Shadowdance

Shadowdance

Common Abilities and Options

Projection:
For every dice that damages you, roll 1 D6, on 6+, reflect 2 DMG to the attacker

Weighed in the Balance:
May double fight, or double shoot

Dance:
All enemy units within engangement range of Mother of Matriarch are affected by the attack

Grace of the Whisper:
This unit can fly & ignores all horizontal & vertical terrain

Eq: Dancing Shoes:
Once per turn a friendly operative may roll 5 Def dice against a shooting attack

Eq: Shadowed Shield:
One per battle a friendly operative may gain No Pain on 5+ for the remainder of the turning point

Eq: Tandem Entrance:
Once per battle you may choose to go back to back activations

Eq: Cloak of Shadows:
Once per battle a friendly operative may become untargetable against shooting and melee attacks, no matter the circumstancs, until the end of the turning point

Operatives

1. Mother of the Matriarch
Mother of the Matriarch
A 3
M 8"
S 3+
W 20/20
Weapons
ATK
HIT
DMG
Matriarch's Mercy (RNG 8", Blast 1", Punishing)
6
4+
4/5
Matriarch's Madness (Brutal, Punishing, Dance)
6
4+
5/7
Abilities
1AP: Daughter's KeeperProjection1AP: Kiss the GirlsThrough the Looking GlassWeighed in the Balance1AP: Mother's BeckonDanceGrace of the Whisper
Options
Eq: Dancing ShoesEq: Shadowed ShieldEq: Tandem EntranceEq: Cloak of Shadows

Daughter's Keeper (1AP): All friendly operatives within 6" heal for 1D6

Kiss the Girls (1AP): Select one friendly operative visible and within 8" and they gain Lethal 4+ on all weapon profiles until the end of the turn

Through the Looking Glass: Mother of Matriarch may move in and out of engagement range & all enemies she enters & leaves the engagement range of take 1D6 DMG

Mother's Beckon (1AP): Two visible friendly units are teleported to Mother of Matriarch's engagement range

32
2. Sister of the Matriarch
Sister of the Matriarch
A 3
M 8"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Sister's Dilemma (RNG 8", Blast 1", Punishing)
5
4+
3/4
Sister's Sadness (Brutal, Punishing, Dance)
5
4+
5/6
Abilities
DanceProjection1AP: Presence of Mind1AP: Poison the WellGrace of the WhisperWeighed in the Balance2AP: Aimless Vengeance
Options
Eq: Dancing ShoesEq: Shadowed ShieldEq: Tandem EntranceEq: Cloak of Shadows

Presence of Mind (1AP): Select one friendly unit within 8", they save on 2+ for the rest of the turning point

Poison the Well (1AP): Select one enemy unit within 6", for the rest of the turning point whenever they roll a 3, they immediately take 2 DMG

Aimless Vengeance (2AP): Select two visible enemy units within 6" of eachother that are also visible to one another, if not, select an enemy visible and within 12" of Sister of the Matriarch. Both units roll 6 dice. For every identical dice they roll, they take 2 DMG. Sister of the Matriarch can take a maximum of 2 DMG from her dice

32
3. Daughter of the Shadow
Daughter of the Shadow
A 3
M 8"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Shadow's Secret (RNG 8", Ceaseless, Lethal 5+, Shadow)
4
4+
3/4
Shadow's Soul (Brutal, Ceaseless, Lethal 5+, Shadow)
4
4+
4/5
Abilities
ProjectionGrace of the WhisperShadowWeighed in the Balance
Options
Eq: Dancing ShoesEq: Shadowed ShieldEq: Tandem EntranceEq: Cloak of Shadows

Shadow: Every time you resolve a critical hit against an enemy, they lose 1APL for the rest of the turning point. Shadow may stack to a maximum of 3 APL

32
4. Daughter of the Flame
Daughter of the Flame
A 3
M 8"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Crucible's Calling (RNG 8", Ceaseless, Lethal 5+, Ablaze)
4
4+
4/5
Heart Fire (Brutal, Ceaseless, Lethal 5+, Ablaze)
4
4+
4/5
Abilities
Grace of the WhisperAblazeProjectionWeighed in the Balance
Options
Eq: Dancing ShoesEq: Shadowed ShieldEq: Tandem EntranceEq: Cloak of Shadows

Ablaze: For every successfully resolved dice against an enemy, they roll 1D6 and take 1 DMG on 5+

32
5. Daughter of the Dance
Daughter of the Dance
A 3
M 8"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Defiling Deed (RNG 8", Ceaseless, Lethal 5+, Deed)
4
4+
3/4
Poisoned Pyre (Brutal, Ceaseless, Lethal 5+, Deed)
4
4+
4/5
Abilities
ProjectionDeedGrace of the WhisperWeighed in the Balance
Options
Eq: Dancing ShoesEq: Shadowed ShieldEq: Tandem EntranceEq: Cloak of Shadows

Deed: If three successful critical hits are retained in either melee or ranged combat against an enemy, they suffer Deed, that enemy unit, if alive after the combat, must select one friendly unit within 8" and immediately perform a ranged or melee attack against them. The operative suffering Deed may shoot while in engagement range with an enemy

32
6. Daughter of the Anchorite
Daughter of the Anchorite
A 3
M 8"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Prison's Kiss (RNG 8", Ceaseless, Lethal 5+, Anchored)
4
4+
3/4
Anchorite's Touch (Brutal, Ceaseless, Lethal 5+, Anchored)
4
4+
4/5
Abilities
AnchoredProjectionWeighed in the BalanceGrace of the Whisper
Options
Eq: Dancing ShoesEq: Shadowed ShieldEq: Tandem EntranceEq: Cloak of Shadows

Anchored: If two successful critical hits are retained in either melee or ranged combat against an enemy, they are Anchored, that enemy unit, if alive after the combat, cannot move for the rest of the turning point. If three successful critical hits are retained in either melee or ranged combat against an enemy, you may select an additional enemy operative within 8" of the primary target and they become Anchored as well

32

Equipment

Dancing Shoes

Once per turn a friendly operative may roll 5 Def dice against a shooting attack

Shadowed Shield

One per battle a friendly operative may gain No Pain on 5+ for the remainder of the turning point

Tandem Entrance

Once per battle you may choose to go back to back activations

Cloak of Shadows

Once per battle a friendly operative may become untargetable against shooting and melee attacks, no matter the circumstancs, until the end of the turning point

Ploys

New Ploy
Strategy Ploy

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.

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.

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.