Strike Force Remas

Strike Force Remas

Common Abilities and Options

Astartes:
During each friendly ASSAULT SQUAD operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol must be selected for at least one of them.

Each friendly ASSAULT SQUAD operative can counteract regardless of its order.

Jump Pack:
Whenever a friendly ASSAULT SQUAD operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance).

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.

In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway.

Boost Actions:
Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly ASSAULT SQUAD operative’s BOOST ZONE. This is the horizontal area between a friendly ASSAULT operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly ASSAULT SQUAD operatives’ BOOST ZONEs.

Operatives

1. Assault Captain
Assault Captain
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
4+
4/4
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesJump PackBoost ActionsPath to VengeanceBoons Of Vengeance

Path to Vengeance: This operative starts the battle with 1 Vengeance point. Once per action, you can attempt to use one Boon of Vengeance when it specifies (see right). If you do, roll one D6 and compare the result to the number of Vengeance points this operative has; if the result is:

Higher: Resolve the rule, then this operative gains 1 Vengeance point. Equal: Do not resolve the rule. Less: Inflict damage on this operative equal to its number of Vengeance points and do not resolve the rule. If this operative has 6 Vengeance points, resolve the rule without rolling. Note that you cannot make an attempt more than once per action, regardless of the D6 result.

Boons Of Vengeance: Boons of Vengeance are as follows (resolved with a D6 roll, see Paths to Vengeance):

When an attack dice inflicts damage of 3 or more on this operative, you can ignore an amount of damage equal to this operative’s Vengeance points. When this operative is fighting or retaliating and you strike, you can inflict an amount of additional damage equal to this operative’s Vengeance points.

ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, ASSAULT CAPTAIN
2. Champion
Champion
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Fist (Brutal, Shock)
4
3+
5/7
Abilities
Boost ActionsAstartesJump PackPath To Glory

Path To Glory: Whenever this operative incapacitates an enemy operative that has your Challenge token, you gain 1CP.

ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, CHAMPION
3. Displacer Vanguard
Displacer Vanguard
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Abduction Claws (Rnd)
5
3+
4/5
Abilities
Zealous AttackAstartesJump Pack1AP: IsolateBoost Actions

Zealous Attack: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

Isolate (1AP): BOOST action. Select one enemy operative within this operative’s BOOST ZONE. Both players roll one D6 and add their respective operative’s Wounds stat to their result.

If your result is higher, remove that enemy operative from the killzone and set it back up within this operative’s BOOST ZONE or control range. It must be set up in a location it can be placed and cannot be set up further away from this operative than where it began. If that enemy operative is set up within this operative’s control range, the Fall Back or Reposition action ends (allowing this operative to end that action within control range of enemy operatives).

This operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.

ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, DISPLACER VANGUARD
4. Eviscerator
Eviscerator
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Heavy Eviscerator (Brutal)
5
4+
5/7
Abilities
Jump Pack1AP: Carving BlowBoost ActionsAstartesFear His Angels

Carving Blow (1AP): Inflict 2D3 damage on each other operative visible to and within 2" of this operative in an order of your choice (roll separately for each).

For the purposes of action restrictions and the Astartes faction rule, this action is treated as a Fight action. This operative cannot perform this action while it has a Conceal order, or during the same activation in which it performed the Slice From Above action (see faction equipment) or vice versa.

Fear His Angels: Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative. Subtract 1 from that enemy operative’s APL stat until the end of its next activation.

ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, EVISCERATOR
5. Huntmaster
Huntmaster
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesJump Pack1AP: Strike From AboveBoost ActionsPinned Prey

Strike From Above (1AP): BOOST action. Inflict 2D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

This operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.

Pinned Prey: Whenever an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within this operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).

ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HUNTMASTER
6. Raptor
Raptor
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Chainsword
5
3+
4/5
Abilities
Boost ActionsThrill Of FlightJump PackAstartes

Thrill Of Flight: Whenever this operative does a BOOST during its activation:

You can remove any changes to its APL stat. You can ignore any changes to its stats from being injured (including its weapons’ stats) until the end of the activation.

ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, RAPTOR
7. Reiver
Reiver
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Boost ActionsModified Vox-Casters1AP: ShriekJump PackAstartes

Modified Vox-Casters: Whenever an enemy operative is within 3" of this operative, 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 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

Shriek (1AP): Select one enemy operative that’s visible to and within 6" of this operative. Alternatively, select one enemy operative within this operative’s BOOST ZONE (at which point this becomes a BOOST action). If enemy operatives are within control range of this operative, you cannot select an enemy operative that isn’t. Inflict D3 damage on the selected operative and subtract 1 from its APL stat until the end of its next activation.

This operative cannot perform this action while it has a Conceal order. If you’re selecting an enemy operative within this operative’s BOOST ZONE, this operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.

ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, REIVER
8. Gunner
Gunner
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
Jump PackAstartesBoost Actions
ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, GUNNER
9. Sky Talon
Sky Talon
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Lightning Claws (Ceaseless, Lethal 5+, Rnd)
5
3+
4/5
Abilities
Boost ActionsAstartesSkyfallJump Pack

Skyfall: When setting up this operative before the battle, you can set it up in the sky instead: place it to one side instead of in the killzone. In the first Firefight phase, when this operative is activated, place one of your Skydrop markers wholly within your territory, then expend this operative.

In the second Firefight phase, when this operative is activated, set it up with an order of your choice in a location it can be placed either wholly within your drop zone, or wholly within your territory contesting your Skydrop marker. Continue its activation as normal, but during that activation it cannot perform more than two actions and cannot use more than 4" of move distance. Until the Ready step of the next Strategy phase, this operative is obscured to operatives more than 3" from it.

Whenever this operative is in the Sky, it cannot be the ready friendly ASSAULT SQUAD operative for the (Malicious Narcissism WIP) firefight ploy.

ASSAULT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SKY TALON

Equipment

Bladefins

Friendly ASSAULT SQUAD operatives can perform the following unique action:

SLICE FROM ABOVE 1AP

BOOST action. Inflict D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

An operative cannot perform this action normally. Instead it performs this action during the Fall Back or Reposition action after setting up from a BOOST. A EVISCERATOR operative cannot perform this action during the same activation in which it performed the Carving Blow action (or vice versa).

Serrated Armor

Friendly ASSAULT SQUAD operatives can perform the following unique action:

SERRATED CHARGE 0AP

BOOST action. Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends. An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST.

Refined Fuel

Once per turning point, when an enemy operative ends the Fall Back action during its activation, if at least one friendly ASSAULT SQUAD operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free Reposition or Charge action, but cannot use more than 3" of move distance. Note that if the enemy operative doesn’t perform the Fall Back action during its own activation, this has no effect.

Vox-Casters

Once per turning point, one friendly ASSAULT SQUAD operative can perform the following unique action:

VOX-CRY 1AP

Each enemy operative within 3" of this operative takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while it has a Conceal order.

Ploys

Let Them Come
Firefight Ploy

Use this firefight ploy when it’s your turn to activate with a friendly operative, if only one friendly ASSAULT SQUAD operative is ready. Until the end of the turning point, whenever any ready enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly ASSAULT SQUAD operative’s activation). Note that you cannot counteract until that friendly ASSAULT SQUAD operative is expended.

Merciless Descent
Firefight Ploy

Use this firefight ploy when an enemy operative ends the Charge, Dash, Fall Back or Reposition action within 3" horizontally and more than 2" lower than a friendly ASSAULT SQUAD operative (or in close quarters, within 2" and that enemy operative must be in a different room to where it started that action). Interrupt that enemy operative’s activation/counteraction and immediately perform a free Charge action with that friendly operative. It must end that action within control range of that enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.

Tactical Retreat
Firefight Ploy

Use this firefight ploy when a friendly ASSAULT SQUAD operative is fighting or retaliating, when you resolve a critical success. Instead of striking or blocking, end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3" 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.

Wings Of Vengeance
Firefight Ploy

Use this firefight ploy when a friendly ASSAULT SQUAD operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but it cannot perform the Shoot, Fight or Carving Blow (see EVISCERATOR operative) action until the next turning point.

You cannot use this ploy during the first turning point.

Strike From Above
Strategy Ploy

Whenever a friendly ASSAULT SQUAD operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly ASSAULT SQUAD operative does a BOOST, its weapons have the Balanced weapon rule until the end of that activation.

Lay Them Low
Strategy Ploy

Whenever a friendly ASSAULT SQUAD operative is shooting or fighting, its weapons have the Punishing weapon rule if any of the following are true for the operative that friendly operative is shooting or fighting against:

• It’s at least 2" lower than that friendly operative.

• Its APL stat is less than normal.

• It was wounded at the start of the activation/counteraction.

Contempt On High
Strategy Ploy

Whenever an operative is shooting a friendly ASSAULT SQUAD operative that’s at least 2" higher than the killzone floor, or that did a BOOST during this turning point, you can re-roll one of your defence dice.

Shrug It Off
Strategy Ploy

Whenever a friendly ASSAULT SQUAD operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it.

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.

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.