Aquisition Conglomerate

Aquisition Conglomerate

Common Abilities and Options

Grudge-Bearer:
whenever a friendly operative is incapacitated within 3" of this model, if the enemy operative that incapacitated said friendly operative is visible to this operative, it gains the balanced weapon rule while targeting that enemy operative.

Forceful Profit:
up to twice per turning point, whenever an operative with this abilityincapacitiates an enemy operative, you gain one command point

Wisdom of the Votann:
Once per turning point, an operative with this ability may preform a mission action for 1 less AP

Veteran's Grit:
If this operative is incapacitated during a fight action, you may strike with one unresolved success before removing this operative from play. Alternatively, if this operative survives a fight action, you may inflict D3+1 damage upon resolving the sequence.

Nimble Creature:
If this operative has a conceal order, it may preform a free dash action at the end of it's activation

Hired Gun:
Choose one enemy operative visible to your Leader. until the end of this turning point, this operative's weapon profiles have balanced when making attacks against that enemy operative.

Operatives

1. Ironhead Charter-Master
Ironhead Charter-Master
A 2
M 5"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/5
Power Hammer (Brutal, Shock)
4
4+
5/6
Abilities
Grudge-BearerForceful Profit
Ironhead, Leader, Squat
2. Hearthkin Warrior
Hearthkin Warrior
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Ion Blaster (piercing 1)
3
4+
3/5
Fists
3
4+
2/3
Abilities
Grudge-BearerWisdom of the Votann
Votann, Squat, Warrior
3. Yaeger Commando
Yaeger Commando
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Bolt Shotgun
buckshot (Rng 6")
4
3+
4/4
slug
3
4+
3/4
fists
3
4+
2/3
Abilities
Wisdom of the VotannGrudge-BearerVeteran's Grit
Votann, Veteran, Squat, Warrior
4. Ironhead Prospector
Ironhead Prospector
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Boltgun (piercing 1,Heavy( Reposition Only))
4
4+
3/5
Bludgeon
3
4+
2/2
Abilities
Forceful ProfitGrudge-Bearer
Ironhead, Squat, Warrior
5. Hearthkin Gunner
Hearthkin Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Rocket Launcher
Focused (piercing 1, rending)
4
4+
4/5
Volley (blast 2")
5
4+
4/4
Bludgeon
3
4+
2/2
Abilities
Wisdom of the VotannGrudge-Bearer
Votann, Squat, Specialist
6. Yaeger Bombast
Yaeger Bombast
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Wroughtlock Revolvers (Rng 9", ceaseless, lethal 5+)
4
3+
3/5
Wroughtlock Revolvers (point blank) (brutal, ceaseless)
4
4+
3/3
Abilities
Grudge-BearerVeteran's GritWisdom of the VotannGrizzled Gunman

Grizzled Gunman: if this operative is injured, ignore any changes to the hit stat

Votann, Veteran, Squat, Specialist
7. Yaeger Marksman
Yaeger Marksman
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Silenced Magna-Coil Rifle
Stationary (Devastating 3, Heavy, Piercing 1, Silent)
3
2+
3/3
Mobile (Heavy (Dash Only), Piercing 1, Silent)
3
3+
3/4
Bludgeon
3
4+
2/2
Abilities
Grudge-BearerWisdom of the VotannConcealing cloakVeteran's Grit

Concealing cloak: If this operative is obsucerd or behind cover, it is not an eligible target (This does not include being a secondary targe, eg. blast, torrent)

Votann, Veteran, Squat, Specialist
8. Ironhead Brawler
Ironhead Brawler
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Stub Gun (Rng 9")
3
4+
3/5
Stone Burner (brutal)
3
4+
4/5
Abilities
Forceful ProfitGrudge-Bearer
Ironhead, Squat, Specialist
9. Farstalker Mercenary
Farstalker Mercenary
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
4+
3/4
Blade
3
3+
3/4
Abilities
Nimble CreatureVeteran's GritHired Gun
Veteran, Mercenary, Kroot
10. Farstalker Mercenary
Farstalker Mercenary
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
4+
3/4
Blade
3
3+
3/4
Abilities
Nimble CreatureVeteran's GritHired Gun
Veteran, Mercenary, Kroot

Equipment

Comms scrambler

all abilities that have the support keword now have 2" less of range (eg. support 6" would be support 4")

Sticky-Bomb

once per battle, one enemy operative within 6" of a friendly operative may be targeted by this equiptment roll one D6: the sticky-bomb will detonate in D6 activations, unless the targeted operative spends 2AP to defuse the bomb. if the bomb detonates, inflict D3+3 wounds.

Combat stimms

twice per turning point, an operative can regain D3 wounds at the start of it's activiation

Stogies

once per turning point, improve the hit stat of one ready operatives weapons by 1. (to a maximum of 2+)

Ploys

Too Stubborn to Die
Firefight Ploy

whenever this operative would be incapacitated, ignore all inflicted damage. you can only use this ploy once per turning point, and may only use it once on each operative

Fire and Advance
Firefight Ploy

use this ploy whenever a friendly operative ends a shoot action within 3" of another friendly operative. the operative not shooting may make a free reposition action in the direction of the closest objective marker.

Spiteful Demise
Firefight Ploy

whenever this operative is incapacitated during a fight or retaliation, before removing it from play, you may strike with an unresolved success.

Fellowship of Aquisition
Firefight Ploy

whenever an enemy operative ends a charge move at a friendly operative within 3" of another friendly operative, the unengaged friendly operative may make a free ranged attack at the attacking enemy operative. (this weapon may not have the blast or torrent weapon rules.)

Bulwark Formation
Strategy Ploy

Whenever an operative makes a shoot attack, if it is in cover from the target's perspective, it's ranged weapons have the accurate 1 weapon rule (if the weapon already has this rule, it instead has accurate 2)

Stalwart Defenders
Strategy Ploy

when determining control of an objective, treat all friendly operatives apl as 1 higher.

Seasoned Gunmen
Strategy Ploy

Ignore any changes to all friendly operative's apl stat.

Gruff Fortitude
Strategy Ploy

worsen the damage of enemy weapons by 1 (to a minimum of 2)

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 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 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 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 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.

Flank
Recon

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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.