Draikstar

Common Abilities and Options

*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.

*Toxic:
Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

Herald Of His Lordship:
During the Set-Up Operatives phase, this operative can be attached to a friendly ROGUE TRADER LORD CAPTAIN operative within its control range. Whenever this operative is attached to that operative, it is not a valid target for the Shoot or Fight actions, it cannot perform any action, its base must touch that operative’s base and if that operative moves, this operative moves the same distance with that operative when the latter moves regardless of its Move stat. If it cannot be placed touching that operative’s base, then this operative detaches itself and cannot move along it.

Whenever determining control of an objective’s marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this. Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. vantage terrain) except being within 2 inches. This operative cannot use any weapons that aren’t on its datacard, or perform Unique actions other than AIR OF AUTHORITY.

Floating Oracles:
This operative can be one of the following familiars: CHERUB, SERVO-SKULL or CYBER-EAGLE.

  • CHERUB: Whenever this operative is performing a Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing a Charge action. It must be set up in a location it can be placed, and unless it’s a Charge action, it cannot be set up within control range of an enemy operative. This operative can perform the following Unique action:

AIR OF AUTHORITY (1 AP): Select one other friendly ROGUE TRADER operative that is visible to and within 3 inches of this operative to add 1 to its weapons Atk stat until the end of its next actvation. This operative cannot perform this action while within control range of an enemy operative.

  • SERVO-SKULL: Whenever this operative is climbing a terrain, ignore up to the first 2 inches of that climb. This operative can perform Mission action for 1 less AP.

  • CYBER-EAGLE: Whenever this operative is performing a Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within any distance measured horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). It must be set up in a location it can be placed, and unless it’s a Charge action, it cannot be set up within control range of an enemy operative.

Whenever this operative is attached to a friendly ROGUE TRADER LORD CAPTAIN operative, that operative's ranged weapons have the Seek Light weapon rule and its targets cannot be obscured.

Part Of The Crew, Part Of The Ship:
After each other friendly operative's activation, before the next operative is activated, you can perform a free Dash action with this operative. This operative can only do this once per turning Point, and cannot do so after the final activation of the turning point.

Operatives

1. LORD CAPTAIN
LORD CAPTAIN
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Xenos
Shuriken Pistol (Rng 8", Rending)
4
3+
3/4
Blast Pistol (Rng 8", Prc2)
4
3+
3/4
Ion Pistol (Rng 8", PrcCrit1, Acc1)
4
4+
3/4
Mark Of Royalty (Rng 3", PrcCrit2)
4
5+
2/2
Imperium
Ryza-Pattern Chainsword (Ceaseless)
4
3+
4/5
Righteous Justice Power Sword (Lethal 5+)
4
3+
5/6
Fatebringer Sword (Brutal)
4
4+
3/7
Abilities
*Life DrainLordship Of The StarsVoice Of Command

*Life Drain: When you select this weapon, you can use this rule. If you do, at the start of the Resolve Attack Dice step, for each attack die you resolve during that step that inflicts damage, this operative regains 1 lost wound, or 1D3 lost wounds if it was a critical success. You cannot use this weapon rule more than once per Turning Point.

Lordship Of The Stars: At the start of the Select Operatives phase; when this operative is selected for deployment, select one of the following Alignments for this operative for the battle:

  • DOGMATIC: This operative can only select one Imperium weapon profile for each type (ranged and melee). You can select friendly ROGUE TRADER RETINUE operatives with the "IMPERIUM" keyword only. This operative gains the "IMPERIUM" keyword.

  • ICONCLAST: This operative can only select one Imperium or Xenos weapon profile for each type (ranged and melee). You can select friendly ROGUE TRADER RETINUE operataives with the "IMPERIUM", "AELDARI", "T'AU EMPIRE", "ORK", "TYRANID", "NECRON" and "VOTANN" keywords only. This operative gains the "IMPERIUM" keyword.

  • HERETIC: This operative can only select one Chaos weapon profile for each type (ranged and melee). You can select friendly ROGUE TRADER RETINUE operataives with the "CHAOS" keywords only. This operative gains the "CHAOS" keyword.

Voice Of Command: STRATEGIC GAMBIT if this opeative is in the killzone. select one of the following Command rules to use until the end of the turning point:

  • Bring It Down!: During this operative's activation and/or counteraction, you can select another friendly ROGUE TRADER operative that is visible to within 3 inches of it to immediately perform a Shoot or Fight action. Subtract 1 from the APL stat of that operative until the end of its next activation.

  • Move, Move, Move!: During this operative's activation and/or counteraction, you can select another friendly ROGUE TRADER operative that is visible to and within 3 inches of it to immediately perform a Repositon or Charge action. Subtract 1 from the APL stat of that operative until the end of its next activation.

  • Get Back In The Fight!: During this operative's activation and/or counteraction, you can select another friendly ROGUE TRADER operative that is visible to and within 3 inches of it. Ignore any negative changes to that operative's stats and remove any tokens that negatively affects it (e.g. Poison, Blaze etc...).

  • Take And Hold!: Select one Mission marker that is visible to this operative. Whenever determining control of that marker, treat the total APL stat of friendly ROGUE TRADER operatives that contest it as 1 higher if at least one friendly operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

ROGUE TRADER, LEADER, LORD CAPTAIN; 28
2. NAVIGATOR
NAVIGATOR
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lidless Stare (Rng 8", Saturate, Seek Light, Tor 3")
4
4+
2/4
Orchestrated Firestorm (*Orchestrated Firestorm)
1
3+
-/-
Warp Guide Staff (Psychic, Stun, Shock)
3
4+
1/3
Abilities
*Orchestrated FirestormThreads And Faults2AP: Held In My Gaze

*Orchestrated Firestorm: Whenever this operative performs a Shoot action using this weapon, do not select a valid target,. Instead, roll its attack dice, and If you retained a success, place one of your Orchestrated Firestorm Marker on a location that is within 8 inches of this operative and visible to it or on vantage terrain of a terrain feature that’s visible to it. Whenever a friendly operative has a valid target that has that marker within its control range, that firendly operative can perform s free Shoot action against that targert.

Threads And Faults: Whenever the number of the turning point is an odd number, add 1 to the APL stat of this operative until the end of that turning point.

Whenever the number of the turning point is an even number, add 2 to the Move stat of this operative until the end of that turning point.

Whenever this operatvie rolls for its defence dice, successful defence dice are determined differently. Each result that is equal to or less than this operative's APL stat is a success and is retained. Each result that is higher than the target's APL stat is a fail and is discarded. Each result of a 1 is always a critical success. Each other success is a normal success. Each result of 6 is always a fail.

Whenever this operative is not wounded, ignore any APL stat changes to operatives within 6 inches of it.

Whenever this operative is injured, you must change the order of each operative within 3 inches of it (Engage to Conceal or vice versa).

Held In My Gaze (2AP): Select one enemy operative visible to this operative. Both you and your oppponent can roll a 1D6. Inflict damage on that operative equal to the diffrence between the results and inflict damage on this operative equal to the lowest result of both halved. In addition, that enemy operative gains one of your Gaze Tokens. Whenever a friendly operative is shooting an enemy operative that has one of your Gaze Tokens, that enemy operative cannot be obsecured. Friendly operative can perform a free Charge action if they end their move within the control range of that enemy opertaive.

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

ROGUE TRADER, IMPERIUM, RETINUE, PSYKER, NAVIGATOR; 25
3. ASURYANI OUTCAST
ASURYANI OUTCAST
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Aeldari Relic Long Rifle
Mobile (PrcCrit1)
4
3+
3/4
Dead Eye Shot (Hvy, Dev3, Silent, PrcCrit1, *Overpenetration)
4
2+
3/3
Power Knife (Lethal 5+)
4
4+
2/4
Abilities
1AP: In My Sight0AP: Mark Of The Hunt*OverpenetrationHot On The Trail

In My Sight (1AP): Select a valid target for this operative. Whenever that target perfroms an action; after that action ends, this operative can immediately perform a free Shoot action and must select that target for that action (or primary target for the Blast weapon rule).

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

Mark Of The Hunt (0AP): Select a valid target to have one of your Marked Tokens. This action can be performed once before or after an action up to 3 times during the turning point (this takes precedence over action restrictions). At the end of the turning point, remove any Marked Tokens from all the targets.

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

*Overpenetration: Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts 1D3 damage on each other operative along one (and only one) straight line (roll separately for each operative), but the target isn’t affected. An operative is along that straight line if it can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain.

Hot On The Trail: Whenever this operative incapacitates an enemy operative during a shooting attack, it can perform a free Reposition action (to a maximum of 4 inches). This takes precedence over any rule preventing it from doing so (e.g. the Heavy weapon rule).

ROGUE TRADER, AELDARI, ASURYANI, ASURYANI OUTCAST; 28
4. SPACE WOLF
SPACE WOLF
A 2
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Heavy Bolter (Hvy(Repos), PrcCrit1)
5
3+
4/5
Chainsword
4
3+
3/4
Abilities
Survival InstinctPack Hunter AstarteGo For The Throat*Bleed1AP: Powerful Kick

Survival Instinct: After an action during which this operative became wounded, it regains 1 lost wound, or a 1D3 lost wounds if it became injured.

Whenever this operative is injured, you can re-roll one of its defence dice.

Pack Hunter Astarte: This operative can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a Bolt weapon must be selected for at least one of them.

Whenever there are two or more friendly ROGUE TRADER operatives within 6 inches of this operative, this operative's weapons have the Severe weapon rule.

This operative can counteract regardless of its order.

Go For The Throat: This operative can perform the Charge action 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).

Powerful Kick (1AP): Select one enemy operative within this operative’s control range. You can move that enemy operative up to 3 inches to a location it can be placed. Then inflict 1D3+1 damage on it (even if you don’t move it); if the 1D3 result is 3, also subtract 1 from that enemy operative’s APL stat until the end of its next activation.

This operative cannot perform this action unless an enemy operative is within its control range.

ROGUE TRADER, IMPERIUM, ADEPTUS ASTARTE, RETINUE, SPACE WOLF; 32
5. DEATH CULT ASSASSIN
DEATH CULT ASSASSIN
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Twin-Death Cult Blades (Lethal 5+, *Blade Dance)
5
3+
4/5
Abilities
Raining BloodUnmatched Devotion*Blade Dance1AP: Death From Above

Raining Blood: Once per turning point, whenever this operative strikes with a critical success, place one of your Blood Rain Markers in a location visible to and within 2 inches of the target. Whenever one of your Blood Rain Markers is within 2 inches of this operative, its melee weapons have the Lethal 4+.

Whenever this operative moves within 2 inches of one of your Blood Rain Markers, add 2 inches to that move's limit. Note that this is added to any remaining inches of this operative's move until the end of that action. Whenever an enemy operative moves within 2 inches of one of your Blood Rain Markers, subtract 2 inches of that move's limit.

Unmatched Devotion: EMPEROR'S TAROT strategy ploy costs 0 CP if this operaive is in the killzone.

Ignore the Peircing, Poison, Toxic, Neurotoxin and Gas rules.

This operative can perform the Charge action while it has a Conceal order.

*Blade Dance: Inflict 1 damage on another enemy operative within control range of the target and this operative for each time you strike with this weapon.

Death From Above (1AP): Remove this operative from the killzone and set it back up wholly within a distance equal to its Move stat of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and this operative cannot be set up on the other side of an access point or accessible terrain). After it is set-up, inflict 1D3+1 damge on each enemy operative within its control range.

ROGUE TRADER, IMPERIUM, RETINUE, DEATH CULT ASSASSIN; 28
6. SMUGGLER
SMUGGLER
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Bloodburner (Rng 3", PrcCrit1, *Bloodburn)
4
3+
3/4
Negotiator Pistol (Acc1)
4
3+
3/4
Master-Crafted Hekatarii Blade (Acc2)
4
3+
4/5
Abilities
Cost Effective*Toxic*Bloodburn1AP: Cunning PursuitThat Is Mine, Shereen!

Cost Effective: This operative can perfrom the Medkit and Utility Grenades actions for 1 less AP.

In the Select Operatives phase and if you select this operative to be included in your team, you can select one additional equipment option.

*Bloodburn: In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bloodburn Tokens. Whenever an operative that has one of your Bloodburn Token performs an action, inflict 1 damage on it. Remove that token after that operative performs three actions.

Cunning Pursuit (1AP): You can use one of the following rules for this action:

  • Select an enemy operative that is a valid target to this operative and within 2 inches of an objective marker your oppononet doesn't control, that operative cannot control it until the end of its next activation.

  • Select a friendly operative that is visible to this operative and within 2 inches of an objective marker you don't control, that operative controls it regaredless of any rule preventing it from doing so.

  • Perform 2 free Shoot actions with this operative (this takes precedence over action restrictions). You must select two different ranged weapons for each action. This rule cannot be used if this operative has a Conceal order.

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

That Is Mine, Shereen!: Once per turning point, when this operative controls a mission marker wholly within your opponent's territory, you gain 1 CP.

ROGUE TRADER, IMPERIUM, RETINUE, SMUGGLER; 25
7. BATTLE SISTER
BATTLE SISTER
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Relic Multi-Melta (Hvy(Dash), Rng 10", Dev3, Prc2, Blast 2")
4
4+
6/4
Gun Butt
3
3+
2/3
Abilities
Know No HeresyRevel In Slaughter2AP: Furious Recital

Know No Heresy: Whenever this operative is shooting or fighting an enemy operative that does not have the "IMPERIUM" keyword, this operative's weapons have the Punishing weapon rule.

Revel In Slaughter: When this operative incapacitates two or more enemy operatives, improve its Hit stat by 1 until the end of its next activation.

Furious Recital (2AP): This operative's weapons have the Ceaseless weapon rule until it performs a Shoot or Fight action. If its target has the "CHAOS" keyword, this operative's weapons have the Relentless weapon rule instead. This operative cannot perform this action while within control range of an enemy operative.

ROGUE TRADER, IMPERIUM, RETINUE, BATTLE SISTER; 25
8. NOMOS
NOMOS
A 3
M -
S 2+
W 1/1
Weapons
ATK
HIT
DMG
Shock Wave (Shock, Stun)
3
2+
1/1
Abilities
1AP: Omni-PresentUnsharded1AP: Synchronization

Omni-Present (1AP): Whenever this operative contests an objective marker or one of your mission markers, it always controls that marker. This takes precedence over all other rules.

Unsharded: Whenever this operative performs an action during which it would be moved, do not move it. Instead, remove it from the killzone and set it back up in a location where it can be placed.

Whenever this operative is within cover or 1 inch of a heavy terrain, it's obscured, except being within 2 inches of it.

Once per turning point, when an enemy operative performs a Charge action and end its move in the control range of this operative, this operative can immediately perform a Fallback action.

This operative cannot perform Unique actions.

If this operative is incapacitated, remove it from the killzone and set up an inacapacitated friendly ROGUE TRADER MAGOS EXPLORATOR or ROGUE TRADER EXILED CRYPTEK in its place (use a base for reference).

Synchronization (1AP): Select an enemy operative visible to and within 6 inches of this operative. Until the end of the turning point, that operative cannot perform the Shoot action.

ROGUE TRADER, NECRON, COMPANION, NOMOS; 25
9. MAGOS EXPLORATOR
MAGOS EXPLORATOR
A 2
M 4"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Ancient Plasma Rifle
Standard (Prc1)
4
3+
4/6
Supercharge (Prc2, Lethal 5+, Hot)
4
3+
5/6
Blast Zone (Prc1, Blast 2")
4
4+
3/5
Omnissian Axe (Lethal 5+)
4
4+
3/5
Abilities
Let The Cycle Be DiscontinuedOmnissiah's Tears1AP: Machine Spirit CommunionSchematicals

Let The Cycle Be Discontinued: If the ICONCLAST Alignment was selected for the friendly ROGUE TRADER LORD CAPTAIN, you can use this rule.

You can use the MOTIVE FORCE RESERVES firefight ploy for 0 CP.

Whenever this operative controls a Mission marker, add 1 to its APL stat until the end of the turning point and you gain 1 CP.

Omnissiah's Tears: If the DOGMATIC Alignment was selected for the friendly ROGUE TRADER LORD CAPTAIN, you can use this rule.

Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Accurate 1 weapon rule. Note this operative is not restricted from moving after shooting.

Whenever an enemy operative is shooting this operative using a Plasma, Melta or Las weapons, for each succcess that would inflict damage on this operative, it inflicts 1D3 less damage (roll for each success seperately).

Machine Spirit Communion (1AP): Improve the Hit stat of each friendly ROGUE TRADER operative within 3 inches of this operative until the end of the turning point.

Enemy operative within 6 inches cannot re-roll their attack dice.

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

Schematicals: If the HERETIC Alignment was selected for the friendly ROGUE TRADER LORD CAPTAIN, you can use this rule.

Whenever this operative is climbing, ignore the first 2 inches of that climb.

Whenever this operative is the target of a shooting attack, it is obscured (unless it is within 2 inches of an enemy operative) and it can ignore the Seek, Seek Light and Saturate weapon rules.

Whenever an enemy operative is within 5 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.

ROGUE TRADER, IMPERIUM, CHAOS, RETINUE, MAGOS, DARK MAGOS, MAGOS EXPLORATOR; 28
10. HERALD
HERALD
A 2
M 8"
S 5+
W 3/3
Weapons
ATK
HIT
DMG
Electric Shock (Servo-Skull) (Stun)
3
5+
1/2
Abilities
Herald Of His LordshipFloating Oracles
ROGUE TRADER, IMPERIUM, CHAOS, COMPANION, HERALD; 25
11. UNSANCTIONED PSYKER
UNSANCTIONED PSYKER
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Ignite (Saturate, Seek Light, Dev2)
4
3+
4/4
Molten Beam (Saturate, Dev2, *Beam)
4
2+
3/3
Psychic Shriek (Saturate, Stun, Tor 1")
5
4+
2/4
Psychic Staff (Psychic, Shock)
4
4+
4/5
Abilities
1AP: Prophetic Intervention1AP: Warp AnomalyPerils Of The Warp*Beam

Prophetic Intervention (1AP): Select a friendly ROGUE TRADER operative that is visible to and within 9 inches of this operative to gain one of your Intervention Tokens. When the Shock, Stun, Poison, Rad, Toxic and any special weapon rule that would affect that friendly operative negatively, you can ignore that rule and remove that token. This operative cannot perform this action while within control range of an enemy operative.

Warp Anomaly (1AP): Select a friendly ROGUE TRADER operative that is visible to and within 6 inches of this operative. Until the end of the turning point, that friendly operative's ranged weapons have the Piercing Crits 1 weapon rule. or Piercing Crits 2 if it had the Piercing 1 weapon rule. This operative cannot perform this action while within control range of an enemy operative.

Perils Of The Warp: Whenever this oprative performs Psychic actions or uses a weapon with the Psychic weapon rule during a Shoot or Fight action a number of times more than the number of the current turning point; after that action ends, roll a1D6. If the result is lower than the number of the turning point, inflict damage on this operative equal to the result.

*Beam: Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts 1D3 damage on each other operative along one (and only one) beam line (roll separately for each operative), but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain.

ROGUE TRADER, IMPERIUM, CHAOS, RETINUE, PSYKER, UNSANCTIONED PSYKER; 25
12. SENESCHAL
SENESCHAL
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Master-Crafted Autopistol (Rng 8", PrcCrit1)
4
4+
2/4
Elite Power Sword (Lethal 5+, *Counter)
4
3+
4/6
Abilities
Unyielding Guard1AP: Covering Bulwark*Counter

Unyielding Guard: Whenever an enemy operative performs an action during which it moves within 6 inches of a friendly ROGUE TRADER LORD CAPTAIN; after that action ends, this operative can interrupt that enemy operative, but it can do so to perform a Shoot or Fight action against that enemy opertive.

The first time this operative is to be incapacitated, discard any remaining attack dice and it has a 1D3 wounds left instead.

Covering Bulwark (1AP): This operative's model can be used as a light terrrain for the purpose of cover saves for friendly ROGUE TRADER operatives.

*Counter: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Whenever a strike would inflict damage on this operative, you can immediatly use one of your unresolved succeses to block it.

ROGUE TRADER, IMPERIUM, RETINUE, SENESCHAL; 28
13. INTERROGATOR
INTERROGATOR
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Elite Las Pistol (Rng 10", Prc1)
4
4+
3/4
Roaring Thunder Hammer (Brutal, Shock, *Smite)
4
4+
5/6
Interrogator Knife (Severe, *Injure)
1
3+
1/3
Abilities
*Smite0AP: Sacred RitualHymns Of Hatred*Injure

*Smite: In the Resolve Attack Dice step, The first time this weapon will inflict damage with a critical success during the sequence, you can add to that 1D3 to the inflicted damage and inflict 1 damage on each other operative within control range of the target (exclduing this operative).

Sacred Ritual (0AP): After performing any action, roll a 1D6. if the result is higher than the number of turning point, add 1 to its APL stat until the end of the turning point.

Hymns Of Hatred: Whenever this operative is performing a shooting attack and you select an enemy operative as its valid target; if that eney operative does not have the "IMPERIUM" keyword, this operative's ranged weapons have the Lethal 5+ weapon rule for that sequence.

Whenever an enemy operative that was damaged by this operative becomes a non-valid target to this operative, that operative cannot use the light or heavy terrain as cover but it can retain a cover save from it.

*Injure: This operative can perform the Fight action for 1 less AP if this weapon is selected for that action and that action doesn't count for the limit allowed to perform the Fight action.

Whenever this weapon is selected during a Fight action, if you strike with a critical success, you can discard any remaining attack dice and the enemy operative is injured unitl the end of the turning point.

ROGUE TRADER, IMPERIUM, CHAOS, RETINUE, PSYKER, INTERROGATOR; 28
14. VOX MASTER
VOX MASTER
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Dead-Shot Stub Revolver (Rng 10", Acc1)
4
3+
2/3
Serrated Mono-Knife (Severe)
4
3+
2/3
Abilities
1AP: Orbital BombardmentRelay Orders

Orbital Bombardment (1AP): Once per turning point, you can select one of the following Privateer Support Asset ranged weapons for this operative to use during a Shoot action. You cannot use each Privateer Support Asset more than once per battle.

Whenever this operative is using a Privateer Support Asset, determine cover saves differently. Instead, the target has a cover save if any part of its base is underneath vantage terrain. Note that while this can affect the target’s cover save, you must still select a valid target as normal. In other words, the shot is guided by this operative in the killzone, but it comes from above.

NameATKHITDMG
Archeotech Beam43+6/7
Weapon Rules
Hvy(Repos), Prc2, Silent
NameATKHITDMG
Plasma Battery54+5/6
Weapon Rules
Hvy(Repos), Prc1, Lethal 5+, Silent
NameATKHITDMG
Macrocannon54+4/5
Weapon Rules
Hvy (Repos), PrcCrit1, Saturate, Silent, Tor 2"
NameATKHITDMG
Guided Shell54+3/4
Weapon Rules
Hvy (Repos), Blast 2", Silent
NameATKHITDMG
Cluster Bomb54+2/3
Weapon Rules
Hvy (Repos), Blast 3", Silent

Relay Orders: You can use the same Command rule(s) that was selected for the turning point (i.e. from the VOICE OF COMMAND rule) as if this operative is the friendly ROGUE TRADER LORD CAPTIN for the purpose of visibility and range.

When selecting a Command rule through the VOICE OF COMMAND rule, you can select 1 addiotional Command rule for the turning point.

ROGUE TRADER, IMPERIUM, CHAOS, RETINUE, VOX MASTER; 25
15. DRUKHARI DRACON
DRUKHARI DRACON
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Kabalite Splinter Rifle (Lethal 5+, *Bleed)
4
3+
2/4
Twin-Venom Blades (Lethal 4+, Ceaseless)
4
3+
4/5
Abilities
Daring Dispatch0AP: Joyful Torture*BleedPrey On The Weak

Daring Dispatch: Whenever this operative is fighting or retaliating agasint an enemy operative and incapacitates that operative, this operative can perform a free Charge action but it cannot move for that action more than 3+X inches, where X is the number of the enemy operatives it incapacitated during the battle.

Joyful Torture (0AP): Inflict X damage on this operative and add X to the normal Dmg of this operative's melee weapons until the end of the turning point. X being a number selected by you (to a maximum of 3). The second time this action is used, inflict 2X damage instead.

Prey On The Weak: Improve this operative's weapons Hit stat whenever it is shooting or fighting against an injured enemy operative.

Once per turning point, This operative can perform 2 Fight actions and it can perform one of them for free if it incapacitated an enemy operative during its activation.

ROGUE TRADER, AELDARI, DRUKHARI, DRUKHARI DRACON; 28
16. MASTER OF WHISPERS
MASTER OF WHISPERS
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Needle Pistol (Rng 3", PrcCrits2, Silent, *Toxic)
4
2+
1/4
Chain Lightning (1" Dev1, Tor 2")
4
4+
3/3
Ritual Knife (Severe)
3
4+
2/4
Abilities
2AP: Whispers Of Change*ToxicDark Blessing1AP: Eye Of Oblivion

Whispers Of Change (2AP): Once per battle; select one wounded enemy operative within 9 inches of this operative, then roll 2D6. If the result is 9+, that operative is incapacitated for the purpose of the kill grade, it is a friendly operative that you only can activate.

Dark Blessing: Whenever an enemy operative is shooting, fighting or retaliating against this operative, your opponent must re-roll their attack dice results of 6.

Whenever an operative is shooting this operative, weapons with the Piercing 1 and 2 weapon rules have the Piercing Crits 1 and 2 weapon rule respectively instead.

Eye Of Oblivion (1AP): Each enemy operative that is a valid target for this operative cannot re-roll thier attack or defence dice.

ROGUE TRADER, CHAOS, RETINUE, MASTER OF WHISPERS; 28
17. WORD BEARER
WORD BEARER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Warp-Twisted Bolt Pistol (Rng 8", PrcCrit1, *Blaze)
4
3+
3/4
Heavy Flamer (Hvy(Repos), Rng 6", Saturate, Tor 2")
6
2+
2/2
Accursed Crozius (Brutal, *Fanatic)
4
3+
4/5
Abilities
Master Of Profane Zeal*FanaticFanatic Astarte*Blaze

Master Of Profane Zeal: This operative can re-roll a number of its attack or defence dice equal to the number of friendly ROGUE TRADER operatives within 6 inches of this operative.

*Fanatic: Whenever this operative incapacitates an enemy operative using this weapon, add 1 to the normal Dmg stat of friendly ROGUE TRADER operatives' melee weapons that have the "CHAOS" keyword and within 6 inches of this operative.

Fanatic Astarte: This operative can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a Bolt weapon must be selected for at least one of them.

Whenever this operative is wounded, add 1 to the normal Dmg stat of its weapons, and 1 to the critical Dmg stat of its weapons if it is injured.

This operative can counteract regardless of its order.

*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.

ROGUE TRADER, CHAOS, HERETIC ASTARTE, RETINUE, WORD BEARER; 32
18. ARBITER PROCTOR
ARBITER PROCTOR
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Combat Shotgun
Standard Rounds (Rng 8")
4
3+
4/4
Grisly Adjudication (Rng 8", PrcCrit1, Rending)
4
3+
2/2
Fulminating Shot (Rng 8", Saturate)
4
3+
3/3
Shock Maul & Assault Shield (Shock, *Shield)
4
4+
3/3
Foehammer Pistol (Rng 8", Stun)
4
4+
3/3
Abilities
Astute Hand Of The Lex ImperialisHandler*Shield

Astute Hand Of The Lex Imperialis: In the Select Operatives phase, when you select this operative to be included in your team, you must select one of the following roles for it for the battle:

  • VIGILANT This operative's ranged weapons have the Punishing weapon rule. Its targets cannot be obscured. It can perform the following Unique action:

DOUBLE SLUG (1 AP): Perform two free Shoot actions using this operative's Combat Shotgun. This operative cannot perfrom this action if it has a Conceal order. Note that it can perform those action while within control range of enemy operatives.

  • SUBDUCTOR: This operative's melee weapons have the Punishing and Stun weapon rules. Whenever an enemy operative within control range of this operative performs a Fallback action and before that enemy operative moves, this operative can immediately interup that operative to perform a Fight action but must select that operative only as its target.

ASSAULT AND SUPRESS (1 AP): This operative can perfrom a free Charge or Reposition while within control range of enemy operative. It can leave them and move through them. For each enemy operative this operative moves through, you can move that operative 2 inches in a straight line in any direction but away from where this operative was, then inflict 1D3 damage on that operative (roll seperately for each).

Handler: Whenever this operative is activated, you can give commands to a friendly ROGUE TRADER CYBER-MASTIFF operative from the following:

  • Apprehend (1 AP): Select an enemy operative that is visible to and within 6 inches of this operative. Move the CYBER-MASTIFF operative to the control range of that operative, inflict 1 damage on that operative, worsen the Hit stats of its weapons by 1 and it cannot perform the Fall Back action.

  • Protect (2 AP): Select a friendly operative that is visible to and within 6 inches of this operative. Move the CYBER-MASTIFF operative to the control range of that operative and attach it to it (base to base). The CYBER-MASTIFF moves along when that friendly operative moves and whenever that friendly operative is the target in a Fight action, the CYBER-MASTIFF is the taeget instead even if it normally cannot be.

  • Run (1 AP): Select a friendly ROGUE TRADER CYBER-MASTIFF operative to immediately perform a Reposition action, or if that operative is within control range of an ennemy operative, it can immediately perform a Fallback action.

  • Standby (2 AP): Select a friendly ROGUE TRADER CYBER-MASTIFF operative to immediately perform a Charge action and end its move within the control range of the nearest enemy operative to it. In addition, it can immediately perform a Fight action but must select that enemy operative as thet target of that action (it can perform that Fight action even if it did not perform the aforementioned Charge action).

*Shield: Each of your blocks can be allocated to block two unresolved successes (instead of one).

ROGUE TRADER, IMPERIUM, ADEPTUS ARBITES, RETINUE, ARBITER PROCTOR; 28
19. CYBER-MASTIFF
CYBER-MASTIFF
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Mechanical Bite (Lethal 5+)
4
4+
3/5
ROGUE TRADER, IMPERIUM, COMPANION, CYBER-MASTIFF; 25
20. FERVOURED MINISTORUM PRIEST
FERVOURED MINISTORUM PRIEST
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Mark Of Royalty (Rng 3", PrcCrit2)
4
5+
2/2
Twin-Flamer Pistols (Rng 6", Saturate, Tor 1", *Twin-Flamer)
4
4+
3/4
Relic Chainsword (Rending)
4
5+
3/5
Abilities
*Twin-Flamer1AP: War HymnThe Cleansing

*Twin-Flamer: Select up to two valid targets. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

War Hymn (1AP): This operative's weapons have the Balanced weapon rule until it performs a Shoot or Fight action. If its target does not have the "IMPERIUM" keyword, this operative's weapons have the Punishing weapon rule as well. This operative cannot perform this action while within control range of an enemy operative.

The Cleansing: Whenever this operative is shooting multiple targets using a ranged weapon with the Blast or Torrent weapon rules, you can retain one critical success without rolling for it (during each shooting attack).

ROGUE TRADER, IMPERIUM, ADEPTUS MINISTORUM, RETINUE, FERVOURED MINISTORUM PRIEST; 25
21. CORRUPT PROTECTORATE NOBLE
CORRUPT PROTECTORATE NOBLE
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Relic Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Prc1, Lethal 5+, Hot)
4
3+
4/5
Burst (Rng 8", Prc1, Blast 2")
4
4+
3/5
Mark Of Royalty (Rng 3", PrcCrit2)
4
5+
2/2
Tainted Power Axe (Rending)
4
3+
4/5
Abilities
Blood For The Blood God!Skulls For The Skull Throne!

Blood For The Blood God!: Whenever this operative is within your opponent's territory, its melee weapons have the Severe and *Bleed weapon rule. If this operative incapacitated an enemy operative that has one of your Bleed Tokens, this operative regains 1D3+1 lost wound at the end of the sequence.

*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.

Skulls For The Skull Throne!: Once per turning point, when this operative incapacitates an enemy operative, you gain 1 CP and this operative can perform a free Charge action afterward.

ROGUE TRADER, CHAOS, RETINUE, CORRUPT PROTECTORATE NOBLE; 28
22. EXILED CRYPTEK
EXILED CRYPTEK
A 2
M 4"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Abyssal Lance (Blast 2", 2" Dev1, Prc2)
5
3+
2/2
Transdimensional Isolator (*Dimensional Banishment)
3
4+
-/-
Abyssal Lance (Dev1)
4
4+
4/4
Abilities
Disciplines Of Techno-Sorcery*Dimensional BanishmentLiving MetalReanimation Protocol

Disciplines Of Techno-Sorcery: In the Select Operatives phse, if you selected this operative to be included in your team, select one of the following Disciplines for this operative for the battle:

A) CHRONOMANCY: This operative has the CHRONOMATRON and COUNTERTEMPORAL NANOMINE Strategic Gambits.

  • CHRONOMATRON: STRATEGIC GAMBIT if this operative is in the killzone. Select one friendly ROGUE TRADER operative visible to and within 6 inches of this operative. Until the start of this operative's next activation, until this operative is incapacitated or until this gambit is used again (whichever comes first), subtract 1 from the Atk stat of an operative's weapons whenever it is shooting that selected operative.

  • **COUNTERTEMPORAL NANOMINE **: STRATEGIC GAMBIT if this operative is in the killzone. Place your Countertemporal Nanomine marker visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. Whenever an enemy operative is within 4 inches of your Countertemporal Nanomine marker, subtract 2 inches from its Move stat. When this operative is next activated, is incapacitated or this gambit is used again (whichever comes first), remove that marker.

B) TECHNOMANCY: This operative has the AUGMENT WEAPON Strategic Gambit.

  • AUGMENT WEAPON: STRATEGIC GAMBIT if this operative is in the killzone. Select one friendly ROGUE TRADER operative visible to and within 6 inches of this operative. Until the start of this operative's next activation, until it is incapacitated or until this gambit is used again (whichever comes first), that operative's weapons Dmg stats are swapped (the normal Dmg stat becomes the critical Dmg stat and vice versa).

C) PSYCHOMANCY: This operative has the HARBINGER OF DESPAIR Strategic Gambit.

  • HARBINGER OF DESPAIR: STRATEGIC GAMBIT if this operative is in the killzone. Place your Despair marker visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. When this operative is next activated, is incapacitated or this gambit is used again (whichever comes first), remove that marker. Whenever an enemy operative is within 2 inches of your Despair marker, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2 inches of your Despair marker. Note this is not a change to the APL stat, so any changes are cumulative with this.

D) PLASMANCY: This operative has the GAZE OF FLAME rule.

  • GAZE OF FLAME: Whenever a friendly ROGUE TRADER operative within 3 inches of this operative performs a shooting attack, that friendly operative's ranged weapon has the Blaze weapon rule and you can retain a critical success without rolling for it.

E) GEOMANCY: This operative has the SEISMIC CRUCIBLE Strategic Gambit.

  • SEISMIC CRUCIBLE: STRATEGIC GAMBIT if this operative is in the killzone. Select a point on a terrain feature; that point must be visible to and within 8 inches of this operative. Separately roll 2D6 for each operative within 2 inches of that point. If the result is higher than that operative’s remaining wounds, inflict damage on it equal to the difference.

F) ETHERMANCY: This operative has the EMBER-LIGHTNING CRYSTALS Strategic Gambit.

  • EMBER-LIGHTNING CRYSTALS: STRATEGIC GAMBIT* for the first turning point and if this operative is in the killzone. Place up to 3 of your Crystal Markers wholly within your territory. Whenever one of your Cryal Markers is within 2 inches of an enemy operative, inflict 1 damage on that operative and it takes a Stun test. If this operative is within 4 inches of that marker, inflict 1D3 damage on that operative instead and is Stunned (does not take the Stun test).

*Dimensional Banishment: After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn’t incapacitated, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated (taking precedence over rules that prevent incapacitation, e.g. Medic!, FELLGOR RAVAGER Frenzy) and your opponent cannot place a Reanimation marker (HIEROTEK CIRCLE ) for that operative, if relevant.

Living Metal: In the Ready step of each Strategy phase, after resolving all other rules in this step (e.g. REANIMATION PROTOCOL rule), this operative regains 1D3+1 lost wounds.

Reanimation Protocol: The first time this operative is incapacitated, before it’s removed from the killzone, place your Reanimation Marker within its control range. Then remove it as incapacitated, also removing any tokens and rules effects it had (e.g. Poison tokens, APL stat changes, being implanted, etc.).

In the Ready step of each Strategy phase, select your Reanimation Marker and roll one 1D6: On a 1-2, leave that Reanimation Marker in the killzone. On a 3+, this operative is REANIMATED.

Whenever this operative is REANIMATED:

  • Set up the operative that Reanimation Marker was placed for (it’s no longer incapacitated). It must be placed within 3 inches of that Reanimation Marker and not within control range of enemy operatives (if you cannot do so, treat the roll as 1-2 instead).
  • It has 1 Wound remaining.
  • It has an order of your choice and is ready.
  • Remove that Reanimation marker.

For the purposes of the kill grade, treat this operative as being incapacitated. The REANIMATED operative doesn't retroactively change any other VPs your opponent has scored, e.g. from tac ops.

ROGUE TRADER, NECRON, RETINUE, CRYPTEK, EXILED CRYPTEK; 32
23. HARELQUIN SOLITAIRE
HARELQUIN SOLITAIRE
A 2
M 7"
S 4+
W 12/12
Weapons
ATK
HIT
DMG
Caress (Rending, Acc2)
5
3+
4/6
Kiss (Lethal 3+)
1
3+
0/2D6+3
Abilities
Luck Of The Laughing GodAcrobatic Onslaught

Luck Of The Laughing God: Once per turning point, your can re-roll any or all of your attack or defence dice.

Whenever this operative is activated, roll 1D6. If the result is lower than the number of the turning point, remove it from the killzone. In the Ready step of the next strategy phase, you can set it up wholly within your territory in a location where it can be placed.

Acrobatic Onslaught: Whenever this operative is going to move, roll 1D3. add the result to that move's limit.

Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

Whenever this operative is climbing up, you can treat the vertical distance as 1 inch.(regardless of how far the operative actually moves vertically).

This operative can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).

ROGUE TRADER, AELDARI, HARELQUIN, HARELQUIN SOLITAIRE; 32
24. KROOT NOMAD
KROOT NOMAD
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Accelerator Bow
Fused Arrow (Prc1)
4
3+
4/5
Glide Arrow (Silent)
4
3+
3/4
Voltaic Arrow (Blast 1")
4
3+
3/5
Cut-Skin's Blades (Ceaseless, Lethal 5+)
4
3+
3/4
Abilities
1AP: Cannibalize*ToxicFarstalkerCold-Blooded Savage*Salvo

Cannibalize (1AP): Remove one of your Meat Markers that is within control range of this operative from the killzone and this operative regains 1D3+1 lost wounds.

Farstalker: You can change the order of this operative before or after each action it performs.

Once per Turning Point, after an enemy operative performs an action during its activation or counteraction, you can interrupt that activation or counteraction and perform a free Dash action with this operative.

Cold-Blooded Savage: The first time this operative performs the Shoot or Fight action during each of its activations, if neither it nor the enemy operative in that sequence is incapacitated, this operative can immediately perform a free Shoot or Fight action afterwards, but it can only select that enemy operative as its target (if possible). This takes precedence over action restrictions.

Whenever an enemy operative is incapacitated, place one of your Meat Markers within control range of it.

*Salvo: Select up to two valid targets. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

ROGUE TRADER, T'AU EMPIRE, RETINUE, KROOT, KROOT NOMAD; 28
25. FREEBOOTA GIT
FREEBOOTA GIT
A 2
M 5"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Blunderbuss (Rng 5", Tor 1", Lim2)
5
5+
4/4
Explosive Squiglet (Rng 6", Lim1)
4
4+
4/5
Blunt Sword An' Fist (Brutal)
4
3+
3/5
Abilities
1AP: SCRAP 'EMTIZ ALL 'BOUT DA LOOTTUFF GIT

SCRAP 'EM (1AP): Remove one of your Loot Markers that is within control range of this operative, then you can remove the Limited weapon rule of a weapon this operative has or select one of the following weapons for this operative to have for the battle:

NameATKHITDMG
Kannon Shoota35+3/5
Weapon Rules
Rng 8", Hvy, 1" Dev1, Blast 1", Lim1
NameATKHITDMG
Rokkit Launcha55+4/5
Weapon Rules
Blast 1", Lim1
NameATKHITDMG
Skorcha55+4/5
Weapon Rules
Rng 5", Saturate, Tor 2", Lim1
NameATKHITDMG
Smash Hammer43+5/6
Weapon Rules
Brutal, *Breach

*Breach: In the Select Operatives phase, If this weapon is selected for this operative, this operative can perform the following Unique action:

BREAK STUFF (1 AP): Select a terrain feature within this operative's control range. If it is Equipment terrain, remove it. Otherwise, place one of your Breach markers within this operative's control range as close as possible to that terrain. Whenever an operative is within 1 inch of that marker, it treats parts of that terrain feature that are no more than 1 inch thick as Accessible terrain. This operative cannot perform this action while within Control Range of an enemy operative, or if a terrain feature is not within its Control Range.

TIZ ALL 'BOUT DA LOOT: Whenever this operative is in the killzone and an operative is incapacitated, place one of your Loot Marker within control range of that operative. This operative can perform the following Mission action:

LOOT! (0 AP): Pick up one of your Loot Markers. This operative cannot perform this action while within control range of an enemy operative. Note that this operative can pick up as many markers as possible.

If this operative is incapacitated, remove any Loot Markers from the killzone.

TUFF GIT: Whenever an enemy operative is shooting this operative, or this operative is fighting or retaliating, your opponent cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules).

Once per battle, whenever an attack die inflicts normal damage on this operative, you can ignore that inflicted damage.

Whenever this operative is incapacitated during a battle in which it has not used its Explosive Squiglet ranged weapon, roll 1D6, or 2D6 if you wish. If any result is a 4+, Inflict 1D3+2 damage on each operative within control range of this operative (roll for that damage seperately for each).

ROGUE TRADER, ORK, RETINUE, FREEBOOTER, FREEBOOTA GIT; 32
26. GENESTEALER AGENT
GENESTEALER AGENT
A 3
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Liberator Autostubs
Hypersense (Rng 6", Saturate, Seek Light, *Hypersense)
5
3+
3/4
Long Range (PrcCrit1, Rending)
4
4+
3/4
Short Range (Rng 8", Prc1, Rending)
5
3+
3/4
Kelermorph Knife (Rending)
3
4+
3/4
Abilities
Cult Agent*Hypersense

Cult Agent: This operative can perform two Shoot actions during its activation.

Whenever this operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation, this operative's weapons have the Ceaseless weapon rule.

Whenever an operative is shooting this operative:

  • Ignore the Piercing and Saturate weapon rules.

  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

*Hypersense: Whenever this operative is shooting with this weapon profile, enemy operatives cannot be obscured.

ROGUE TRADER, TYRANID, RETINUE, GENSTEALER CULT, GENESTEALER AGENT; 28
27. LOST KINDRED
LOST KINDRED
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Wroughtlock Revolvers (Rng 9", Balanced, Lethal 5+)
4
3+
3/5
Entrencher
3
4+
3/4
Abilities
MinefieldGrisly Killer

Minefield: You have five Minefield markers for the battle. On the reverse side, three of them are Hy-Pex mines and two are blank. Set up all your Minefield markers as if they were one item of equipment. Each must be set up reverse-side down (their specifics are not revealed), more than 2 inches from other markers, access points, and Accessible terrain, wholly within your territory and more than 6 inches of your other Minefield markers. Whenever this operative is readied, if it is not within control range of enemy operatives, you can reset one of your flipped Minefield markers that is within its control range (flip the marker back over again).

Whenever one of your reverse-side down Minefield markers is both within an enemy operative's control range and not within a friendly ROGUE TRADER operative's control range, flip the marker over. If it is blank, there is no effect. If it is a Hy-Pex mine, inflict 3 Damage on that enemy operative and roll 1D6. If the result is less than that enemy operative's Save stat, inflict additional damage on it equal to the dice result. If it is not incapacitated, end its action (if any), even if that action's effects are not fulfilled. If it cannot be placed, move it the minimum amount of distance to do so. Regardless, that marker is not removed.

Grisly Killer: Whenever this operative incapacitates an enemy operative with its Wroughtlock Revolvers, roll a 1D6 separately for each other enemy operative visible to and within 2" inches of that enemy operative. If the result is higher than that other enemy operative's APL stat, subtract 1 from the ATK stat of that enemy operative's weapons.

ROGUE TRADER, VOTANN, RETINUE, LOST KINDRED; 28
28. GUARDSMAN
GUARDSMAN
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Gun Butt
3
4+
2/3
Abilities
Part Of The Crew, Part Of The Ship
ROGUE TRADER, IMPERIUM, CHAOS, RETINUE, GUARDSMAN; 25
29. GUARDSMAN
GUARDSMAN
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Saturate, Tor 2")
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
Part Of The Crew, Part Of The Ship
ROGUE TRADER, IMPERIUM, CHAOS, RETINUE, GUARDSMAN; 25
30. HERALD
HERALD
A 2
M 8"
S 5+
W 3/3
Weapons
ATK
HIT
DMG
Incentiviser (Cherub) (Shock)
3
5+
1/3
Abilities
Herald Of His LordshipFloating Oracles
ROGUE TRADER, IMPERIUM, CHAOS, COMPANION, HERALD; 25
31. HERALD
HERALD
A 2
M 8"
S 5+
W 3/3
Weapons
ATK
HIT
DMG
Steel Talons (Cyber-Eagle) (Severe)
2
3+
2/4
Abilities
Herald Of His LordshipFloating Oracles
ROGUE TRADER, IMPERIUM, CHAOS, COMPANION, HERALD; 25

Equipment

ELUCIDATOR

Once per turning point, when an enemy operative within 8 inches of a friendly ROGUE TRADER LORD CAPTAIN and has the "AELDARI", "T'AU EMPIRE", "ORK", "NECRON" or "VOTANN" keyword gains 1 additional AP or if your opponent uses a firfight ploy for that enemy operative, you can immediately counteract with that friendly operative.

SCARAB SWARM

For a friendly ROGUE TRADER EXILED CRYPTEK operative. This operative has the following ranged weapon for the battle.

NameATKHITDMG
Scarab Swarm64+1/3
Weapon Rules
Rng 3", Lethal 5+, Silent, *Swarm

*Swarm: When selecting a valid target, that target does not have to be visible to this operative. In the Roll Defence step, Your opponent cannot roll its defence dice if this weapon is being used for that sequence. This weapon can be used in shooting attacks while this operative is within control range of enemy operatives and you can Improve its Hit stat for that sequence.

IMPROVED COORDINATES UPLINK

For a friendly ROGUE TRADER VOX MASTER operative. If that operative is in the killzone; whenever a friendly operative is shooting an enemy operative between the drop zones, its ranged weapon has the Saturate weapon rule.

BLOOD PHIAL

For a friendly ROGUE TRADER DEATH CULT ASSASSIN operative. Once per battle, place one of your Blood Markers within 6 inches of that operative.

ARTIFACT

For a friendly ROGUE TRADER SMUGGLER, INTERROGATOR, MASTER OF WGISPERS, LOST KINDRED, ASURYANI OUTCAST or DRUKHARI DRACON operative. Select one of the following Artifacts for that operative to use once per battle:

  • XENOS: Select a ranged weapon with the Piercing Crits 1 or 2 weapon rule has the Piercing 1 or 2 weapon rule respectively for one shooting attack.

  • CHAOS: Select a ranged weapon has the Devastating 1 weapon rule for one shooting attack.

  • ARCHEOTEK: Remove the Range weapon rule of a ranged weapon of that operative for one shooting attack.

EMPEROR'S WRATH ROUNDS

For friendly ROGUE TRADER BATTLE SISTER, SPACE WOLF, SENESCHAL and LORD CAPTAIN (with the Dogmatic Alignment from the LORDSHIP OF THE STARS rule) operatives. Each of those operatives' ranged weapons have the *Blaze weapon rule for one shooting attack once per turning point.

*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.

THESSERIUM

For a friendly ROGUE TRADER UNSANCTIONED PSYKER operative. During that operative's activation, you can select one enemy operative within 6 inches of that operative, then select one of the following for that enemy operative (you can only select each option once per battle):

  • Until the end of the next activation, subtract 1 from its APL stat.

  • Perform a free dash with it (specify the location for your opponent to move it to).

This operative cannot use this rule while within control range of an enemy operative.

DATA CRYPT

For a friendly ROGUE TRADER MAGOS EXPLORATOR operative. That operative can perform Mission actions for 1 less AP.

TROPHY

Whenever a friendly ROGUE TRADER KROOT NOMAD operative has one of your Meat Markers within its control range, you can remove that marker from the killzone. That operative gains one of your Trophy Tokens. Whenever that operative has one of your Trophy Tokens is activated, add 1 to its APL stat.

BLASTING CHARGES

Once per turning point, a friendly ROGUE TRADER GENESTEALER or GUARDSMAN operative can use the following ranged weapon:

NameATKHITDMG
Blasting Charge44+3/5
Weapon Rules
Rng 4", Blast 1", Saturate
FRESH CANVAS

For a friendly ROGUE TRADER NAVIGATOR operative. Once per turning point, select one enemy operative that is visible to that operative to not be obscured until the end of the turning point.

MEDKITS

Once per turning point when a friendly ROGUE TRADER operative (excluding MAGOS EXPLORATOR, EXILED CRYPTEK, WORD BEARER, SPACE WOLF, KROOT NOMAD, FREEBOOTA GIT and COMPANION) is activated. If it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains 1D3+1 lost wounds.

FUNGUS RUM

Once per turning point, during a friendly ROGUE TRADER FREEBOOTA GIT operative's activation, it can regain 1D3 lost wounds and you can ignore any changes to its APL stats until the end of the turning point.

COMMBEAD

For friendly ROGUE TRADER ARBITER PROCTOR operative. Once per turning point, Add 1 to the APL stat of that operative until the end of its next activation when another friendly operative within 6 inches of that operative performs a Shoot, Fight or Mission action.

Ploys

VEIL OF BLADES
Firefight Ploy

Use this firefight ploy during a friendly ROGUE TRADER DEATH CULT ASSASSIN operative's activation. select one enemy operative this operative is a valid target to it. Until the end of the turning point, this operative is obscured if it was the target of a shooting attack performed by that enemy operative and if that enemy operative performs a Fight action and selects that friendly operative as its target, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

MANTLE OF AGONY
Firefight Ploy

Use this firefight ploy during a friendly ROGE TRADER DRUKHARI DRACON activation. If that operative is injured, ignore any changes to its stats from being injured, add 1 to its Move stat and improve its Hit stat by 1 until the end of the turning point.

TAUNTING OPPORTUNITY
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER LORD CAPTAIN operative that is within 3 inches of a friendly ROGUE TRADER SENESCHAL operative is selected as the valid target of a Shoot action or to fight against during a Fight action, that operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Shoot action, that operative is only in cover or obscured if the original target was. If it is a Fight action, treat that operative as being within the fighting operative's control range for the duration of that action. This rule has no effect if it is a Shoot action and the ranged weapon has Blast or Torrent special rule.

BODY OF FLAMES
Firefight Ploy

Use this firefight ploy when an enemy operative is shooting a friendly ROGUE TRADER UNSANCTIONED PSYKER operative and your opponent selects a Melta, Plasma or Las weapon for that attack. Halve the damage inflicted from that weapon on that friendly operative (excluding the damage from the Devastating weapon rule). In addiotion, that friendly operative ignores any Piercing weapon from any weapons used against it until the end of the turning point. Inflict 1 damage on each operative within control range of this operative.

LEAVE NO WITNESS
Firefight Ploy

Use this firefight ploy after an enemy operative that is visible to and within 6 inches of a friendly ROGUE TRADER INTERROGATOR operative performs a Fallback action. Add to that friendly operative's ranged weappons the Poison* and Toxic* weapon rules and it can immediately perform a Shoot action but must select that enemy operative (if possible) as its valid target and worsen the Hit stat of its selected ranged weapon by 1 unttil the end of that action.

*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

MASTERY OF TIME
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER NAVIGATOR is activated. Select a friendly operative that is visible to and within 6 inches of that operative to counteract, or select an enemy operative that is visible to and within 6 inches of that operative (the NAVIGATOR) to not to be activated but instead, it can counteract when it is to be activated.

MARKED FOR JUSTICE
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER ARBITER PROCTOR is activated. Select one valid target to that operative. Until the end of the turning point, whenever that operative is shooting, fighting or retaliating against that target, that operative's weapons have the Ceaseless weapon rule.

FINEST HOUR!
Firefight Ploy

Use this firefight ploy during a friendly ROGUE TRADER LORD CAPTAIN activation. Select one expended friendly operative to activate again. If you will use this ploy again during the battle, you must spend 1 additional CP.

MOTIVE FORCE RESERVES
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER MAGOS EXPLORATOR operative is activated. Add 1 to that operative's Move stat and increase the range requiremnt of the MACHINE SPIRIT COMMUNION rule by 7 (10 instead of 3).

HEROIC ACT OF FAITH
Firefight Ploy

Use this firefight ploy during a friendly ROGUE TRADER BATTLE SISTER operative's activation. That operative can perform a free Shoot or Fight action if it is wholly within your opponent's territory or if it is injured.

WILD HUNT
Firefight Ploy

Use this firefight ploy during a friendly ROGUE TRADER ASURYANI OUTCAST operative's activation or counteraction. That operative can perform a number of free Shoot actions equal to the number of enemy operatives that have your Marked Tokens but must select those enemy operatives as its targets and must be a different target for each action. That friendly operative cannot perform the Shoot action again during the turning point.

FENRYS HJOLDA!
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER SPACE WOLF operative is activated. If there are three or less friendly operatives remaining in the killzone, ignore any changes to its stat for being injured and add 1 to its Save stat until the end of the turning point.

VISION OF DOOM
Firefight Ploy

Use this firefight ploy during a friendly ROGUE TRADER MASTER OF WHISPERS operative's activation. Until the end of the turning point, worsen the Hit stat of enemy operatives within 1D6 inches of this operative and friendly operatives performing actions do not trigger the guard actions of enemy operatives within 9 inches of this operative.

$@&!... I MEAN... WHAT AN UNFORTUNATE INCOVENIENICE!
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER SMUGGLER operative is injured or has 3 or more enemy operatives within 6 inches of it. That friendly operative can immediately perform a Reposition or Fallback action but it cannot end that move closer to enemy operatives.

LET THE WORLD BURN!
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER WORD BEARER operative is shooting or fighting an enemy operative that has one of your Blaze Tokens. That friendly operative's weapons have the Punishing weapon rule for that sequence.

BLOOD OF MARTYRS
Firefight Ploy

Use this firefight ploy when you use any other firefight ploy during the turning point and if a friendly ROGUE TRADER MINISTORUM PRIEST operative is in the killzone. Until the end of the turnning point, improve the Save stat of each operative with the "IMPERIUM" keyword by 1. This ploy costs 0 CP if there are 3 or less friendly operatives with that keyword in the killzone.

HUNT THEM ALL DOWN!
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER CORRUPT PROTECTORATE NOBLE operative is activated. That operative can perform a free Fight action. If it incapacitated an enemy operative during that action, it can perform another free Fight action (but no more of that free action even if it incapacitated an enemy operative again). If you use this ploy again, you must spend 1 addiitional CP for it.

REASON-DEFYING TECHNOLOGIST
Firefight Ploy

Use this firefight ploy if a friendly ROGUE TRADER EXILED CRYPTEK operative is in the killzone. Select a Mission marker your opponent controls. Until the end of the turning point, your opponent cannot control that marker. This ploy costs 0 CP if that friendly operative is within 6 inches of that marker.

THE MAESTRO AND THE PLAYER
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER HARLEQUIN SOLITAIRE operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none. At any point during that sequence; if you strike with a critical success and the enemy operative is not incapacitated, you can end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action. If you use this ploy again, you must spend 1 additional CP for it.

EPIPHANY
Firefight Ploy

Use this firefight ploy during the battle if a friendly ROGUE TRADER NOMOS operative is in the killzone and when an opponent uses a strategy or firefight ploy (excluding Command Re-roll or one that costs 0CP). Their ploy isn’t used, the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ploy cannot be used to stop the same ploy more than once per battle.

AM DA KAPTIN NOW!
Firefight Ploy

Use this Firefight ploy when a friendly ROGUE TRADER FREEBOOTA GIT operative has 3 or more of your Loot Markers. Until the end of the battle, add 1 to that operative's APL stat and improvve its Save stat by 1.

A PLAN GENERATIONS IN THE MAKING
Firefight Ploy

Use this firefight ploy if a friendly ROGUE TRADER GENESTEALER AGENT operative is in the killzone and when an enemy operative is incapacitated. That friendly operative can immediately perform a free Dash and Mission action.

SAVAGE AMBUSH
Firefight Ploy

Use this firefight ploy during the Fight action when a ready friendly ROGUE TRADER KROOT NOMAD operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker). If that enemy operative is incapacitated during that sequence, that friendly operative can immediately perform the Cannibalize action.

DAUNTLESS ADVENTURER
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER LOST KINDRED operative performs a Shoot action. If it has not moved during the activation, or if it is its counteraction, Its ranged weapons has the Ceaseless weapon rule. Note this operative is not restricted from moving after shooting.

INSIDIOUS SCHEME
Firefight Ploy

Use this firefight ploy when a friendly ROGUE TRADER MASTER OF WHISPERS operative is selected as the valid target of a shooting attack or to fight against. That friendly operative is not a valid target. Instead, your opponent must select the closest enemy operative to the enemy operative performing the shooting attack as the vaild target, or the closest friendly operative to that earlier friendly operative as the valid target if that operative is closer to that enemy operative (the shooter). This ploy has no effect if the ranged weapon used in that shooting attack has the Blast or Torrent weapon rule.

FIELD RADIO
Firefight Ploy

Use this firefight ploy during a friendly ROGUE TRADER VOX MASTER operative's activation. Select a friendly operative visible to that operative to add 1 to its APL stat until the end of its next activation. If that VOX MASTER operative is visible to and within 3 inches of a friendly LORD CAPTAIN operative, this ploy costs 1 less CP.

THE AUGURY
Strategy Ploy

Enemy operatives wholly within your opponent's territory cannot normally change their orders to Conceal and those wholly within your territory cannot normally have Conceal orders (this takes precedence over any rule). Note that if an action was performed in which an enemy operative ended its move wholly within your territory; after that action ends, change its order to Engage (if possible).

EMPEROR'S TAROT
Strategy Ploy

You and your opponent roll a 1D6 but do not reveal the results. Instead, you predict the result of your opponent and vice versa. If your prediction was closer to your opponent's result than his to yours, you can start as first during the firefight phase of the turning point (regardless of who has the initiative). Otherwise, your opponent can start first.

If your result was one of the following, you can select one of your opponent's operatives to change its order to Engage (if possible) or one of your operatives to change its order to Conceal (if possible) in accordance to the closest interpretation of the description of the result for the selected operative:

  • 1: The Hound, The Lantern or The Commander.

  • 2: The Young Warrior, The Inquisitor or The Magus.

  • 3: The Monster, The Dishonoured Scion or The Aquila.

  • 4: The Falling Star, The Blind Seer or The Lord of Swords.

  • 5: The High Priest, The Fiend or The Lost Child.

  • 6: The Martyr, The Harlequin or The Warlock.

GOD-EMPEROR PROTECTS!
Strategy Ploy

If you select the Dogmatic Alignment (i.e. from the LORDSHIP OF THE STARS rule), you can re-roll any of your defence dice results of one result (e.g. results of 2) for friendly ROGUE TRADER operatives with the "IMPERIUM" keyword.

GRAND STRATEGEM
Strategy Ploy

For the Strategy phase of the first turning point. Place up to 3 of the following Strategem Markers wholly within your territory and 2 inches away from other mission markers:

  • FRONTLINE: Improve the Save stat for each friendly ROGUE TRADER operative that has this marker within its control range.

  • BACKLNE: You can retain one cover save as a critical success for each friendly ROGUE TRADER operative that has this marker within its control range. This is not cumulative with improved cover saves from vantage terrain.

  • REAR: You can re-roll an attack die for each friendly ROGUE TRADER operative that has this marker within its control range.

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.

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.