XV26 Redub
Common Abilities and Options
MARKERLIGHT:
Whenever an enemy operative is a valid target for this operative or is visible to this operative and within 2" of your Ambush marker (Prepare Ambush strategy ploy), it's marked. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's marked, that friendly operative's ranged weapons have the Severe weapon rule. Note that an operative can be a valid target for this operative even if this operative isn't the active operative
DRONE:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Reposition and Shoot.
- Whenever etermining control of an objective marker, treat this operative's APL stat as 1 lower. Not that this isn't a change to its APL stat, so any changes are cumulative with this.
- This operative cannot use any weapons that aren't on its datacard.
- Whenever determining what's visible to this operative, the round disc at the top of the miniature is its head.
- This operative is ignored for your opponent's kill/elimination op (when it's incapacitated, and when determining your starting number of operatives).
- This operative is ignored for the purposes of the Kill Op (both in terms of operatives kill, and starting number of operatives).
Operatives
1. SHAS’VRE
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Pulse Pistol (Rng 8”) | 4 | 4+ | 4/5 |
| Pulse Pistol (Accurate 1) | 3 | 4+ | 4/5 |
Abilities
DRONE CONTROLLERTACTICAL DISCRETION2. DESIGNATOR
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster | |||
| Short Range (Rng 6”, Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12”, Piercing 1) | 4 | 4+ | 6/3 |
| Fists | 3 | 4+ | 3/4 |
Abilities
MARKERLIGHT3. LIBERATOR
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Fists | 3 | 4+ | 3/4 |
| EMP BOMB (Rng 4”, Blast 2”, Limited 1, Lethal 4+, Saturate, Heavy (Reposition)) | 5 | 4+ | 2/2 |
| Explosive Grenades | |||
| Frag (Rng 6”, Blast 2”, Saturate) | 4 | 3+ | 2/4 |
| Krak (Rng 6”, Piercing 1, Saturate) | 4 | 3+ | 4/5 |
Abilities
GRENADIER4. LODESTAR
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster | |||
| Short Range (Rng 6”, Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12”, Piercing 1) | 4 | 4+ | 6/3 |
| Fists | 3 | 4+ | 3/4 |
Abilities
HOMING BEACONELECTROCHAFF LAUNCHER5. NEUTRALISER
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Fists | 3 | 4+ | 3/4 |
Abilities
MULTISPECTRUM SENSOR PACKAGESYSTEM JAM (1AP)6. MV15 GUN DRONE
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-Linked Pulse Carbines (Ceaseless) | 4 | 4+ | 4/5 |
| Ram | 3 | 5+ | 2/3 |
Abilities
DRONEPHOTON GRENADE LAUNCHER (1AP)7. MV75 MARKER DRONE
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DRONEMARKERLIGHTEquipment
PULSE PISTOLS
Operatives (except Drone operatives) gain the Pulse Pistol weapon profile (see the Shas'vre datacard)
HARDWIRED TARGET LOCKS
Whenever you would counteract, you can do so with one friendly XV26 STEALTH BATTLESUIT operative that has a Conceal order and is more than 3" from enemy operatives, but before it counteracts, you must change its order to Engage and it cannot perform any actions other than Shoot during that counteraction.
ADVANCED BLACKSUN FILTERS
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's obscured, you don't have to discard one success as a resulth of that rule. All other effects of obscured apply as normal.
JETPACK THRUSTERS
Whenever an operative equipped with Jetpack Thrusters uses a Reposition or Fall Back action, instead of moving it normally, you may remove it from the battlefield and set up again anywhere wholly within 6”, measuring horizontal distance only. In a Killzone that uses ‘Close Quarters’ rules, the distance cannot be measured over or through wall terrain and the operative cannot be set up on the other side of an access point.
Ploys
GHOSTSHROUD
Firefight PloyUse this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT 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.
VECTORED RETRO-THRUSTERS
Firefight PloyUse this ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is charged by a visible enemy operative more than 3” away from it. Interrupt that action and perform a free Dash action with the XV26 STEALTH BATTLESUIT operative that was the target of the charge.
Note: if the enemy operative can still complete their Charge successfully after this, they must do so, if not, they can select a new action and are not considered to have spent that AP or their use of the Charge action.
EXFILTRATE
Firefight PloyUse this ploy when you select a friendly XV26 STEALTH BATTLESUIT operative to counteract. If you do so, you may select any operative regardless of their order. That operative may only use a Dash or Reposition action (or a Fall Back action if it is on a conceal order), and may move the full distance of the action it selects, rather than just 2”, but it must end its turn within your territory and closer to your board edge than its initial position.
SAVIOR PROTOCOLS
Firefight PloyUse this firefight ploy whien a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly XV26 STEALTH BATTLESUIT DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn't normally be valid for this). This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
KILLING BLOW
Strategy PloyWhenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative, if the target is not taken out of action as a result of that attack, the friendly operative may make a second Shoot action during its activation, but it must target the same enemy operative as it did in its first Shoot action.
CRITICAL TARGET
Strategy PloySelect one enemy operative. It becomes a Critical Target, give it a Critical Target token. Whenever friendly XV26 STEALTH BATTLESUIT operatives (excluding Drone operatives) are shooting at an enemy operative with a Critical Target token, its weapons gain the Seek weapon rule against the Critical Target. If the Critical Target is taken out of action, remove the token, otherwise remove the token at the end of the turning point.
Note: this means subsequent targets (e.g. from Torrent) are not eligible if Seek would be required to make them a separate valid target as well.
(use the ambush token from the original rule as the ‘Critical Target’ token)
COUNTERFIRE DEFENCE SYSTEMS
Strategy PloyEach time a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) with an Engage order retaliates against an enemy operative with an Engage order, it may resolve a successful attack dice first. If it does so, that dice must be used to strike.
TANDEM HUNTING PATTERN
Strategy PloyWhenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) (A) ends an activation in which it results in an Critical Target being taken out of action, weapon attacks made by friendly XV26 STEALTH BATTLESUIT operatives which target enemy operatives within 3” of the friendly (A) operative, have the Severe weapon rule until the end of the turning point.
Tac Ops
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.
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.