Deathshrouds + Champion NPO

Common Abilities and Options

Elite NPO:
- Whenever this operative counteracts it can act like it would in a normal activation

  • This operative can counteract in conceal

  • This operative can perfom the guard action while in conceal (change its order to engage when Guard is triggered)

  • This operative can counteract up to 2 times per turning point, if it is the last operative in its team it can counteract up to 6 times per turning point

Astartes:
Can perform 2 shoot actions and/or 2 Fight actions instead of 1.

Operatives

1. Champion
Champion
A 3
M 5"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Gun (Rending, Blast 2, Stun, Dev 2, Rng 9")
5
4+
3/2
Shotgun (Lethal 5, Piercing 1, Rending, Devestating 1, Stun, Blast 2, Rng 6")
4
4+
4/3
Sycthe (Lethal 5, stun, shock, rending, Devestating 3)
4
3+
6/4
Abilities
Feeling no pain1AP: Mind PoisonElite NPOAstartes

Feeling no pain: This operative ignores being injured

Mind Poison (1AP): Select an enemy operative visible to and within 8" of this operative that is not in control range of this operative. Roll D6 on a 3+ put a Mind Poison token on the selected operative.

Enemy with mind poison tokens am are considered friendly operatives until the token gets removed.

If an enemy operative with an Mind Poison token activates, it must charge the closest operative allied to it and perform a fight action on that operative. The mind poisend operative must use all their sucesses to damage the other operstive. If no allied operative is in range for a charge, the operative with the Mind Poison token suffers D3+1 damage. Remove the Mind Poison token afterwards

Astartes, Chaos
2. Deathshroud A
Deathshroud A
A 3
M 5"
S 4+
W 20/20
Weapons
ATK
HIT
DMG
Gun (Lethal 5, Blast 1, Rng 9")
4
4+
4/4
Sycthe (Shock, Stun, devestating 3)
4
3+
5/4
Toxic breath (Stun, Torrent 2, Piercing 1, Rng 6")
4
3+
2/2
Abilities
AstartesElite NPO

Reserves

Deathshroud B
Deathshroud B
A 3
M 5"
S 4+
W 20/20
Champion
Champion
A 3
M 5"
S 4+
W 50/50
Astartes, Chaos

Equipment

Ploys

Body Block
Firefight Ploy

If an enemy performs a shoot action on a Deathshroud Terminator and another enemy operative is within control range of a Deathshroud Terminator:

Roll a D6. If the result is higher than the APL stat of the enemy within control range, it becomes the target for the enemys shoot action.

Paralyzing Smell
Firefight Ploy

After an enemy operative performed a charge on a Deathshroud Terminator:

Roll a D6. If the result is higher than the APL stat of the enemy operative that performed the charge, it in instantly loses 1 APL until the start of the next turning point.

Last Breath
Firefight Ploy

If a Deathshroud Terminator would be incapaciteded:

  • Roll a D6.

  • If the result is equal or higher than the save stat of the Deathshroud Terminator operative: The operative remains on the kill zone its wound stat cannot sink below 1 until the end of that activation.

Countermeasure
Firefight Ploy

If an enemy within 3" of a Deathshroud Terminator activates:

That Deathshroud Terminator performs a charges the activated operative

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.