Colonel Schaeffer's Last Chancers

Colonel Schaeffer's Last Chancers

Common Abilities and Options

RESILIENT:
Whenever an attack dice inflicts damage of 3 or more on a friendly LAST CHANCERS operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Operatives

1. Colonel Shaffer
Colonel Shaffer
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng8", Prc1)
4
3+
3/5
Supercharged (Rng8", Lethal 5+, Prc1, Hot)
4
4+
4/5
Tempestus Dagger (Relentless)
3
4+
3/5
Abilities
RESILIENTGRUELING DISCIPLINARIANREGIMENTAL ORDERS1AP: ENFORCE

GRUELING DISCIPLINARIAN: While a friendly LAST CHANCER operative is Visible to and within 3" of this operative, it is not treated as being injured.

REGIMENTAL ORDERS: Once in each Strategy phase, when it is your turn to use a Strategic Ploy, if this operative is in the killzone, it can issue a REGIMENTAL ORDER. If it does, all friendly LAST CHANCER operatives within 6" of and Visible to are issued a REGIMENTAL ORDER.

ENFORCE (1AP): Select one friendly LAST CHANCER operative that is not Ready, Visible to and within 3" of this operative, then select one of the following:

  • That operative can immediately perfom a free Dash action.
  • If that operative has an Engage order, it can perform an Overwatch action.
  • This operative cannot perform this action while within Engagement Range of an enemy operative.
32LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, LEADER, COLONEL SCHAEFFER
2. Rocket Girl
Rocket Girl
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Heavy Stubber
Focused (Hvy(DashOnly), Rending)
5
4+
4/5
Sweeping (Hvy(DashOnly), Rending, Tor1)
4
4+
4/5
Mono Knife
3
4+
2/3
Abilities
RESILIENTMASTER AT ARMS

MASTER AT ARMS: You can ignore any or all modifiers to the BS characteristic of this operative's Ranged weapons.

32LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, ROCKET GIRL MIKHAELS

Equipment

REBREATHERS

You can ignore any changes to the APL stats of friendly LAST CHANCER operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.

GRAV-CHUTE and GRAPNEL LAUNCHER

Whenever an operative is climbing using this equipment, treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.

INCENDIARY SHELLS

Operatives armed with shotgun only. Each time this weapon is selected to shoot with, you can choose to fire incendiary shells. If you do so, for that shooting attack:

  • This weapon gains the Blast 1" special rule.
  • Subtract 1 from this weapon's Normal Damage characteristic.
COMBAT STIMMS

You can ignore any changes to the Move stat of friendly LAST CHANCER operatives from being injured.

Ploys

NOT DONE YET
Firefight Ploy

When a LAST CHANCER operative is incapacitated in combat, you can strike with one of your remaining attack dice before it’s removed from the killzone.

WELL-DRILLED
Firefight Ploy

Use this Firefight ploy when a friendly LAST CHANCER operative is activated. Select one other ready friendly LAST CHANCER visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal

COMBINED ARM
Firefight Ploy

Use this Firefight Ploy after rolling your attack dice for a shooting attack made by a friendly LAST CHANCER operative. If the target of that attack is an enemy operative that was targeted by another friendly LAST CHANCER operative with a shooting attack during that Turning Point, you can re-roll any or all of your attack dice for that shooting attack.

BRUTAL BACKUP
Firefight Ploy

Use this Firefight Ploy after a friendly LAST CHANCER operative performs a Fight acton with combat support. One of the friendly LAST CHANCER operatives that provided combat support can immediately perform a free Fight action, but can only target that enemy operative from that previous Fight action, and only if it is a valid target.

DIRTY FIGHTERS
Strategy Ploy

Until the end of the Turning Point, each time a friendly LAST CHANCER operative fights in combat, in the Roll Attack Dice step of that combat, if another friendly operative is supporting them, you can retain one of your successful normal hits as a critical hit.

FRENZON DOSE
Strategy Ploy

Once administered, the subject becomes fanatical and fearless. Until the end of the turning point Add 1 to weapon and defence stats

OUTCASTS
Strategy Ploy

Until the end of the Turning Point, each time a friendly LAST CHANCER operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if it is more than 3" from friendly operatives, if you retain any critical hits, you can select one of your failed hits to be retained as a successful normal hit.

TOUGH SURVIVALIST
Strategy Ploy

Until the end of the Turning Point, the first time each friendly LAST CHANCER operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat/shooting attack, you can halve the damage inflicted on that friendly operative (rounding up) from one of your opponent's successful hits to a minimum of 2.

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.