Operatives

1. SOLITAIRE
SOLITAIRE
A 6
M 7"
S 2+
W 15/15
Weapons
ATK
HIT
DMG
Caress (Acc2, Rending)
5
2+
6/7
Kiss (Lethal 2+)
1
2+
0/3D6+6
Abilities
Phases1AP: Acrobatic OnslaughtLone Jest Of CeogarchPloys

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

  • PHASE 1: This phase occurs when this operative has 15 to 8 wounds. During this phase, you can use 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point. Whenever an enemy operative is fighting or retaliating against this operative, if that operative's melee weapon Hit stat is better than 5+, worsen it to be 5+ (this takes precedence over any rule that can prevent this).

  • PHASE 2: This phase occurs when this operative has 7 to 1 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.

  • PHASE 3: This phase occurs when this operative would be incapacitated, discard any remaining attack dice and remove it from the killzone. On the Ready step of the next strategy phase, set it up in the killzone wholly within your territory, not visible to enemy operatives and has 1D6 wounds. If this operative is incapacitated after that, remove it from the killzone.

Acrobatic Onslaught (1AP): Perform a free Reposition action with this operative. During that action, it can move an additional 2 inches. Inflict 1D3+3 damage on each enemy operative it moved within control range of (roll separately for each after it’s moved, in the order it moved within control range of them). This operative cannot perform this action while it has a Conceal order.

Lone Jest Of Ceogarch: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • This operative can be activated multiple times during the turning point if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once after each enemy operative's activation (excluding the last one to be activated). During each counteraction, it can perform a free Fall Back (up to 3 inches) or Dash action.

  • Whenever this operative is performing a Reposition, Charge or Fall Back action, roll a 1D3+1. add the result to that move's limit.

  • This operative can perform up to three Fight actions during the turning point (excluding Fight actions during counteractions).

  • Whenever this operative is climbing up or dropping, 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. 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).

  • Whenever an operative is shooting this operative, ignore the Piercing, Saturate, Seek, Seek Light and Stun weapon rules and you can re-roll any or all of its defence dice.

  • Whenever an enemy operative performs the Fight action in an activation in which it has performed the Charge action, and selects this operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).

  • Attack dice that have 3 or lower Dmg stats or of a ranged weapon that has the Blast weapon rule cannot inflict damage on this operative. Halve the damage inflicted on this operative from the Devastating weapon rule for each attack die.

Ploys: STRATEGY PLOYS

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

  • THE DANCE WITHOUT END (1 CP): Whenever this 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 up to 3 inches with that operative (then the Fight action ends).

  • MARTIAL GRACE (1 CP): This operative can perform the Charge, Dash, Reposition and Fall Back action during the same activation (this takes precdence over any acttion restrictions). It can perform the Fall Back action for 1 less AP.

FIREFIGHT PLOYS

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

  • LUCK OF THE LAUGHING GOD (1 CP): Use this firefight ploy when an operative is shooting this operative, during the Resolve Defence Dice step. You can allocate one of your rolled successful dice to block all of your opponent's attack dice with matching results (e.g. one of your successful defence dice results of 5 can be used to block all successful attack dice results of 5).

  • BLUR OF MOVEMENT (1 CP): Use this firefight ploy during this operative's activation, when it performs an action in which it moves and triggers an On Guard enemy operative. If that operative performs a shooting attack and selects this operative as its target, this operative is obscured.

AELDARI, HARLEQUIN, BOSS, SOLITAIRE; 25

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.