Tenien's Trenchers

Common Abilities and Options

Markerlight (1AP):
Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.

Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.

Artificial Intelligence:
This operative cannot perform mission actions or the Pick Up action For the purposes of determining control of objective markers, treat this operative's APL as 1 lower. Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if it has an Engage order, defence dice cannot be automatically retained as a result of Cover. When drawing a Visibility line from a DRONE operative, draw it from any part of the round disc at the top of the miniature, as shown by the red keyline area on the diagram below. Unless otherwise specified, this operative cannot be equipped with equipment.

Savior Protocols:
Each time a friendly HUNTER CADRE operative (excluding DRONE operatives) is selected as the target of a shooting attack, if there is a friendly DRONE operative with this ability Visible to and within 2" of it and not within Engagement Range of an enemy operative, if that friendly DRONE operative is not protecting any other operatives, it can protect that friendly HUNTER CADRE operative until the end of the Turning Point. If it does so, until the end of the Turning Point or until they are no longer within 2" of each other (whichever comes first), each time a shooting attack is made against that friendly HUNTER CADRE operative, make that shooting attack against that friendly DRONE operative instead, even if it would not be a valid target. In the Roll Defence Dice step of that shooting attack, defence dice cannot be automatically retained as a result of Cover. Friendly HUNTER CADRE operatives cannot be protected by Saviour Protocols from shooting attacks made against each operative within range of a specified point (e.g. remote mine, see Kill Team: Octarius). Note that this also means they cannot be protected from the subsequent shooting attacks made as a result of the Blast X or Torrent X special rules.

Operatives

1. Shas'Ui Te'nien Daith'en
Pathfinder Shas'Ui
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
1AP: Markerlight
2. Aun'El Sha'Draig Diaor
Pathfinder (Heavy Gunner)
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Rail Rifle (AP1, Lethal 5+, MW 2)
4
4+
4/4
Gun Butt
3
5+
2/3
3. Por'O D'Yanoi Hia'Or
Pathfinder Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
1AP: Markerlight
4. Kor'La Au'Taal Ria'Mor
Pathfinder Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
1AP: Markerlight
5. MB3 Recon Drone
MB3 Recon Drone
A 2
M 6"
S 4+
W 12/12
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Burst Cannon (Heavy, Ceaseless, Fusillade)
4
4+
3/4
Abilities
1AP: AnalyzeArtificial IntelligenceSavior Protocols

Analyze (1AP): Select one enemy operative Visible to this operative, then select one other ready friendly HUNTER CADRE operative that is not within Engagement Range of enemy operatives. After this operative's activation ends, you can activate that other friendly operative, and during its next activation, each time it makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice. This operative cannot perform this action while within Engagement Range of enemy operatives.

6. Aun'El Bork'An Ir'En
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Gun Butt
3
5+
2/3
Pulse Blaster (-Close Range, Rng 6", AP1)
4
4+
C4/5, L3/4
7. Kor'O Ho'Sarn Rilix
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Gun Butt
3
5+
2/3
Pulse Blaster (-Close Range, Rng 6", AP1)
4
4+
C4/5, L3/4
8. Aun'Ui Pech Joler
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Gun Butt
3
5+
2/3
Pulse Blaster (-Close Range, Rng 6", AP1)
4
4+
C4/5, L3/4
9. Aun'O T'Ros Fralirn
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Gun Butt
3
5+
2/3
Pulse Blaster (-Close Range, Rng 6", AP1)
4
4+
C4/5, L3/4
10. DS8 Tactical Support Turret
DS8 Tactical Support Turret
A 1
M 0
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Missile Pod (Heavy)
4
4+
5/7
Smart Missile System (Heavy, Smart Targeting)
6
4+
3/4
Can't move
0
0
0
Abilities
Smart TargetingSupport TurretArtificial IntelligenceSavior ProtocolsNote

Smart Targeting: Each time this operative makes a shooting attack with this weapon, you can use this special rule. If you do so, for that shooting attack:

Enemy operatives with an Engage order that are not within Engagement Range of friendly operatives are valid targets and cannot be in Cover.

In the Roll Attack Dice step of that shooting attack, attack dice results of 6 are successful normal hits. All other attack dice results are failed hits.

Support Turret: This operatives cannot have a conceal order and can only perform shoot and overwatch actions. It cannot fight in combat and cannot provide combat support.

Note: tactical support turrets are automated defensive batteries that ptovide support for Fire Warriors and T'au kill teams. They are often deployed by orca dropships into fixed positions and add the considerable power of their missiles to the fight.

11. MV1 Gun Drone
MV1 Gun Drone
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Twin Pulse Carbine (Relentless)
4
4+
4/5
Abilities
Savior ProtocolsArtificial Intelligence

Reserves

Kor'O Es'Tau Prin'Jin
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Fio'O Vespid Fio'Taga
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Kor'La Vash'Ya Pira'Bur
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Shas'Saal T'Au Firara
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Por'El Sha'Draig Dor'Bash
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
MV4 Shield Drone
MV4 Shield Drone
A 2
M 6"
S 4+
W 7/7

Equipment

Target Lock. 3EP

STEALTH BATTLESUIT operative only. The operative gains the following ability for the battle: Target Lock: Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, the target is treated as having a Markerlight token

Stimulant Injector. 3EP

The operative gains the following ability for the battle: Stimulant Injector: Once per battle, when this operative is activated or would lose a wound, it can use this ability. If it does so, until the end of the Turning Point: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. It cannot be injured. You can ignore any or all modifiers to its APL.

Photon Grenade. 2EP

The operative can perform the following action during the battle: Photon Grenade (1 AP): Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows: If that enemy operative is not in this operative's Line of Sight. If that enemy operative is more than 6" from this operative. On a 2+, that enemy operative gains a Photon token. While an operative has any photon tokens, subtract 2" from its Movement characteristic and it cannot perform Dash actions. At the end of an operative's activation, remove all Photon tokens it has. This operative cannot perform this action while within Engagement Range of enemy operatives.

Markerlight. 2EP

The operative can perform the following action during the battle: Markerlight (l AP): Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.

Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.

Holographic Readout. 2EP

LEADER operative only. The operative gains the following ability for the battle: Holographic Readout: Once per battle, when a friendly HUNTER CADRE operative (excluding a DRONE operative) is activated within 3" of this operative, this operative can use this ability. If it does so, until the end of the friendly HUNTER CADRE operative's activation, it can perform one mission action for one less AP (to a minimum of 0 AP).

Ploys

Stand and Fire
Firefight Ploy

Use this Tactical Ploy when a friendly HUNTER CADRE operative (excluding a DRONE operative) is selected as the target for combat. For that combat: Select a ranged weapon to fight with. Treat that weapon's Ballistic Skill characteristic as a Weapon Skill characteristic. Ignore any special rules that weapon has.

Supporting Fire
Firefight Ploy

Use this Tactical Ploy in the Firefight phase, when a Shoot action is declared for a friendly HUNTER CADRE operative. In the Select Valid Target step of that shooting attack, you must select an enemy operative that is within Engagement Range of one or more other friendly operatives and within 6" of the active operative, and that enemy operative cannot be in Cover as a result of friendly operatives' bases. Note, however, that in the Roll Defence Dice step of that shooting attack, the enemy operative can be in Cover as a result of friendly operatives' bases

Aimed Pulse Volley
Strategy Ploy

Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse rifle as a result of a Shoot action, in the Roll Attack Dice step of that shooting attack, if it has not moved during that activation, you can re-roll one of your attack dice.

Breach and Clear
Strategy Ploy

Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse blaster as a result of a Shoot action: For that shooting attack, enemy operatives within crop_square of it are not in Cover. In the Roll Attack Dice step of that shooting attack, if the target is within 3" of it, you can re-roll one of your attack dice.

Camouflage Field Engagement
Strategy Ploy

Until the end of the Turning Point, friendly STEALTH BATTLESUIT operatives can perform the following action: Camouflage Field Engagement (1 AP): Change this operative's order.

Recon Sweep
Strategy Ploy

Friendly PATHFINDER operatives that are wholly within 6" of any killzone edge can immediately perform a free Dash action, but only if they can finish that move wholly within 6" of a killzone edge that is not your own killzone edge

Tac Ops

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.