Tomb Guard

Operatives

Equipment

Dynastic Heirloom

In the Ready step of each Strategy phase, when you gain CP, if a friendly OVERLORD operative is not incapacitated, and is not within control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 1, you cannot use this rule for the rest of the battle; on a 4+, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.

The Phaeron's Curse

Whenever an enemy operative with one or more Decree Tokens is shooting against, fighting against, or retaliating against a friendly TOMB GUARD operative, your opponent cannot re-roll their attack dice results of 1.

Phase Shifter

Once per turning point, when an operative is shooting a friendly OVERLORD 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.

Ancient Authority

The Territorial Obsession firefight ploy costs you 0 CP.

Ploys

Engrammatic Override
Firefight Ploy

Use this firefight ploy when a friendly TOMB GUARD operative (excluding SCARAB SWARM) is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.

Territorial Obsession
Firefight Ploy

Use this firefight ploy when activating a friendly TOMB GUARD operative. Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

Reanimated Function
Firefight Ploy

Use this firefight ploy when determining control of a marker. Select one of your Reanimation markers. Until the start of the next turning point, whenever determining control of a marker, treat that Reanimation marker as a friendly TOMB GUARD operative that has an APL stat of 1.

Subservience Protocol
Firefight Ploy

Use this firefight ploy during a friendly TOMB GUARD operative’s activation. Until the end of that activation, that operative can perform a free shoot or fight action if the selected target is within range of an objective marker or one of your mission markers. It may not use this ploy when counteracting.

Guardian Protocol
Strategy Ploy

Until the end of the turning point, whenever a friendly TOMB GUARD operative (excluding SCARAB SWARM) is retaliating within 6" of the OVERLORD, you resolve the first attack dice. (i.e. defender instead of attacker)

Artifice of Aeons
Strategy Ploy

Whenever an enemy operative is shooting a friendly TOMB GUARD (excluding SCARAB SWARM) operative who is within range of an objective marker or a mission marker, you may re-roll one of your defense dice.

Unrelenting Assault
Strategy Ploy

Whenever a friendly TOMB GUARD operative is fighting during an activation in which it performed the charge action, its melee weapons have the Ceaseless weapon rule.

Intolerable Trespass
Strategy Ploy

Select one objective marker or one of your mission markers. Whenever an enemy operative is within 3" of that marker, treat it as having one additional Decree token.

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.