The Spear of Caliban

The Spear of Caliban

Common Abilities and Options

HUNT THE FALLEN:
As a strategic gambit during the first turning point, secretly select one enemy operative to designate as your Hunted operative. The first time the enemy Hunted operative becomes a valid target for a shooting attack, or comes within engagement range of a friendly SPEAR OF CALIBAN operative, reveal your selection, and the following rules apply for the rest of the game:

  • All ranged and melee weapons gain the Balanced weapon rule when shooting against this target. If the weapon selected already has the Balanced weapon rule, that weapon instead gains Ceaseless.
  • As long as the Hunted operative is visible to a friendly SPEAR OF CALIBAN operative, that operative must fight against or shoot against the Hunted enemy operative, and cannot do so against any other enemy operatives until it does so.

GRIM RESOLVE:
Whenever this operative receives damage while within 3" of an objective marker, it gains one of your Stalwart tokens. This effect can trigger once per action.

Operatives with Stalwart tokens receive the following cumulative benefits:

  • One token: This operative may perform mission actions while within Engagement Range of an enemy operative at a cost of 1 additional AP.
  • Two tokens: This operative cannot be moved by enemy rules, and whenever this operative is fighting or retaliating within 3" of an objective marker, it gains Accurate 1 on its melee weapons.
  • Three or more tokens: The first time this operative would be incapacitated, roll a D6. On a 4+, that model is not incapacitated, has 1 wound remaining, and cannot be incapacitated during the remainder of that action.

ASTARTES:
During each friendly SPEAR OF CALIBAN operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions:

  • 1 additional AP must be spent for the second action if both actions are using a plasma weapon or heavy weapon.
  • You cannot select two PSYCHIC ranged weapons.

Each friendly SPEAR OF CALIBAN operative can counteract regardless of its order.

INNER CIRCLE:
Each time this operative is activated, choose one effect to last until the beginning of the next turning point:

  • Steadfast Resolve – You can retain one of your defence dice as a normal success without rolling it (In addition to a cover save, if any).
  • Unshaken Purpose – You can ignore negative modifiers to APL and movement.
  • Dark Vengeance – If a friendly operative was incapacitated this turning toint, you gain +1 Attack dice (to a maximum of 5) for all melee and shooting attacks.

Operatives

1. CALIBAN BLADE-SERGEANT
CALIBAN BLADE-SERGEANT
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Oathbreaker's End (Lethal 5+, Sundering Blow*)
4
3+
4/4
The Final Accusation (Dev2, Severe)
4
3+
3/3
Abilities
HUNT THE FALLENGRIM RESOLVEASTARTESSUNDERING BLOWINNER CIRCLE

SUNDERING BLOW: Whenever you attack or block with a critical success, you can also inflict 2 additional damage on the enemy operative in that sequence.

ASTARTES, DARK ANGELS, INNER CIRCLE, LEADER
2. CALIBANITE LIBRARIAN
CALIBANITE LIBRARIAN
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Retributor Bolt Pistol (Dev1)
4
3+
3/3
The Lion's Maw (Dev1, Saturate)
5
3+
3/4
Force Sword (Psychic, Shock)
5
3+
4/6
Abilities
GRIM RESOLVEASTARTESHUNT THE FALLEN1AP: SHACKLES OF REMORSEINNER CIRCLE1AP: VEIL OF THE UNFORGIVEN

SHACKLES OF REMORSE (1AP): PSYCHIC: Select one enemy operative visible to this operative and roll a D6. If the result is greater than or equal to that operative's APL stat, this attack deals D3+1 damage and that operative may not move further than its movement stat until the end of its next activation. If the result is less than that operative's APL stat, this attack deals D3-1 damage instead.

This operative cannot perform this action while within control range of an enemy operative.

VEIL OF THE UNFORGIVEN (1AP): PSYCHIC: Select one friendly SPEAR OF CALIBAN operative visible to this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), the selected operative and other operatives within 3" and visible to the selected operative are obscured if it is more than 12" away from enemy operatives it is visible to.

This operative cannot perform this action while within control range of an enemy operative.

ASTARTES, DARK ANGELS, INNER CIRCLE, PSYKER
3. CALIBANITE PLASMA GUNNER
CALIBANITE PLASMA GUNNER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
3+
3/5
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
4/5
Fists
4
3+
3/4
Abilities
ASTARTESGRIM RESOLVEPENANCE BY PLASMAHUNT THE FALLEN

PENANCE BY PLASMA: Once during each activation, you can choose to inflict 1 damage on this operative instead of rolling 1D6 after using a Plasma weapon with the Hot rule.

ASTARTES, DARK ANGELS
4. RAVENWING SCOUT BIKE
RAVENWING SCOUT BIKE
A 3
M 10"
S 3+
W 16/16
Weapons
ATK
HIT
DMG
Retributor Twin-Linked Bolter (Dev1, Balanced)
4
3+
3/3
Retributor Bolt Pistol (Rng 8", Dev 1)
4
3+
3/3
Ram (Ram*)
1
2+
6/7
Fists
4
3+
3/4
Abilities
HUNT THE FALLENRAMRAVENWING BIKEASTARTESGRIM RESOLVE

RAM: Whenever this operative performs the charge action, it must use this weapon profile (instead of attacking normally). Each enemy operative can attempt to dodge or to weather the blow.

Dodge: The enemy operative must take a dodge test by rolling a D6: on a result that is equal to or less than the target's APL stat, that operative dodges and must Dash directly away from this operative in a straight line, then must subtract 1 from its APL until the end of its next activation. This operative then continues its charge for any remaining distance as though it had not been interrupted. If a dodge attempt is unsuccessful, the enemy operative must instead choose weather, but can only roll two defense dice instead of three.

Weather: The enemy operative rolls defense dice as they would against a shooting attack. Normal successes reduce the damage of this attack by 1, and critical successes reduce the damage by 2. After resolving this damage, the friendly operative's activation immediately ends.

Whenever this operative is retaliating or fighting in an activation in which it did not charge, it must use the fists weapon.

RAVENWING BIKE: This operative rides into battle on a Ravenwing bike, gaining the following benefits and restrictions:

Movement: This operative’s Move characteristic changes based on remaining Wounds as follows:

  • 11–16 Wounds: 10" Move
  • 6–10 Wounds: 9" Move
  • 1–5 Wounds: 8" Move

Injury Rule Exception: Even when Injured (including being below half its starting Wounds, or being affected by abilities that reduce Movement), do not subtract any additional Movement beyond what is shown above. Weapon hit penalties apply as normal.

In addition to the above, this operative:

  • Cannot open or close Doorways or Hatches, and cannot Breach walls. It can pass through open Doorways, Hatches, and Breach points.
  • Cannot climb walls or ladders, and cannot enter Doorways on Ruins or Strongholds.
  • Cannot fire the Twin-Linked Retributor Bolter more than once per activation/counteraction.
  • May Dash up to 4", but must forfeit the ability to make a Shoot action with its Twin-Linked Retributor Bolters during that turning point to do so.
  • May charge and fight in combat, but must use the Ram wepaon when it does so.
ASTARTES, DARK ANGELS, BIKE
5. CALIBANITE BOLTWARDEN
CALIBANITE BOLTWARDEN
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Retributor Bolter (Dev1, Severe)
4
3+
3/3
Fists
4
3+
3/4
Abilities
HUNT THE FALLEN1AP: DOCTRINE OF UNYIELDING FIREASTARTESGRIM RESOLVE

DOCTRINE OF UNYIELDING FIRE (1AP): Whenever this operative performs a Shoot action, if the target of that action is the same operative it has already targeted with a previous Shoot action during this activation, add 1 to the Attack Dice characteristic and +1 to its Devastating weapon rule until the end of that operative's activation.

ASTARTES, DARK ANGELS
6. CALIBANITE PENITENT-BLADE
CALIBANITE PENITENT-BLADE
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Truthseeker Chainsword (Rending Strike*)
5
3+
4/4
Retributor Bolt Pistol (Rng 8", Dev1)
4
3+
3/3
Abilities
HUNT THE FALLENRENDING STRIKEGRIM RESOLVEASTARTES

RENDING STRIKE: Whenever this operative is fighting or retaliating and retains any critical successes, inflict 1 damage for each critical success (whether a hit or a block) on the operative this weapon is being used against.

ASTARTES, DARK ANGELS

Equipment

Purity Seals

Once per turning point, when a friendly SPEAR OF CALIBAN 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.

Auspex

Once per turning point, when a friendly SPEAR OF CALIBAN operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.

Plasma Calibration Node

Once per turning point, when a friendly SPEAR OF CALIBAN operative performs the Shoot action with a plasma weapon, add one to the normal and critical damage stats for that attack.

Watcher's Seal

Once per battle, before an enemy operative resolves a shooting attack against this operative, you can force that operative to re-roll all successful hit rolls for that attack.

Ploys

Secrets Within Secrets
Firefight Ploy

Use this firefight ploy at the start of the first turning point, just before Initiative is rolled. You may switch the positions of any two friendly SPEAR OF CALIBAN operatives that share the same base size.

Pursue the Unforgiven
Firefight Ploy

Use this fireight ploy at the start of any turning point, just before initiative is rolled. You may secretly select a new Hunted enemy operative, even if the previous Hunted enemy operative was already revealed (the previous enemy operative is no longer Hunted).

Transhuman Physiology
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly SPEAR OF CALIBAN operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Sustained Retribution
Firefight Ploy

Use this firefight ploy when a friendly SPEAR OF CALIBAN operative selects a valid target for a shoot action. Until the end of the Turning Point, it can retain one additional normal hit as a critical hit with all ranged weapons if the target is within 6".

Disciplined Defense
Strategy Ploy

Whenever a friendly SPEAR OF CALIBAN operative is within 3" of an objective marker and becomes the target of a shooting attack, that operative can add +1 to a single defense die (not an extra die—modify the result).

Sword At Rest
Strategy Ploy

Whenever a friendly SPEAR OF CALIBAN operative is retaliating within 3" of an objective marker, one of your blocks can be allocated to block two unresolved successes (instead of one).

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly SPEAR OF CALIBAN operatives from being injured.

Hallowed Duty
Strategy Ploy

Until the beginning of the next turning point, friendly SPEAR OF CALIBAN operatives within 3" of an objective marker cannot suffer negative modifiers to their APL stat.

Tac Ops

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.

Track Enemy
Infiltration

Reveal: 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
Infiltration

Reveal: 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
Infiltration

Reveal: 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.