Commissar's Detachment

Operatives

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 Ploy

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.

EMPERORS GUIDANCE
Firefight Ploy

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.

UNQUESTIONING LOYALTY
Firefight Ploy

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.

NOT REQUIRED TO THINK, ONLY TO ACT
Firefight Ploy

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.

GLORY TO THE FIRST MAN TO DIE!
Strategy Ploy

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.

VICTORY IS ASSURED!
Strategy Ploy

Add 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 Ploy

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.

BAYONET FORMATION
Strategy Ploy

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.

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.

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.