SKULLMASTER Boss Fight

Operatives

1. SKULLMASTER
SKULLMASTER
A 3
M 8"
S 4+
W 38/38
Weapons
ATK
HIT
DMG
Blade Of Blood (Lethal 5+, *Bleed)
5
3+
5/6
Juggernaut’s Bladed Horn (Severe)
5
4+
3/5
Abilities
PhasesHerald Of The BloodPloys*Bleed

Phases: This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 38 to 19 wounds. During this phase, you can select 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 18 to 0 wounds. During this phase, you can use a firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured. Worsen its Save stat by 1.

Herald Of The Blood: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).

  • This operative can perform up two Charge and three Fight actions during each of its activations during the turning point.

  • This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.

  • Whenever this operative performs the Charge action. After you end that action, inflict X damage on each enemy operative within its control range. Where X is half the distance this operative moved during that Charge action.

  • This operative ignores the Piercing, Stun and Shock weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • This operative cannot use nor retain a cover save from Light terrain.

Ploys: STRATEGY PLOYS

You can use select the following strategy ploy for this operative during the battle:

  • BLOOD FOR THE BLOOD GOD! (1 CP): Whenever this operative strikes, it regains 1 lost wound. Whenever it incapacitates an enemy operative, it regains 1D3+1 lost wounds.

FIREFIGHT PLOYS

You can select the following firefight ploy for this operative during the battle:

  • SKULLS FOR THE SKULL THRONE! (1 CP): Use this firefight ploy when this operative is fighting or retaliating against an enemy operative. Each time your opponent blocks one of your unresolved succssess, inflict half the damage of that success on that enemy operative.

*Bleed: In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.

CHAOS, DAEMON, KHORNE, BOSS, SKULLMASTER; 60

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

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.