Paragon's of Fortune

Paragon's of Fortune

Common Abilities and Options

Paragon's Blessing:
This operative may shoot twice, or fight twice during their activation. When double shooting, you may not select the Mercury's Light profile for both actions

Shield of Confession:
For every die that inflicts damage, roll 1 D6, on 5+, deduct 2 DMG from that dice

Grappling Claw:
You may climb any vertical distance for 2" and may start the climb from 6" horizontally away, and dropping is always 0"

The End is Near:
If the initial two strikes from Culling of Weakness were critical hits, you may instantly disengage with the enemy (alive or dead) and perform a free charge action of 4" MOV or less. You may end this reposition in engagement range of enemies. If you killed someone during the initial fighting action, you may perform a free fight action (to a total of four per activation)

Crushing Balance:
You may fight three times with this operative every turning point, and the third fight always costs 0AP

Cloak of Righteousness (2AP):
You may not target this operative if you are more than 2" away, no matter what the circumstance

Culling of Weakness:
When you charge into combat you may resolve two melee hits in a row, and the first melee hit will always be retained as a critical strike, even if you select a normal die

Operatives

1. Father Fortune
Father Fortune
A 4
M 7"
S 3+
W 24/24
Weapons
ATK
HIT
DMG
Mercury
Mercury's Rise (Ceaseless, Lethal 5+, Saturate)
5
3+
4/5
Mercury's Light (Blast 2", Saturate, Relentless)
2
5+
5/10
Crimson Gauntlet (Brutal, Ceaseless)
4
4+
5/7
Abilities
Grace of the Father1AP: Blessing of the FatherVengeance of the Father2AP: Mercy of the FatherGodcoverParagon's BlessingShield of Confession

Grace of the Father: Every turning point that Father Fortune is activated, select one visible enemy and minus 1 from their APL, and add +1 to their SAV. That unit also loses the ability to double shoot, or double fight that turning point

Blessing of the Father (1AP): For this turning point, Father Fortune is always in light cover, and friendly units within 3" of Father Fortune are also in light cover

Vengeance of the Father: When Father Fortune perishes, you may grant every friendly unit +1 APL, -1 to SAV and 2" to MOV for the rest of the turning point

Mercy of the Father (2AP): Once every turning point, you may select two friendly operatives visible within 6" and heal them for 2x D6 each

Godcover: Ignore all piercing

2. Mother Enigma
Mother Enigma
A 3
M 7"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Time Lapse
Blink (Saturate, Ceaseless, Lethal 5 +)
4
3+
4/6
Orbital (Dev 2, Ceaseless, Hvy(Dash), Blast 3")
6
3+
2/1
Bladesong (Balanced)
4
3+
3/4
Abilities
Paragon's Blessing2AP: GodspeedShield of ConfessionLoss of Time

Godspeed (2AP): Select a friendly operative visible and within 6", grant them 3" to MOV and +1 APL for the remainder of the turning point

Loss of Time: After an enemy operative receives critical damage as a result of a shooting action, deduct 3" of MOV until the end of that operatives next activation

3. Sister Stardust
Sister Stardust
A 3
M 7"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Heartstopper
Faithful Bane (Dev 4, Balanced, Hvy(Dash), Silent)
6
3+
2/2
Faithless Bane (Saturate, Ceaseless, Lethal 5+)
4
3+
4/5
Bladesong (Balanced)
4
3+
3/4
Abilities
2AP: Faithful TouchShield of ConfessionFaith MuteParagon's Blessing

Faithful Touch (2AP): Select a friendly operative visible and within 3". You may grant Relentless to a weapon profile of their choosing for the end of the turning point

Faith Mute: If two critical hits are retained from Faithful Bane, deduct 2 APL until the end of that operatives next activation

4. Brother Pendulum
Brother Pendulum
A 3
M 7"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Fallen Angel (Brutal, Lethal 5+)
5
3+
5/6
Abilities
1AP: Pacifying PendulumGrappling ClawShield of ConfessionThe End is NearCrushing Balance2AP: Cloak of RighteousnessCulling of Weakness

Pacifying Pendulum (1AP): Once per turning point, but only twice per battle, you may roll 2 D6, if the combined result is greater than 6, add +2 DMG to both normal and critical melee damage

5. Sister Symphony
Sister Symphony
A 3
M 7"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Fallen Choir (Lethal 4+, Tor 2")
6
2+
2/3
Abilities
Culling of WeaknessGrappling ClawCrushing BalanceThe End is Near2AP: Cloak of Righteousness1AP: Surrogate's SymphonyShield of Confession

Surrogate's Symphony (1AP): All friendly operatives within 3" gain Ceaseless on their melee weapon profiles until the end of the turning point. If the friendly operative weapon profile already has Ceasless, they gain Relentless instead

6. Brother Constant
Brother Constant
A 3
M 7"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Fallen Acolyte (Dev 4, Shock, Brutal, Rending)
4
4+
4/4
Abilities
1AP: The Constant KeeperShield of ConfessionCulling of WeaknessCrushing BalanceThe End is Near2AP: Cloak of RighteousnessGrappling Claw

The Constant Keeper (1AP): All friendly operatives within 3" gain +1 DEF dice against shooting actions until the end of the turning point, and while fighting or retaliating, they may use one normal block to remove two normal hits, or one critical block to remove two critical hits

Equipment

Ploys

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.

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.

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.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.