Shards of Vrensil
Common Abilities and Options
*Blaze:
If you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Blaze tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze tokens is activated, inflict D3 damage on it. Then that operative’s controlling player selects one of the following:
- Roll one D6: on a 3+, remove that token.
- Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.
Unspoken Bond:
Whenever a SHROUDED VIGIL operative is visible to another friendly SHROUDED VIGIL operative, you can treat this operative’s APL stat as one higher, to a maximum of 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this. This is not a change to the APL stat, so any changes are cumulative with this.
Psychic Null:
PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:
- That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
- That operative cannot use PSYCHIC ranged weapons.
- PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
Operatives
1. Tayle Roberson
A 3
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic boltgun (Lethal 5+) | 4 | 3+ | 3/5 |
| Gun butt | 4 | 3+ | 2/3 |
Abilities
Psychic Backlash*BlazeUnspoken Bond1AP: Adaptive TrainingPsychic Null2. Izmin Bradshan
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Gun butt | 4 | 4+ | 2/3 |
Abilities
Attack PatternsUnspoken BondPsychic NullHandler0AP: Somnan Mastiff Command3. Auber
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vicious bite | 4 | 3+ | 3/4 |
Abilities
Loyal CompanionUnspoken BondBeast1AP: Gather4. Susam Searz
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin hand flamers | |||
| Focused (Rng 6", Saturate, Torrent 2", Blaze*) | 4 | 2+ | 3/3 |
| Twin torrent (Rng 6", Saturate, Torrent 0", Twin Torrent*, Blaze*) | 4 | 2+ | 3/3 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Unspoken BondFlyPsychic Null2AP: *Twin Torrent*Blaze5. Felicha Wotts
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Gun butt | 4 | 4+ | 2/3 |
Abilities
Medic!Unspoken BondPsychic Null1AP: Medikit6. Melida Howar
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy flamer (Rng 8", Heavy (Reposition), Saturate, Torrent 2", Blaze*, Piercing Crits 1) | 5 | 2+ | 4/4 |
| Gun butt | 4 | 4+ | 2/3 |
Abilities
*Blaze1AP: UnleashUnspoken BondPsychic Null7. Hunter Norrique
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power axe (Brutal, Lethal 5+) | 4 | 3+ | 5/6 |
Abilities
Retributionary StrikePsychic NullScarredUnspoken Bond8. Ella Foleg
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctified blades (Ceaseless, Lethal 5+) | 4 | 3+ | 3/4 |
Abilities
Psychic NullSavage AssaultUnspoken BondNo WitnessesVicious Duelist9. Heider Clementine
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Saturate, Torrent 2", Blaze*) | 4 | 2+ | 3/3 |
| Gun butt | 4 | 4+ | 2/3 |
Abilities
*BlazePsychic NullUnspoken Bond10. Genvieve Stormholden
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Saturate, Torrent 2", Blaze*) | 4 | 2+ | 3/3 |
| Gun butt | 4 | 4+ | 2/3 |
Abilities
Psychic Null1AP: DirectUnspoken Bond*BlazeEquipment
Tanglefoot Grenades
Twice per battle in the firefight phase, a SHROUDED VIGIL operative can perform the following action:
TANGLEFOOT GRENADES (1 AP):
- Select one enemy operative Visible to this operative. Subtract 2" from its Movement characteristic until the end of the turning point. This operative can can not perform this action while within Engagement Range of enemy operatives.
Combat Blades
Friendly SHROUDED VIGIL operatives have the following melee weapon.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat blade | 4 | 4+ | 3/4 |
Vratine Faceplates
Once per turning point, when an operative is shooting a friendly ANATHEMA PSYKANA operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Oath Parchments
Once per turning point, when a friendly ANATHEMA PSYKANA 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.
Ploys
Sign of the Vigil
Firefight PloyUse this firefight ploy when an enemy operative visible to and within 3" of a friendly SHROUDED VIGIL operative performs the Pick Up Marker or a mission action (excluding Operate Hatch). Your opponent must spend 1 additional AP for that enemy operative to perform that action (if they cannot or choose not to, the AP spent on it is refunded).
His Will Remains
Firefight PloyUse this firefight ploy when a friendly SHROUDED VIGIL operative is activated. Until the end of that operative’s activation, you can ignore any changes to its stats (including its weapons’ stats).
Sororitas Aeterna
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly SHROUDED VIGIL operative, if it’s shooting against or fighting against an enemy operative that’s within 3" of a friendly SHROUDED VIGIL operative benefitting from UNSPOKEN BOND (or 6" if the OBLIVION KNIGHT). You can re-roll any of your attack dice.
Talons of Stone
Firefight PloyUse this firefight ploy when a friendly SHROUDED VIGIL operative is activated. If that operative is benefitting from the UNSPOKEN BOND, for this activation it gains +1 APL.
Shield of Faith
Strategy PloyWhenever an operative is shooting a friendly SHROUDED VIGIL operative that’s benefitting from the UNSPOKEN BOND, you can re-roll any of your defence dice results of one result (e.g. results of 2).
Silence in Motion
Strategy PloyUp to one third of the friendly SHROUDED VIGIL operatives in the killzone (rounding down, to a minimum of 1) can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to its closest enemy operative, its closest objective marker or your opponent’s drop zone (you can choose separately for each). You cannot use this ploy during the first turning point.
In Defence of the Oath
Strategy PloyWhenever a friendly SHROUDED VIGIL operative that’s benefitting from the UNSPOKEN BOND is retaliating, its melee weapons have the Ceaseless weapon rule.
The Vigil Must Endure
Strategy PloyUntil the end of the Turning Point, you can ignore any changes to the stats of friendly SHROUDED VIGIL operatives from being injured (including their weapons' stats).
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.
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.