Strike Force Anchronus
Common Abilities and Options
Black Rage:
As a STRATEGIC GAMBIT, a number of friendly DEATH COMPANY operatives can enter the Black Rage based on the turning point as follows: TP1 = 1, TP2 = 1, TP3 = 2, TP4+ = 2.
Once a DEATH COMPANY operative has entered the Black Rage, it gains the following rules:
- This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules).
- Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
- Its melee weapons gain the the Ceaseless and Lethal 5+ weapon rules. If an operative already has the Lethal 5+ weapon rule, they gain Relentless instead.
When a friendly DEATH COMPANY operative enters the Black Rage, they will always attack the nearest possible enemy target and take 1 DMG at the end of their turn.
Berserker Astartes:
During each friendly Death COMPANY operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly DEATH COMPANY operative can counteract regardless of its order. If a friendly DEATH COMPANY operative has moved towards the enemy deployment zone during it's turn, it can perform an additional 1AP action for free during their counteraction, but both actions must be different.
Jump Pack:
Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
Operatives
1. Anchronus Furio
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Pistol (Rng 4", Prc2, Dev3) | 4 | 3+ | 5/3 |
| Power Fist (Brutal) | 5 | 3+ | 5/7 |
Abilities
Black RageTragic LeaderBerserker AstartesIron Halo2. Amareus Castivar
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Pistol (Rng 4", Prc2, Dev3) | 4 | 3+ | 5/3 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Black RageRage-filled StaminaBerserker AstartesEdgerunner3. Lemartes "Guardian of the Lost"
A 3
M 8"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolvor Bolt Pistol (Rng 8", PrcCrit 1, Lethal 5+) | 4 | 3+ | 3/5 |
| Crozius Arcanum (Shock, Stun, Severe) | 5 | 3+ | 5/5 |
Abilities
Berserker AstartesFury UnboundJump PackBlack Rage4. Rafael Vennaro
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolvor Bolt Pistol (8", PrcCrit 1, Lethal 5+) | 4 | 3+ | 3/5 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Black RageMedic!Berserker Astartes1AP: Blood VialSanguine Rites5. Leonid Sanzeo
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit 1) | 4 | 3+ | 3/4 |
| Mastercrafted Power Weapon (Lethal 5+, Rending) | 5 | 3+ | 4/6 |
Abilities
Vampiric ReflexesBlack RageBerserker Astartes6. Nicodemus Rephas
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Eviscerator (Brutal, Severe, *Gory Retribution) | 5 | 3+ | 5/6 |
Abilities
Berserker AstartesBlack Rage*Gory Retribution7. Vitrian Lorenso
A 3
M 8"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
1AP: BloodthirstBlack RageJump PackBerserker Astartes8. Marzio Spiccare
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer | |||
| Default (Rng 6", Sat, Tor 1") | 4 | 2+ | 3/3 |
| Deluge (Rng 4", Sat, Seek Light) | 4 | 2+ | 3/3 |
| Chainsword | 5 | 3+ | 4/5 |
| Infernal Grenade ((Rng 6", Blast 2", Dev2, Lim1, Sat, *Inferno) | 5 | 3+ | 3/3 |
| Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 3+ | 4/5 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 4/5 |
Abilities
*InfernoBerserker AstartesGrenadierBlack Rage9. Erasmus Metraen
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Black RageThe Traitor In SightBerserker Astartes10. Fontaeus Bodonne
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
Last StandBlack ThirstBerserker AstartesEquipment
Purity Seals
Once per turning point, when a friendly DEATH COMPANY operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Blood Chalice
Once per turning point a friendly DEATH COMPANY operative can use this equipment. When they do, they ignore and remove any changes to their APL stats.
Blood-Drop Amulets
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly DEATH COMPANY operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Mark Of The Damned
Once per turning point, when a friendly DEATH COMPANY operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6+ as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Ploys
An Honourable Death In Combat
Firefight PloyUse this firefight ploy when a friendly DEATH COMPANY operative has been incapacitated during a fight action. They can immediatly use one of their remaining successful hits in the sequence before being removed from play.
Transhuman Physiology
Firefight PloyUse this firefight ploy when an operative is shooting a friendly DEATH COMPANY operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Rending Chains
Firefight PloyUse this firefight ploy when you resolve a critical success for a friendly DEATH COMPANY operative that is attacking with a CHAIN weapon (Sanguinary Chainsword, Chainsword, Eviscerator). Inflict D3 additional damage.
Shattering Impact
Firefight PloyUse this firefight ploy when a DEATH COMPANY operative charges an enemy operative. The enemy operative takes 2 DMG. If the DEATH COMPANY operative has the JUMP PACK keyword, they deal D3+2 DMG instead.
And They Shall Know No Fear
Strategy PloyYou can ignore any changes to the stats of friendly DEATH COMPANY operatives from being injured.
Indomitus
Strategy PloyWhenever an operative is shooting a friendly DEATH COMPANY operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Company Of The Dead
Strategy PloySelect up to 2 friendly DEATH COMPANY operatives that have entered the BLACK RAGE. Until the end of the turning point, they gain +1" to their movement and gain another APL for whenever they are on an objective marker. Note that this doesn't actually increase their APL, it merely counts for the purpose of controlling the objective marker.
Bloodsurge
Strategy PloyWhenever a friendly DEATH COMPANY operative is in melee combat with an enemy operative on the enemy board half, they gain the Severe keyword
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.