Armageddon Vanguard
Common Abilities and Options
Boost Actions:
Operatives have access to BOOST actions, performed during other actions when a boost is used. Each operative can perform one BOOST action per activation. Where a BOOST action refers to a boost zone, this is the horizontal area between the operative's current location and the location from which it used BOOST. Enemy operatives with any part of their base under vantage terrain are not considered within the boost zone.
Astartes:
Operatives can counteract regardless of their order and perform 2 Fight actions or 2 Shoot actions (1 must use a bolt weapon).
Boost:
Whenever a friendly ARMAGEDDON VANGUARD operative is performing the Charge, Fall Back or Reposition action during its activation, as long as it is not underneath Vantage terrain, it can BOOST for part or all of that move. If it does, the operative jumps that distance. BOOST cannot end in control range but the operative doesn't have to BOOST for the whole move. When BOOST is used in a charge move, this operative does not gain 2" to the move allowance. In close-quarters BOOST cannot be used through or over walls, or through a hatchway.
Thrill of Flight:
Thrill of Flight: Whenever this operative boosts, remove any changes to its APL stat and ignore any changes to its stats from being injured this activation.
Teleportarium Reserve:
Before the battle you may assign 1 Vanguard Veteran Warrior to be your "Teleport Reserve".
When setting up this operative before the battle, you can set it up "in teleportarium" instead: place it to one side instead of in the killzone.
In the first Firefight phase, when this operative is activated, place a teleport marker wholly within your territory, then expend this operative.
In the second Firefight phase, when this operative is activated, set it up with an order of your choice in a location it can be placed either wholly within your drop zone, or wholly within your territory contesting your Teleport marker. Continue its activation as normal, but during that activation you cannot spend more than 2AP for it and it cannot use more than 4" of move distance.
Whenever this operative is in the teleportarium, it cannot be the ready friendly Armageddon Vanguard operative for the Last to Yield firefight ploy.
Operatives
1. Reclusiarch Chaplain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crozius Arcanum (Lethal 5+, Rending) | 5 | 3+ | 4/5 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
Abilities
Boost ActionsAstartesBoostRighteous Fervour2. Vanguard Veteran Sergeant
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Plasma Pistol | |||
| Standard (Range 8", Piercing 1) | 4 | 3+ | 3/5 |
| Supercharged (Range 8, Piercing 1, Lethal 5+, Hot) | 4 | 4+ | 4/5 |
Abilities
Path to GloryBoost ActionsBoostAstartesOathsworn Champion3. Vanguard Veteran Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
Abilities
AstartesThrill of FlightBoostBoost ActionsTeleportarium Reserve4. Vanguard Veteran Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
Abilities
AstartesThrill of FlightBoostBoost ActionsTeleportarium Reserve5. Vanguard Veteran Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
Abilities
AstartesThrill of FlightBoostBoost ActionsTeleportarium Reserve6. Vanguard Veteran Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
Abilities
AstartesThrill of FlightBoostBoost ActionsTeleportarium ReserveSelected Equipment
Armour of the Angels
Armour of the Angels: gives access to the boost action SLICE FROM ABOVE (1AP). Inflict D3+1 damage on one enemy operative within this operative’s boost zone. An operative cannot perform this action normally. Instead it performs this action during the Fall Back or Reposition action after setting up from a BOOST.
Vox Caster
Vox-Caster: Once per turning point, one engaged friendly Armageddon Vanguard operative can perform the following unique action. Catechism Chant (1AP), Each enemy operative within 2" of this operative takes a stun test, roll 1D6, on a 3+ it is -1 APL till the end of its next activation.
Sacred Censer
Sacred Censer: gives access to the boost action Righteous Charge (0AP). Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends. An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST
Blessed Fuel
Blessed Fuel: 1x per TP, when an enemy operative ends the Fall Back action during its activation, if at least one friendly Armageddon Vanguard operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free 3" Reposition or 3" Charge action.
Inactive Equipment
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Unyielding Defiance
Last to Yield: If only one friendly operative is ready, until the end of the turning point, so long as you have fewer ready friendly operatives than your opponent, delay the remaining operative's activation until the enemy has only 1 activation remaining. You cannot counteract until the remaining operative has activated.
Firefight: Manifest Wrath
Manifest Wrath: Use this firefight ploy when an enemy operative ends a move within 3" horizontally and >2" lower than a friendly operative (in close quarters, within 2" and that enemy operative must be in a different room to where it started that action). Interrupt that enemy operative’s action and charge that operative.
Firefight: Martial Discipline
Martial Discipline: When a friendly operative is fighting or retaliating, when resolving a critical success, instead of striking or blocking, end that sequence (discarding all remaining dice) and immediately Fall Back up to 3".
Firefight: Winged Zealots
Winged Zealots: TP 2+ only When Boosting as part of a Fall Back or Reposition action, add 3" to the move distance. This operative cannot perform the Shoot, Fight or Carving Blow action this TP.
Firefight: Judgement of Damnation
To use this Firefight Ploy, spend 1CP or 1 Conviction Point
Judgement of Damnation: Whenever an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within this operative’s control range, you can use this firefight ploy. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).
Firefight: Veteran Duelist
To use this Firefight Ploy, spend 1CP or 1 Conviction Point
Veteran Duelist: Grants the operative access to the following action.
Carving Blow (1AP): Inflict 2D3 damage on each other operative visible to and within 2" of this operative in an order of your choice (roll separately for each).
This operative cannot perform this action while it has a Conceal order, or during the same activation in which it performed the Slice from Above action (see Armour of The Angels faction equipment), the Righteous Charge action (see Sacred Censer faction equipment) or two Fight actions (and vice versa).
Firefight: Act of Holy Wrath
To use this Firefight Ploy, spend 1CP or 1 Conviction Point
Act of Holy Wrath: Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative. Subtract 1 from that enemy operative’s APL stat until the end of its next activation.
Firefight: Only In Death Does Duty End
To use this Firefight Ploy, spend 1CP or 1 Conviction Point
Only in Death Does Duty End: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
Strategy Ploys
Strategy: Angelic Descent
Angelic Descent: If an operative is least 2" higher than the killzone floor, or has done a boost, its weapons have the Balanced weapon rule for that activation.
Strategy: The Emperor's Mercy
The Emperor's Mercy: Whenever an operative is shooting or fighting, its weapons have Punishing if the enemy target is 2" lower, or has reduced APL, or it was wounded at the start of the activation/counteraction.
Strategy: Shield of Faith
Shield of Faith: Whenever an enemy operative is shooting a friendly operative that’s at least 2" higher than the killzone floor, or that did a boost this TP, you can re-roll one defence dice.
Strategy: Litany of Dread
Litany of Dread: Whenever a friendly operative is fighting, Normal Dmg of 3+ inflicts -1.
Strategy: Catechism of Fear
To use this Strategy Ploy, spend 1CP or 1 Conviction Point.
Whenever an enemy operative is within 3" of a friendly operative, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Equipment
Armour of the Angels
Armour of the Angels: gives access to the boost action SLICE FROM ABOVE (1AP). Inflict D3+1 damage on one enemy operative within this operative’s boost zone. An operative cannot perform this action normally. Instead it performs this action during the Fall Back or Reposition action after setting up from a BOOST.
Vox Caster
Vox-Caster: Once per turning point, one engaged friendly Armageddon Vanguard operative can perform the following unique action. Catechism Chant (1AP), Each enemy operative within 2" of this operative takes a stun test, roll 1D6, on a 3+ it is -1 APL till the end of its next activation.
Sacred Censer
Sacred Censer: gives access to the boost action Righteous Charge (0AP). Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends. An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST
Blessed Fuel
Blessed Fuel: 1x per TP, when an enemy operative ends the Fall Back action during its activation, if at least one friendly Armageddon Vanguard operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free 3" Reposition or 3" Charge action.
Ploys
Unyielding Defiance
Firefight PloyLast to Yield: If only one friendly operative is ready, until the end of the turning point, so long as you have fewer ready friendly operatives than your opponent, delay the remaining operative's activation until the enemy has only 1 activation remaining. You cannot counteract until the remaining operative has activated.
Manifest Wrath
Firefight PloyManifest Wrath: Use this firefight ploy when an enemy operative ends a move within 3" horizontally and >2" lower than a friendly operative (in close quarters, within 2" and that enemy operative must be in a different room to where it started that action). Interrupt that enemy operative’s action and charge that operative.
Martial Discipline
Firefight PloyMartial Discipline: When a friendly operative is fighting or retaliating, when resolving a critical success, instead of striking or blocking, end that sequence (discarding all remaining dice) and immediately Fall Back up to 3".
Winged Zealots
Firefight PloyWinged Zealots: TP 2+ only When Boosting as part of a Fall Back or Reposition action, add 3" to the move distance. This operative cannot perform the Shoot, Fight or Carving Blow action this TP.
Judgement of Damnation
Firefight PloyTo use this Firefight Ploy, spend 1CP or 1 Conviction Point
Judgement of Damnation: Whenever an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within this operative’s control range, you can use this firefight ploy. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).
Veteran Duelist
Firefight PloyTo use this Firefight Ploy, spend 1CP or 1 Conviction Point
Veteran Duelist: Grants the operative access to the following action.
Carving Blow (1AP): Inflict 2D3 damage on each other operative visible to and within 2" of this operative in an order of your choice (roll separately for each).
This operative cannot perform this action while it has a Conceal order, or during the same activation in which it performed the Slice from Above action (see Armour of The Angels faction equipment), the Righteous Charge action (see Sacred Censer faction equipment) or two Fight actions (and vice versa).
Act of Holy Wrath
Firefight PloyTo use this Firefight Ploy, spend 1CP or 1 Conviction Point
Act of Holy Wrath: Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative. Subtract 1 from that enemy operative’s APL stat until the end of its next activation.
Only In Death Does Duty End
Firefight PloyTo use this Firefight Ploy, spend 1CP or 1 Conviction Point
Only in Death Does Duty End: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
Angelic Descent
Strategy PloyAngelic Descent: If an operative is least 2" higher than the killzone floor, or has done a boost, its weapons have the Balanced weapon rule for that activation.
The Emperor's Mercy
Strategy PloyThe Emperor's Mercy: Whenever an operative is shooting or fighting, its weapons have Punishing if the enemy target is 2" lower, or has reduced APL, or it was wounded at the start of the activation/counteraction.
Shield of Faith
Strategy PloyShield of Faith: Whenever an enemy operative is shooting a friendly operative that’s at least 2" higher than the killzone floor, or that did a boost this TP, you can re-roll one defence dice.
Litany of Dread
Strategy PloyLitany of Dread: Whenever a friendly operative is fighting, Normal Dmg of 3+ inflicts -1.
Catechism of Fear
Strategy PloyTo use this Strategy Ploy, spend 1CP or 1 Conviction Point.
Whenever an enemy operative is within 3" of a friendly operative, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
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 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 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 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 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.
Flank
ReconReveal: 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
ReconReveal: 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
ReconReveal: 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.