Operatives

Equipment

INTOXICATING MUSK

Once per turning point, worsen the Hit stats of an enemy operative's weapons within control range of a friendly SILKEN SABLE operative until the end of the turning point.

COMBAT ELIXIRS

Once per turning point; when a friendly SILKEN SABLE operative is activated, select one rule from the following options to have until the end of the turning point:

  • Heliotrophos: Ignore any changes to the Hit stat of that friendly operative’s melee weapons.

  • Skorflens: Ignore any changes to the Hit stat of that friendly operative’s ranged weapons.

  • Shiversplit: Enemy operatives cannot assist whenever that friendly operative is fighting.

THE DARK PRINCE SIGIL

Once per turning point, whenever an attack die of a weapon that has the Devastating X or X” Devastating X inflicts damage using that rule on a friendly SILKEN SABLE operative, you can subract a 1D3 from the damage inflicted by that rule.

ARMOUR OF ABHORRENCE

Once per turning point, when an operative is shooting a friendly SILKEN SABLE operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

Ploys

STEEPED IN SUFFERING
Firefight Ploy

Use this firefight ploy when an enemy operative is performing a shooting attack against an injured friendly SILKEN SABLE operative. In the Resolve Defense Dice step, if you used a defence die to block, any damage inflicted afterward (excluding from the Devastating weapon rule) inflicts 1D3 less damage on that friendly operative until the end of that sequence (roll for each attack die separately).

CAPRICOUS REACTIONS
Firefight Ploy

Use this firefight ploy when an enemy operative is performing a shooting attack against a friendly SILKEN SABLE operative within 6 inches of it. In the Roll Attack Dice step of that attack, worsen the Hit stat of that enemy operative’s ranged weaopns by 1.

TERRIFYING SPECTACLE
Firefight Ploy

Use this firefight ploy during a friendly SILKEN SABLE operative's activation, before or after it performs an action. Select one enemy operative visible to and within 4 inches of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.

BEAUTIFUL DEATH
Firefight Ploy

Use this firefight ploy when a friendly SILKEN SABLE operative is incapacitated, improve the Hit stat of each other friendly oprative within 3 inches of that operative by 1 until the end of the turning point.

QUICKSILVER GRACE
Strategy Ploy

Whenever a friendly SILKEN SABLE operative is climbing up, you can treat the vertical distance as 2 inches (regardless of how far the operative actually moves vertically).

PLEASURE FROM PAIN
Strategy Ploy

Whenever a friendly SILKEN SABLE operative is the target of an action in which the Stun or Shock rules are being used in, you can ignore the effects of these rules on that friendly operative.

Whenever a friendly SILKEN SABLE operative is injured, ignore any changes to its Move stat.

INCESSANT ONSLAUGHT
Strategy Ploy

Whenever a friendly SILKEN SABLE operative that has 4 or more of your Pact Tokens is shooting a wounded enemy operative; if you roll two or more fails, you can discard one of them to retain another as a normal success instead, or as a critical success if that enemy operative is injured.

MARTIAL PERFECTION
Strategy Ploy

Friendly SILKEN SABLE operatives’ melee weapons have the Accurate 1 weapon rule if they are wholly within your territory, or the Accurate 2 weapon rule if wholly within your opponent’s territory.

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.