Commissar's Detachment
Operatives
Inactive Equipment
GUARDED GEAR
At the beggining of the battle, choose one equipment you selected for the battle. This equipment's text becomes the text of the chosen equipment. This equipment can't have the text of LAUD HALIER equipment.
FLAK ARMOUR MARK 13#
Once per battle STRATEGIC GAMBIT, Select one friendly COMMISSAR'S DETACHMENT operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
LAUD HALIER
STRATEGIC GAMBIT in the first turning point. All friendly operatives start with their morale level advanced by 1.
XENOS TECH BOMB
When you select this equipment, get two Xenos tech bombs. Each selection is a ranged weapon your operatives can use, but your kill team can only use that weapon a total number of times during the battle equal to your selection.
Xenos tech bombs cannot be used by opperatives within 8" and visible to COMMISSAR'S DETACHMENT COMMISSAR.
Xenos tech bomb |R|5|3+|3/3|Rng 4", Blast 2", Devastating 1, Hvy(Repos), Lethal 4+, Saturate|
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: BE SADDENED WE HAVE BUT ONLY ONE LIFE TO GIVE FOR THE EMPEROR
Use this firefight ploy when friendly COMMISSAR'S DETACHMENT TROOPER is incapacitated. Remove it from the kill zone, but do not count it as incapacitated for any COMMISSAR'S DETACHMENT rules.
Firefight: EMPERORS GUIDANCE
Use this firefight ploy before activating a friendly COMMISSAR'S DETACHMENT operative. Friendly operatives that activate until the oponents next activation recive two morale levels during their activation.
Firefight: UNQUESTIONING LOYALTY
Use this firefight ploy when a friendly COMMISSAR'S DETACHMENT COMMISSAR operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly COMMISSAR'S DETACHMENT operative visible to and within 3" of that LEADER 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.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Firefight: NOT REQUIRED TO THINK, ONLY TO ACT
Use this firefight ploy before the first activation of the turning point. Two friendly COMMISSAR'S DETACHMENT TROOPER that are within 3" of each other may perform the fight or the shoot action.
Strategy Ploys
Strategy: GLORY TO THE FIRST MAN TO DIE!
All friendly COMMISSAR'S DETACHMENT TROOPER operatives count as having their morale level one higher then they do, until the first COMMISAR'S DETACHMENT operative is incapacitated.
Strategy: VICTORY IS ASSURED!
Add 1 to attack charateristic of lasguns that are carried by friendly COMMISSAR'S DETACHMENT operatives with morale level of 1 or higher.
Strategy: BRING IT DOWN!
If a friendly COMMISSAR'S DETACHMENT operative is shooting an enemy that was already shot during the same turning point, add Accurate 1 and Saturate to its weapon profile.
If a friendly COMMISSAR'S DETACHMENT operative is shooting an enemy that was already shot by COMMISSAR'S DETACHMENT COMMISSAR, also add Accurate 2 to its weapon profile.
Strategy: BAYONET FORMATION
Whenever a friendly COMMISSAR'S DETACHMENT operative is fighting or retaliating while within of 3" of another friendly COMMISSAR'S DETACHMENT operative, before rolling any dice, deal 1d3 damage to enemy opperatives that are within its control range.
Equipment
GUARDED GEAR
At the beggining of the battle, choose one equipment you selected for the battle. This equipment's text becomes the text of the chosen equipment. This equipment can't have the text of LAUD HALIER equipment.
FLAK ARMOUR MARK 13#
Once per battle STRATEGIC GAMBIT, Select one friendly COMMISSAR'S DETACHMENT operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
LAUD HALIER
STRATEGIC GAMBIT in the first turning point. All friendly operatives start with their morale level advanced by 1.
XENOS TECH BOMB
When you select this equipment, get two Xenos tech bombs. Each selection is a ranged weapon your operatives can use, but your kill team can only use that weapon a total number of times during the battle equal to your selection.
Xenos tech bombs cannot be used by opperatives within 8" and visible to COMMISSAR'S DETACHMENT COMMISSAR.
Xenos tech bomb |R|5|3+|3/3|Rng 4", Blast 2", Devastating 1, Hvy(Repos), Lethal 4+, Saturate|
Ploys
BE SADDENED WE HAVE BUT ONLY ONE LIFE TO GIVE FOR THE EMPEROR
Firefight PloyUse this firefight ploy when friendly COMMISSAR'S DETACHMENT TROOPER is incapacitated. Remove it from the kill zone, but do not count it as incapacitated for any COMMISSAR'S DETACHMENT rules.
EMPERORS GUIDANCE
Firefight PloyUse this firefight ploy before activating a friendly COMMISSAR'S DETACHMENT operative. Friendly operatives that activate until the oponents next activation recive two morale levels during their activation.
UNQUESTIONING LOYALTY
Firefight PloyUse this firefight ploy when a friendly COMMISSAR'S DETACHMENT COMMISSAR operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly COMMISSAR'S DETACHMENT operative visible to and within 3" of that LEADER 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.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
NOT REQUIRED TO THINK, ONLY TO ACT
Firefight PloyUse this firefight ploy before the first activation of the turning point. Two friendly COMMISSAR'S DETACHMENT TROOPER that are within 3" of each other may perform the fight or the shoot action.
GLORY TO THE FIRST MAN TO DIE!
Strategy PloyAll friendly COMMISSAR'S DETACHMENT TROOPER operatives count as having their morale level one higher then they do, until the first COMMISAR'S DETACHMENT operative is incapacitated.
VICTORY IS ASSURED!
Strategy PloyAdd 1 to attack charateristic of lasguns that are carried by friendly COMMISSAR'S DETACHMENT operatives with morale level of 1 or higher.
BRING IT DOWN!
Strategy PloyIf a friendly COMMISSAR'S DETACHMENT operative is shooting an enemy that was already shot during the same turning point, add Accurate 1 and Saturate to its weapon profile.
If a friendly COMMISSAR'S DETACHMENT operative is shooting an enemy that was already shot by COMMISSAR'S DETACHMENT COMMISSAR, also add Accurate 2 to its weapon profile.
BAYONET FORMATION
Strategy PloyWhenever a friendly COMMISSAR'S DETACHMENT operative is fighting or retaliating while within of 3" of another friendly COMMISSAR'S DETACHMENT operative, before rolling any dice, deal 1d3 damage to enemy opperatives that are within its control range.
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.
Plant Banner
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.