ANIHILLATION CIRCLE

ANIHILLATION CIRCLE

Common Abilities and Options

Whirling Onslaught (2AP):
This operative may perform a charge action immediately after it has performed a dash action.

Operatives

1. Hexmark Destroyer
Hexmark Destroyer
A 3
M 6"
S 3+
W 14/14
Abilities
2AP: Tunneled Vision

Tunneled Vision (2AP): This operative may perform the shoot action even if they have already done so this turning point.

ANNIHILATION CIRCLE, HEXMARK, RANGED
2. Skorpekh Annihilator
Skorpekh Annihilator
A 3
M 6"
S 3+
W 15/15
Abilities
2AP: Whirling Onslaught1AP: Inevitable Advance

Inevitable Advance (1AP): This operative gains a +1 to their save characterisitc.

Restriction: This model cannot move more than 3 inches during this activation.

ANNIHILATION CIRCLE, SKORPEKH, MELEE
3. Skorpekh Warrior
Skorpekh Warrior
A 3
M 6"
S 3+
W 15/15
Abilities
2AP: Whirling Onslaught
ANNIHILATION CIRCLE, SKORPEKH, MELEE
4. Lokhust Warrior
Lokhust Warrior
A 3
M 6"
S 3+
W 14/14
Abilities
2AP: Hard-Wired for Destruction

Hard-Wired for Destruction (2AP): This operatives weapons gain the seek weapon rule against enemy operatives within control range of an objective.

ANNIHILATION CIRCLE, LOKHUST. RANGED
5. Ophidian warrior
Ophidian warrior
A 3
M 8"
S 4+
W 11/11
Abilities
2AP: Tunnelling Horror

Tunnelling Horror (2AP): When this operative is selected to perform a dash or reposition action, instead. remove it from the kill zone and place it back within 8" of its previous possition.

note that you may not end your turn within control range of enemy operatives.

ANNIHILATION CIRCLE, OPHIDIAN, MELEE

Equipment

Hunting Prowess

as a strategic gambit in each turn other than the first, one freindly MELEE operative may perform a free dash action

Experimental Weapons

when performing the shoot action with freindly RANGED operatives ranged weapons. you may choose to increase the normal and critical damage by one and those profiles gain the HOT keyword for this action.

Treat this as a new seperate profile as an aditional ranged weapon. it performs the same however the operative may chose to use their original profile.

Calculated Angle

as a trategic gambit. one freindly RANGED operatove may perform a free dash action.

Ineffective Reanimation

As a strategic gambit in any turn other than the first. one freindly operative may heal up to d3+2 lost wounds. This operative cannot be an operative that used this ability last turning point unless it is the only remaining model.

Ploys

The Spoor of Frailty
Firefight Ploy

Use this ploy when a freindly operative with the RANGED keyword is targeting a valid enemy operative. treat that operatve as the closest visible target for the faction rule for this freindly operative if the target has a higher total wounds characteristic than the current closest visible target.

Hyper Fixation
Firefight Ploy

When a freindly operative performs a mission or pickup/put down marker action, ignore the faction rule regarding ap cost.

This operstive cannot perform this action if they have performed the fall back action this turn.

Death Lunge
Firefight Ploy

When a freindly operative is incapacitated as a result of a fight or retaliation action. one enemy operstive within control range takes d3 wounds.

Internalised Hatred
Firefight Ploy

When a freindly operative is incapacitated by an enemy operstive as a result of a shooting attack. treat that enemy operstive as the closest visible target for one freindly RANGED operative this turning point when performing the shoot action/counteraction

note. if this enemy operstive is killed, the closest enemy operstive returns to usual.

Deaths Mark
Strategy Ploy

Select up to 2 enemy operstives at the end of this turning point that are within engagement range of one or more freindly ANNIHILATION CIRCLE OPERATIVES. until the end of ther next ativation. treat their apl as 1 less.

Hardy Necrodermis
Strategy Ploy

if an operative fails 2 or more of their defence dice. One may be discarded and the other may be treated as a normal success.

Blind Rage
Strategy Ploy

Friendly operatives with the MELEE keyword replace balaced with ceacless for the faction rule.

Instinctive Precision
Strategy Ploy

Friendly operatives with the RANGED keyword replace accurate 1 with accurate 2 for the faction rule.

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.