The Kraken's Tendrils
Common Abilities and Options
Hidden In Shadows:
When this operative has a conceal order, they always count as in conceal, regardless of any other rules.
Assassination Edict:
FAVOURED DISCIPLES operatives are able to use the charge action even with a conceal order.
Bio-Mutant Resurgance (1AP):
Select one other friendly FAVOURED DISCIPLES operative visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
A Perfect Ambush:
Whenever a friendly FAVOURED DISCIPLES operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage or vice versa at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation, that friendly operative's weapons have the Ceaseless weapon rule. Once per turning point, one FAVOURED DISCIPLE operative is also able to perform a free dash action right after performing a shoot action.
Superior Form:
Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.
Guerilla Warfare:
Once per turning, one WARRIOR operative in your team with rule can change its order after its activation, regardless of any prior actions.
Grenadier:
This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e, if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.
Iconbearer:
Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.
Overthrow The Oppressors:
Once per turning point, when a ready friendly FAVOURED DISCIPLES operative is incapacitated while visible to and within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can either perform one free Shoot action (you can change its order to do so), or you can use the A Plan Generations in the Making firefight ploy for 0CP if that incapacitated operative is the specified friendly FAVOURED DISCIPLES operative.
It is then removed from the killzone as normal.
Crushing Charge:
Whenever this operative finishes moving during the Charge action, you can inflict 2 damage on one enemy operative within its Control Range.
Hulking Monster:
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
Dim-Witted:
You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).
Cult Agent:
Whenever an operative is shooting a friendly WYRMBLADE CULT AGENT operative:
- Ignore the Piercing and Saturate weapon rules.
- If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Operatives
1. Skorgoracc Sargen
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cult Blade and Rending Claws (Rending) | 5 | 3+ | 4/5 |
| Bio-Lash with Bone-Sword (Brutal, Lethal 5+, Shock) | 5 | 3+ | 3/5 |
Abilities
Hidden In ShadowsAssassination EdictA Plan Generations In The Making1AP: Bio-Mutant ResurganceA Perfect Ambush2. Cthepa Druchmann
A 3
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rending Claws and Mutated Talons (Severe) | 5 | 3+ | 3/5 |
| Mutated Bio-Rippers (Brutal, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Bio-Mutant ResurganceAssassination EdictA Perfect Ambush1AP: In The Image Of The Star-ChildrenSuperior Form3. Hollun Svodnor
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Torrent 1") | 4 | 3+ | 3/3 |
| Rending Claws and Mutated Talons (Severe) | 4 | 3+ | 3/5 |
Abilities
Guerilla WarfareSuperior FormAssassination EdictA Perfect Ambush4. Fedorev Waloom
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Torrent 1") | 4 | 3+ | 3/3 |
| Rending Claws and Mutated Talons (Severe) | 4 | 3+ | 3/5 |
Abilities
Guerilla WarfareSuperior FormAssassination EdictA Perfect Ambush5. Iokmor Gray
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Cult Blade and Rending Claws (Rending) | 4 | 3+ | 4/5 |
Abilities
Assassination EdictHidden In ShadowsA Perfect AmbushGuerilla Warfare6. Mortens Veska
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Cult Blade and Rending Claws (Rending) | 4 | 3+ | 4/5 |
Abilities
Assassination EdictHidden In ShadowsA Perfect AmbushGuerilla Warfare7. Ackerman Eshkoura
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Rock Saw (Brutal, Rending) | 5 | 4+ | 5/6 |
Abilities
Assassination EdictHidden In ShadowsA Perfect AmbushGuerilla Warfare8. Erlen Szenan
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Rock Drill (Lethal 5+, Brutal) | 5 | 4+ | 4/6 |
Abilities
Assassination EdictHidden In ShadowsA Perfect AmbushGuerilla Warfare9. Sayben Starn
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cult Blade and Rending Claws (Rending) | 4 | 3+ | 4/5 |
| Demolition Charge (Rng 3", Blast 2", Heavy (Repos), Lim1, Prc1, Sat) | 4 | 3+ | 4/6 |
| Blasting Charge (Rng 4", Blast 1", Saturate) | 4 | 3+ | 3/5 |
Abilities
Assassination EdictGrenadierHidden In ShadowsA Perfect Ambush10. Reeve Vermiseth
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cult Blade and Rending Claws (Rending) | 4 | 3+ | 4/5 |
| Demolition Charge (Rng 3", Blast 2", Heavy (Repos), Lim1, Prc1, Sat) | 4 | 3+ | 4/6 |
| Blasting Charge (Rng 4", Blast 1", Saturate) | 4 | 3+ | 3/5 |
Abilities
Assassination EdictGrenadierHidden In ShadowsA Perfect Ambush11. Nyska Thezevite
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Cult Blade and Rending Claws (Rending) | 4 | 3+ | 4/5 |
Abilities
Assassination EdictIconbearerHidden In ShadowsA Perfect AmbushOverthrow The Oppressors12. Orman Vinn
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bio-Lash and Rending Claws (Brutal, Lethal 5+, Shock, Rending) | 5 | 3+ | 4/5 |
Abilities
Overthrow The OppressorsSuperior FormA Perfect AmbushIconbearerAssassination Edict13. The Blessed Limb
A 2
M 5"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aberrant Power Weapons (Lethal 5+, Brutal) | 5 | 3+ | 5/6 |
Abilities
Assassination EdictCrushing ChargeHulking MonsterDim-WittedA Perfect Ambush14. Aberrant
A 2
M 5"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aberrant Power Weapons (Lethal 5+, Brutal) | 5 | 3+ | 5/6 |
Abilities
Assassination EdictCrushing ChargeHulking MonsterDim-WittedA Perfect Ambush15. Exa "Hand of the Emperor" Qroysa'teth
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reductus Autopistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/3 |
| Reductus Dagger (Lethal 5+) | 3 | 3+ | 3/4 |
| Blasting Charge (Rng 6", Sat, Blast 1") | 4 | 3+ | 3/5 |
| Demolition Charge (Rng 5", Piercing 1, Saturate, Blast 2", Heavy (Repos)) | 4 | 3+ | 4/6 |
Abilities
Assassination EdictGrenadier1AP: ExplosivesPlan At Any CostsCult AgentA Perfect Ambush16. Lheska "the Haloed Servant" Thrace
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cult Knife | 3 | 4+ | 3/4 |
| Psionic Cascade | |||
| Witchfire (Psychic, Piercing 1, Rnd) | 4 | 3+ | 4/5 |
| Focused Witchfire (Psychic, Piercing 1, Rnd, Dev3, Hot) | 4 | 3+ | 5/3 |
Abilities
A Perfect AmbushAssassination EdictPsionic ShieldCult Agent1AP: Bio-Horror DisruptionClaimed for the Cult17. The Saintly King
A 3
M 5"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Sledgehammer (Brutal, Lethal 5+, Stun, Shock) | 5 | 3+ | 5/7 |
Abilities
Dim-WittedHulking MonsterA Perfect AmbushCrushing ChargeAssassination EdictThe Chosen OneCult AgentEquipment
Spotlights
Whenever a friendly FAVOURED DISCIPLES operative is shooting, the target cannot be obscured if it is visible to and within 6" of a friendly FAVOURED DISCIPLES operative that is not within control range of enemy operatives.
Cult Icon
Once per turning point, when an operative is shooting a friendly FAVOURED DISCIPLES operative (Excluding CULT AGENTS), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Bio-Toxical Promethium
You can use this equipment twice per turning point when activating a friendly FAVOURED DISCIPLES operative using a ranged weapon with FLAMER in its name. This weapon gains the Piercing Crit 1 keyword.
Factorum Disguises
After revealing this equipment option, roll 1D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly FAVOURED DISCIPLES operatives (excluding CULT AGENTS) equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
Ploys
Chink In Their Armor
Firefight PloyUse this firefight ploy when a friendly FAVOURED DISCIPLES operative is shooting or fighting, after rolling your attack dice. If that friendly operative’s order was changed before their activation, at the start of that activation and this is the first time it has performed either the Shoot or Fight action during that activation, you can retain one of your normal successes as a critical success instead. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).
Unquestioned Loyalty
Firefight PloyUse this firefight ploy when a friendly FAVOURED DISCIPLES CULT AGENT or FAVOURED DISCIPLES LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly FAVOURED DISCIPLES operative (excluding LEADER) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Final Purpose
Firefight PloyUse this firefight ploy when a friendly FAVOURED DISCIPLES operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.
Adaptive Tactics
Firefight PloyUse this firefight ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Enhanced Musclemass
Strategy PloyDuring friendly FAVOURED DISCIPLES operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
The Day Is At Hand
Strategy PloyWhenever a friendly FAVOURED DISCIPLES operative is activated, if its order is changed from Conceal to Engage, until the end of that activation:
-Its ranged weapons have the Rending weapon rule. -Add 1 to the Atk stat of its melee weapons (to a maximum of 5).
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Spiteful Reckoning
Strategy PloyWhenever a friendly FAVOURED DISCIPLES operative (excluding CULT AGENTS) is incapacitated when fighting or retaliating, if you have any unresolved attack dice, you can roll 1D6. If the result is a success as if it were the Roll Attack Dice step of that sequence (i.e, using the same weapon, but with no re-rolls), you can strike the enemy operative in that sequence with one of your unresolved normal successes, or any of your successes instead if the 1D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.
Writhe Into Darkness
Strategy PloyWhenever an operative is shooting a friendly FAVOURED DISCIPLES operative that has a Conceal order, if Light terrain is intervening, that friendly operative is obscured (unless the intervening Light terrain is within 1" of either operative).
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.
Track Enemy
InfiltrationReveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Plant Devices
InfiltrationReveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Steal Intelligence
InfiltrationReveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.