Aggressor Squad

Aggressor Squad

Common Abilities and Options

Hardy:
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

Astartes:
During each friendly AGGRESSOR SQUAD 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 Flamestorm gauntlets, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly AGGRESSOR SQUAD operative can counteract regardless of its order.

Close-Quarters Firepower:
Each time this operative performs a Shoot action that targets the closest eligible enemy operative, weapons equipped by this operative gain Piercing 1.

Operatives

1. Apothecary Biologis
Apothecary Biologis
A 3
M 5"
S 3+
W 19/19
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 9", PrcCrit 1)
4
3+
4/5
Fists
4
3+
3/4
Abilities
HardySurgical PrecisionVivispectrumAstartes

Surgical Precision: Whenever a friendly operative is within 6" of this operative, weapons equipped by that operative gain Lethal 5+.

Vivispectrum: If this operative destroys an enemy operative as a result of a melee attack, until the end of the battle, weapons equipped by this operative gain Devastating 2.

AGGRESSOR SQUAD, IMPERIUM, ADEPTUS ASTARTES, GRAVIS, APOTHECARY BIOLOGIS
2. Gravis Captain
Gravis Captain
A 3
M 5"
S 3+
W 19/19
Weapons
ATK
HIT
DMG
Boltstorm Gauntlet (Rng 8", PrcCrit1)
4
3+
3/4
Master-Crafted Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Heroic LeaderHardyIron HaloAstartes

Heroic Leader: Once per turning point, you can do one of the following:

  • Use a firefight ploy for 0CP if this is the specified AGGRESSOR SQUAD operative (excluding Command Re-roll).
  • In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and not within control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 4+, you gain one additional CP.
  • When a friendly AGGRESSOR SQUAD operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

AGGRESSOR SQUAD, IMPERIUM, ADEPTUS ASTARTES, GRAVIS, CAPTAIN
3. Aggressor Sergeant
Aggressor Sergeant
A 3
M 5"
S 3+
W 19/19
Weapons
ATK
HIT
DMG
Auto Boltstorm Gauntlets (Rng 9", Relentless, Tor 1")
5
3+
3/4
Fragstorm Grenade Launcher (Rng 9", Blast 2")
4
3+
2/4
Twin Power Fists (Brutal, Relentless)
5
4+
5/7
Abilities
AstartesClose-Quarters FirepowerHardyStrategic Command

Strategic Command: You can do each of the following once per battle if this operative is in the killzone:

  • Use an AGGRESSOR SQUAD strategy ploy for 0CP.
  • Use an AGGRESSOR SQUAD firefight ploy for 0CP.
AGGRESSOR SQUAD, IMPERIUM, ADEPTUS ASTARTES, GRAVIS, AGGRESSOR, SERGEANT
4. Aggressor Warrior
Aggressor Warrior
A 3
M 5"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Flamestorm Gauntlets (Rng 8", Relentless, Sat, Tor 2")
5
2+
3/3
Twin Power Fists (Brutal, Relentless)
5
4+
5/7
Abilities
AstartesHardyClose-Quarters Firepower
AGGRESSOR SQUAD, IMPERIUM, ADEPTUS ASTARTES, GRAVIS, AGGRESSOR, WARRIOR
5. Aggressor Warrior
Aggressor Warrior
A 3
M 5"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Flamestorm Gauntlets (Rng 8", Relentless, Sat, Tor 2")
5
2+
3/3
Twin Power Fists (Brutal, Relentless)
5
4+
5/7
Abilities
AstartesHardyClose-Quarters Firepower
AGGRESSOR SQUAD, IMPERIUM, ADEPTUS ASTARTES, GRAVIS, AGGRESSOR, WARRIOR

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.