The Red Terror
The Red Terror (Hunt)
The Red Terror (Lurk)
Termagant
Termagant
Termagant
Termagant
Termagant
Termagant
Termagant
Termagant
Termagant
Termagant
Ripper Swarm

Equipment

Ploys

Termagant Reinforcement
Strategy Ploy

Set up one incapacitated Termagant operative ready with a Conceal order in a location it can be placed wholly within your drop zone (it can be placed within control range of enemy operatives), or up to two if half or more friendly Termagant operatives are incapacitated. You can not have more than 9 Termagant operatives at once.

Ripper Swarm Ambush
Strategy Ploy

if there is no Ripper Swarm operative in the killzone, set one up ready with a Conceal order in a location it can be placed on the killzone floor wholly within your territory (it can be placed within control range of enemy operatives). If a friendly Ripper Swarm operative is already in the killzone, that operative regains all lost wounds instead.

Voracious Ammunition
Strategy Ploy

Whenever a friendly Termagant operative is shooting an enemy operative within 6" of it, its ranged weapon has the Balanced weapon rule.

Submerged
Strategy Ploy

Whenever an operative is shooting a friendly Termagant or Ripper Swarm operative that's more than 3" from it and on the killzone floor, you can re-roll one of your defence dice.

Hive Mind
Firefight Ploy

Use the firefight ploy when you draw a card to activate a friendly operative. Instead of tresolving that card, discard it and draw another.

Xenos Frenzy
Firefight Ploy

Use this fireflight ploy during a friendly Red Terror operative's activation, before or after it performs an action. During that activation it can perform two Fight actions.

Tail Lash
Firefight Ploy

Use this fireflight ploy when a friendly Red Terror operative performs the Shoot action and you select its pincer tail ranged weapon. Until the end of the sequence, that weapon has the Range 6" (instead of Range 3") and Ceaseless weapon rules, but loses the Seek weapon rule.

Savage Aggression
Firefight Ploy

Use this fireflight ploy when a friendly Red Terror operative incapacitates an enemy operative during the Fight action Each enemy operative visible to and 3" of that friendly operative must make a stun test. For an operative to take a stun test, rollone D6: on a 3+,subtract 1 from its APL stat until the end of its next activation.

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.