Haemoncolytes

Common Abilities and Options

*Stinger:
Whenever an enemy operative is incapacitated by this weapon, before it’s removed from the killzone, inflict 1D3 damage on each other operative visible to and within 2 inches of it. Each operative subsequently incapacitated as a result of this weapon rule will cause this to happen again.

Carrion Collectors:
Whenever a friendly HAEMONCOLYTE operative is incapacitated and removed from the killzone, place one of your Carrion Markers within 1 inch of where that friendly operative was placed. Whenever one of your Carrion Markers is within control range of a friendly operative, it can regain 1D3+1 lost wounds once per turning point for each friendly operative. Whenever one of your Carrion Markers is within control range of an enemy operative, inflict 1 damage on it and worsen its Hit stat by 1. In the Ready step of the next strategy phase, replace any Carrion Markers in the killzone with one of your Spoiled Carrion Markers for each.

Power From Paim:
Whenever a friendly HAEMONCOLYTE operative performs an action during which an enemy operative became injured, that friendly operative can re-roll an attack or defense die until the end of its next activation.

Whenever a friendly HAEMONCOLYTE operative incapacitates an enemy operative, that friendly operative can perform a free Dash action during its activation even if it performed an action that may prevent it from doing so (this take precedence over action restrictions). You can use this rule along the aforementioned rule until the end of that friendly operative’s next activation.

Whenever a success inflicts 3 or more damage on a friendly HAEMONCOLYTE operative, it inflicts 1 less damage.

Servant Of The Haemonculi:
Whenever this operative is activated within 6 inches of a friendly HAEMONCOLYTE HAEMONCULI, add 1 to this operative’s APL stat until the end of its activation.

*Glass Virus:
If you inflict damage using this weapon, its target gains one of your Glass Virus Tokens. Whenever an enemy opertive that has one of your Glass Virus Tokens activates, it suffers 1D3+1 damage and subtract 1 from its APL 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.

*Bone Growth:
If you inflicted critical damage using this weapon and the target is not incapacitated at the end of the sequance, subtract 1 from that target's Move stat for the battle (this is cumulative wth any other changes to that stat). In addition, in the Ready step of the next startegy phase, subtract 1 from its Move stat (this is cumulative with any other changes to that stat). If the target is incapacitated at the end of the sequance, operatives within control range of that target suffer 1D3+1 damage.

Embodiment Of Terror:
Whenever an enemy operative within 4 inches of this operative is contesting a mission marker, treat its total APL stat as 1 lower. Note this isn’t a change to the APL stat, so any changes are cumulative with this. In addition, Your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and Mission actions.

Mindless Killing Machine:
Whenever this operative is injured and not within 6 inches of a friendly HAEMONCOLYTE HAEMONCULI operative, this operative must perform the Charge action and end its move within the control range of the nearest enemy operative to this operative, then perform a Fight action (if able) against that enemy operative.

This operative cannot perform Unique or Mission actions (excluding Operate Hatch).

*Sweep:
Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.

Operatives

1. Narlek the Obsidian Needle
HAEMONCULI
A 3
M 7"
S 4+
W 13/13
Weapons
ATK
HIT
DMG
Stinger Pistol (Rng 8", Acc1, Lethal 5+, *Stinger)
4
3+
3/5
Haemonculus Tools And Scissors (Acc1, Lethal 4+, *Crippling Pain)
5
3+
3/6
Abilities
Drifting EleganceFresh Canvas*Stinger*Crippling PainCarrion CollectorsPower From Paim

Drifting Elegance: Whenever this operative is climbing a terrain, ignore up to the first 2 inches of that climb. This operative can perform the Fall Back action even if it performed a Charge action during its activation. Whenever this operative is to counteract, You can change its order first, or change its order instead of performing an action (for the latter, still treat it as having counteracted for the turning point).

Fresh Canvas: During this operative’s activation; this operative can perform each of the following actions once per turning point:

  • MIND-SCULPT (1 AP): Select an enemy operative that is not wounded, visible to and within control range of this operative ,worsen that enemy operative’s Save stat by 1 for the battle.

  • FLESH-SCULPT (1 AP): Select an enemy operative that is not wounded, visible to and within control range of this operative, subtract 2 from that enemy operative’s Move stat for the battle.

  • SOUL- SCULPT (1 AP): Select an enemy operative that is not wounded, visible to and within control range of this operative, subtract 1 from that enemy operative’s APL stat for the battle.

  • TWISTED COMMANDS (2 AP): Select up to two expended friendly HAEMONCOLYTE WRACK operatives within 3 inches of this operative. Each of them can immediately perform one free action. After performing those actions, subtract 1 from each friendly operative's APL stat until the end of its next activation. This operative cannot perfom this action while within control range of an enemy operative.

  • MASTER OF CARRION (1 AP): Select either a Spoiled Carrion Marker visible to and within 6 inches of this operative and replace it with one of your Carrion Markers, or a Carrion Marker visible to and within 3 inches of this operative and replace it with an incapacitated friendly HAEMONCOLYTE WRACK operative (set its base up on a location where it can be placed, as cenetered as possible on the marker and not within control range of enemy operatives). That friendly operative has 1D3+1 wounds, is expended, with an order of choice and can immidiately perfom a free Dash action. This operative cannot perfom this action while within control range of an enemy perative

*Crippling Pain: 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).

HAEMONCOLYTES, AELDARI, DRUKHARI, LEADER, HAEMONCULI; 32
2. Vivithrax the Pale
ACOTHYST
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Hexrifle (Hvy(Repos), Acc1, *Glaas Virus)
4
3+
2/2
Electro-Corrosive Whip (Shock)
4
3+
3/4
Abilities
Servant Of The Haemonculi*Glass VirusCarrion Collectors*StingerThe Master's ClaimPower From Paim

The Master's Claim: STRATEGIC GAMBIT if this operative is in the killzone. Select one objective marker visible to and within 3 inches of this operative. When an enemy operative within 3 inches of that marker is incapacitated, you gain 1 CP.

HAEMONCOLYTES, AELDARI, DRUKHARI, ACOTHYST; 28
3. Skythe
WRACK
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Hexrifle (Hvy(Repos), *Glaas Virus)
4
3+
2/2
Wrack Blades (Severe)
4
3+
3/5
Abilities
Power From Paim*Melt*StingerCarrion CollectorsServant Of The Haemonculi*Bone Growth*Glass Virus
HAEMONCOLYTES, AELDARI, DRUKHARI, WRACK; 28
4. Xesh
WRACK
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Ossefactor (Lethal 5, Dev2, *Bone Growth)
4
3+
3/5
Wrack Blades (Severe)
4
3+
3/5
Abilities
Power From Paim*Melt*StingerCarrion CollectorsServant Of The Haemonculi*Bone Growth*Glass Virus
HAEMONCOLYTES, AELDARI, DRUKHARI, WRACK; 28
5. Iyshak
WRACK
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Liquifier Gun (Rng 6", Prc1, Tor 1", *Melt)
4
2+
1/3
Wrack Blades (Severe)
4
3+
3/5
Abilities
Power From Paim*Melt*StingerCarrion CollectorsServant Of The Haemonculi*Bone Growth*Glass Virus
HAEMONCOLYTES, AELDARI, DRUKHARI, WRACK; 28
6. Vypus
WRACK
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Stinger Pistol (Rng 8", Lethal 5+, *Stinger)
4
3+
3/5
Wrack Blades (Severe)
4
3+
3/5
Abilities
Power From Paim*Melt*StingerCarrion CollectorsServant Of The Haemonculi*Bone Growth*Glass Virus
HAEMONCOLYTES, AELDARI, DRUKHARI, WRACK; 28
7. Terrorfiend
GROTESQUE
A 3
M 7"
S 5+
W 18/18
Weapons
ATK
HIT
DMG
Monstrous Weapons (Brutal, Rending, *Sweep)
5
3+
5/6
Abilities
Embodiment Of TerrorMindless Killing MachineCarrion Collectors*SweepPower From Paim
HAEMONCOLYTES, AELDARI, DRUKHARI, GROTESQUE; 40
8. Rottgrave
GROTESQUE
A 3
M 7"
S 5+
W 18/18
Weapons
ATK
HIT
DMG
Monstrous Weapons (Brutal, Rending, *Sweep)
5
3+
5/6
Abilities
Embodiment Of TerrorMindless Killing MachineCarrion Collectors*SweepPower From Paim
HAEMONCOLYTES, AELDARI, DRUKHARI, GROTESQUE; 40

Equipment

TALISMAN OF PETRIFICATION

Once per battle, when an enemy operative is fighting against a friendly HAEMONCOLYTE HAEMONCULI operative. In the Resolve Attack Dice step, before resolving any attack dice, you can roll a 1D6. If the result exceeds that enemy operative’s total number of successes, your opponent have to discard a success each time it resolves one until the end of that sequance.

CRUICIBLE OF MALEDICTION

A friendly HAEMONCOLYTE HAEMONCULI operative has the following ranged weapon for the battle:

NameATKHITDMG
Cruicible Of Malediction2D33+1/2
Weapon Rules
Rng 6", PrcCrits1, Blast 2", Lim 1, *Soulstrike, *Psyk-Nullify

*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.

*Psyk-Nullify: If the target this weapon is being used against has the PSYKER keyword and you retained a critical success, until the end of the battle; that target cannot perform Psychic actions and your opponent cannot use any of its weapons that has the Psychic weapon rule.

HELL MASKS

Once per turning point, if enemy operative is fighting or retaliating against a friendly HAEMONCOLYTE operative (except HAEMONCULI). In the Roll Attack Dice step of that sequance, that enemy operative cannot re-roll any attack dice results of 1.

GNARLSKIN

Once per turning point for each friendly HAEMONCOLYTE GROTESQUE operative. When an attack die would inflict critical damage on that friendly operative, you can choose for that attack die to inflict normal damage instead.

Ploys

SPOILED BANQUET
Firefight Ploy

Use this firefight ploy when a friendly HAEMONCOLYTE operative (excluding GROTESQUE) has a Spoiled Carrion Marker within its control range, you can remove that marker and place a Carrion Marker in its place.

RETURN TO THE SHADOWS
Firefight Ploy

Use this firefight ploy during a friendly HAEMONCOLYTE operative's activation (excluding GROTESQUE). Before or after it performs an action, it can perform a Fall Back action for 1 less AP but it must end its move within 1 inch of a heavy terrain.

HEINOUS ARROGANCE
Firefight Ploy

Use this firefight ploy when a friendly HAEMONCOLYTE HAEMONCULI operative is to be activated. You can skip that activation.

MONSTEROUS FRENZY
Firefight Ploy

Use this firefight ploy when a friendly HAEMONCOLYTE GROTESQUE operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it is removed from the killzone.

CRUEL MASTER
Strategy Ploy

Use when a friendly HAEMONCOLYTE HAEMONCULI operative is selected as the valid target of a Shoot action or to fight against during a Fight action. Select one other friendly HAEMONCOLYTE WRACK operative visible to and within 3 inches of that first friendly operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is a Shoot action, that other operative is only in cover or obscured if the original target was.

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

SYMPHONY OF AGONY
Strategy Ploy

For each friendly HAEMONCOLYTE operative to be activated, it has one of the following weapon rules for its ranged weapons respectively:

  • The first friendly operative to be activated: the Balanced weapon rule.

  • Every friendly operative to be activated aside from the first and last: the Ceaseless weapon rule.

  • The last friendly operative to be activated: the Relentless weapon rule.

If you can use more than one rule from the aforementioned for the same operative, use whichever comes first respectively.

FOUL FLESHCRAFT
Strategy Ploy

Whenever a friendly HAEMONCOLYTE operative is within 2 inches of a Carrion Marker, improve its Save stat by 1.

MANUFACTURE OF DEATH
Strategy Ploy

Whenever a friendly HAEMONCOLYTE operative is shooting or fighting an injured enemy operative, that friendly operative’s weapons have the Punishing weapon rule.

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.

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.