Choir of deafened souls
Common Abilities and Options
*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).
Operatives
1. Apothacary
A 3
M 5"
S 3+
W 0
2. Kakophonist
A 3
M 5"
S 3+
W 0
3. Bearer of gifts
A 3
M 5"
S 3+
W 0
4. Sorcerer
A 3
M 5"
S 3+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Enticing Promises (Psychic, Saturate, Dev 2, Seek, *Lure) | 4 | 4+ | 2/1 |
| Staff of Promises (Psychic, Lethal 5+, *Tangle) | 5 | 4+ | 3/4 |
Abilities
2AP: Serpent’s Tongue*Lure*Tangle5. Disharmonist
A 3
M 5"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bass Master | |||
| Single Frequency (Dev 2, Saturate, Piercing 1, *Disorienting) | 5 | 4+ | 4/4 |
| Varied Frequency (Seek Light, Saturate, Torrent 3”, *Disorienting) | 4 | 4+ | 2/3 |
Abilities
Terrifying CrecentoShifting Stage6. Doomrider
A 3
M 8"
S 3+
W 0
Equipment
Iridescent Shroud
when an operative is shooting a friendly operative, who is not wounded, at the start of the Roll Attack Dice step, worsen the hit characteristic by 1, until the end of the sequence.
Sonic Grenades
You can only use this weapon once per Turning Point
| Sonic Grenade | ATK HIT DMG |
|---|---|
| Disorientig Blast | 4 4+ 2/2 |
| Rng 6", Blast 2",Disorienting | |
| Focused Blast | 4 3+ 3/2 |
| Rng 6",Piercing 1, Dev 2 |
SoulMark
when your oponent accepts a deal, instead of gaining an exalted token, you can target an enemy operative with this equipment, any frendly operative shooting that operative havs the *Soulstrike & Seek Light(if the weapon already had Seek Light, it gains Seek instead) weapon rules until the end of the sequence.
*Soulstrike: Successful defence dice are determined differently. Each result that is equal to or less than the target's APL stat is a success and is retained. Each result that is higher than the target's APL stat is a fail and is discarded. Each result of a 1 is always a critical success. Each other success is a normal success. Each result of 6 is always a fail.
Soporifc Musk
when an enemy operative, enters the engagement range of a freandly operative your oponent has to roll 3d6, if the number rolled is lower then the Wounds stat of at least one freandly operative in engagement range, until the end of that operatives next activasion it cannot performe the Fall Back action and when performing the fight action you get to resolve one of your successes first.
Ploys
Kakophonic screetch
Firefight PloyYou can use this poly whenever an enemy operative enters the engagement range of a frendly operative, all enemy operatives in that operatives engagement range take 1d3 damge and become off-balanced.
Unbearable Mockery
Firefight PloyUse this ploy when your oponent activates an operative, your oponent rolls a D6, if the result is higher then that operatives APL stat, chose a freandly operative that can be targeted the enemy operative, until the end of the turning point or the operative is incapacitated, when the enemy operative performes an action that targets an enemy operative it must target the operatve you selected.
Rejuvenating Reverberations
Firefight Ploywhen shooting an enemy operative with a weapon that has torrent, you can target an enemy operative in engagement range of a freandly operative, for every miss against a target heal all freandly operatives in that enemy's engagement range for a number of wounds equel to the damage that hit would have delt (hit rolls of 1 are treated as crits for the heal).
Reborn from Pride
Firefight PloyWhen a freandly operative with at least 1 Exalted token is incapacitated by an enemy operative you can use this ploy, if you do, that operative isn't counted towards your oponent's Kill Grade and the enemy operative gets an Elated token. When an enemy operative with an Elated token is incapacitated, return the freandly operative with 7 wounds within that operatives engagement range and loses 1 Exalted token. At the end of the turning point the Elated token, the operative is counted towards your oponent's Kill Grade when the Elated token is removed.
Heightened Jealousy
Strategy PloyDuring this turning point, when a freandly operative incapacitates or injures an enemy operativ, you can target an operative that hasn't incapacitated or injured an enemy this turning point, it gains balanced on all its weapons, until the end of the turning point or until it injures or incapacitates an enemy operative.
Thrill Seekers
Strategy PloyAfter a freandly operative shoots, fights or retaliats, if the enemy operative is injured or incapacitated it can imidiatly perform a free Charge action ( up to a max of 3").
Perfect Imperfections
Strategy PloyAfter rolling your attack dice, you get an extra hit which dealsdamage equel to the number of fails. After rolling your defence dice, for every fail you can lower incoming damage of one hit by 1 for that sequence(down to a minimum of 2).
Exalted Entropy
Strategy PloyAdd the Hot Rule to all weapons until the end of the Turning Point. When your oponent rolls for the Hot Rule worsen the HIT stat of that weapon by 1 for every Exalted Token the target has, until the end of the sequence (if the weapon was used multipal times in one action only count the Primary Target).
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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.
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.