative from the killzone and set it up wholly within your territory, more than 6 inches of enemy operatives, on a location it can be placed and visible to this operative or on vantage terrain of a terrain feature that’s visible to this operative. If that friendly operative was selected during the MUTABLE TACTICS action and it did not revert to its original model yet, you can set it up in your opponent's territory instead along the aforementioned rules.

This operative cannot perform this action while within control range of an enemy operative.

Mutable Tactics (2AP): PSYCHIC. Once per battle; select a friendly SHADOW operative within control range of this operative that has incapacitated an enemy operative during the battle to use this rule for. If you do so, remove that friendly operative's model from the killzone and set up the last enemy operative’s model that friendly operative has incapacitated as centered as possible of where that friendly operative's base was and in a location where it can be placed. Once placed, it cannot be a vaild target by enemy operatives (except for it being a secondary target during a shooting attack).

That friendly operative benefits from anything your opponent uses (e.g. ploys, equipment etc.) and remains an operative controlled by you. It cannot perform any action other than Reposition, Charge, Dash, Fall Back, that enemy operative's Unique actions and Mission actions. The wounds and stats of the that friendly operative remains the same as its original wounds and stats with no changes. If that friendly operative is a target of a shooting attack, or at the start of the firefight phase of the third or fourth turning point (whichever comes first); that friendly operative must revert to its original model and it can do so while within control range of an enemy operative.

Upon reverting to the original model, its base has to be set up as centered as possible on that enemy operative model's and in a location where it can be placed (use a base of the same size as the enemy operative model's base for reference).

This operative cannot perform this action while being visible to and within 8 inches of an enemy operative.

SHADOW, CHAOS, HERETIC ASTARTES, PSYKER, CHRYTHSAOR; 32
3. SHADEBLADE
SHADEBLADE
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Shadeblade (Ceaseless, Severe)
4
3+
4/5
Abilities
AstartesHydra Dominatus2AP: Headhunter

Headhunter (2AP): Perform a free Charge action with this operative, but don’t exceed its Move stat (i.e. do not add the 2 inches). Then immediately perform a free Fight action with this operative. The first time you strike during that action, you can immediately resolve another of your successes as a strike (before your opponent). If an enemy operative is incapacitated during this action, you gain 1 CP.

This operative cannot perform this action while it has an Engage order, while within control range of an enemy operative, or if it is not within 1 inch of Light or Heavy terrain.

SHADOW, CHAOS, HERETIC ASTARTES, SHADEBLADE; 32
4. MAYHEM
MAYHEM
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Banestrike Combi-Bolter
Standard Rounds
4
3+
3/4
Banestrike Rounds (Rng 8", Prc1)
4
3+
3/4
Power Dagger (Lethal 5+)
4
3+
2/4
Abilities
Melta-MineHydra DominatusProximity MineAstartes

Melta-Mine: This operative is carrying your Melta Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action. That marker cannot be placed within an enemy operative's control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).

Proximity Mine: The first time your Melta Mine marker is within another operative's control range, remove that marker and inflict 2D6+3 damage on that operative; if it is not incapacitated, end its action (if any), even if that action's effects are not fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).

SHADOW, CHAOS, HERETIC ASTARTES, MAYHEM; 32
5. SPLINTER
SPLINTER
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Banestrike Combi-Bolter
Standard Rounds
4
3+
3/4
Banestrike Rounds (Rng 8", Prc1)
4
3+
3/4
Power Dagger (Lethal 5+)
4
3+
2/4
Abilities
1AP: SabotageSeek And DestroyAstartesHydra Dominatus
SHADOW, CHAOS, HERETIC ASTARTES, SPLINTER; 32
6. SPLINTER
SPLINTER
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Banestrike Combi-Bolter
Standard Rounds
4
3+
3/4
Banestrike Rounds (Rng 8", Prc1)
4
3+
3/4
Power Dagger (Lethal 5+)
4
3+
2/4
Abilities
1AP: SabotageSeek And DestroyAstartesHydra Dominatus
SHADOW, CHAOS, HERETIC ASTARTES, SPLINTER; 32

Equipment

CAMELEOLINE CLOAKS

Whenever an enemy operative is shooting a friendly SHADOW operative:

  • If that friendly operative has an Engage order and is in cover; in the Roll Defence Dice step of that sequance, you can re-roll one of your defence dice.

  • Ignore the Saturate weapon rule.

FALSE REPORTS

Once per battle; at the end of the Ready step of a strategy phase, if your opponent selected a strategy ploy or more, you can replace one of them with a different strategy ploy from your opponent’s options. If it is not possible; select one of the strategy ploys your opponent selected, that ploy cannot be used for the turning point and any CP spent for that ploy is not refunded.

VENOM SPHERES

Once per turning point, a friendly SHADOW operative can use the following ranged weapon:

NameATKHITDMG
Venom Sphere42+2/3
Weapon Rules
Rng 6", Saturate, Blast 2", PrcCrits1, *Toxic

*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

HYDRA'S WAIL

Whenever an enemy operative is within 6 inches of a friendly SHADOW operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.

Ploys

SEED THE CORRUPTION
Firefight Ploy

Use this firefight ploy when your opponent attempts to use a firefight ploy, that firefight ploy costs 1 addiotional CP until the end of the turning point. This ploy costs you 1 additional CP for each previous time you've used it during the battle (e.g, 1 CP the first time you would use it, 2CP the second time, etc).

LIKE ITS SHADOW
Firefight Ploy

Use this firefight ploy when an enemy operative is shooting a friendly SHADOW operative that is within 1 inch of a heavy terrrain. That friendly operative is obscured except if it is within 2 inches of enemy operatives.

SPREAD THE PARANOIA
Firefight Ploy

Use this firefight ploy when an enemy operative is performing a Shoot action and selects a friendly SHADOW operative within 6 inches of it as a valid target (or a primary target). Instead, your opponent must select another but the nearest operative to it as the valid target. If there are no other valid targets, that enemy operative cannot perform that Shoot action. This ploy costs you 1 additional CP for each previous time you've used it during the battle (e.g, 1 CP the first time you would use it, 2CP the second time, etc).

ONTO THE NEXT PHASE
Firefight Ploy

Use this firefight ploy when a friendly SHADOW operative is within 3 inches of a Mission marker that you control. That friendly operative can immediately perform a free Dash action.

I AM ALPHARIUS
Strategy Ploy

Whenever a friendly SHADOW operative is selected as the valid target of a shoot action; you can select one other friendly operative visible to and within 3 inches of that first friendly operative to become the valid target (as appropriate) instead, even if it normally would not be valid for this. that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.

DISTURBING PRECISION
Strategy Ploy

Friendly SHADOW operatives' weapons wholly within your opponent's territory have the Accurate 1 weapon rule.

BREWING DEATH
Strategy Ploy

Friendly SHADOW operatives that did not move during thier activation in the turning point, until the start of their next activations, while each friendly operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.

PLAN A OR PLAN DEAD
Strategy Ploy

Whenever you control a number of Mission markers more than your opponent, friendly SHADOW operatives within 3 inches of a Mission marker have the Silent weapon rule for their ranged weapons.

Whenever you control a number of Mission markers equal to or less than your opponent, friendly SHADOW operatives within 3 inches of a Mission marker have the Severe weapon rule for their ranged weapons.

Tac Ops

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.

Flank
Recon

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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.