Operatives

1. MAERORUS
MAERORUS
A 5
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Talon Darts (Rng 6", Silent, Prc1, Tor 2")
4
4+
3/4
Scything Talons & Rending Claws (Rending, Punishing, *Entangle)
1D3+5
2+
5/6
Abilities
*EntanglePhasesPloysThe Lost Seventh

*Entangle: Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After this action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining Atk dice. This operative cannot perform the free Fight action if it rolled all the Atk dice of this weapon.

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

  • PHASE 1: This phase occurs when this operative has 13 to 7 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 6 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 with 1D6 wounds. If this operative is incapacitated after that, remove it from the killzone.

Ploys: STRATEGY PLOYS

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

  • MASS ASSASSINATION (1 CP): Whenever this operative incapacitates an enemy operative and it has no other enemy operatives within its control range, it can perform a free Charge action (up to 4 inches). Note that it can keep doing so until it can no longer perform that action (this takes precedence over action restrictions).

  • INSTINCTUAL PREDATOR (1 CP): Whenever this operative is selected as a valid target during a shooting attack, it can immediately perform a free Dash action. Whenever an enemy operative performs the Fight action and selects this operative as its target. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).

FIREFIGHT PLOYS

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

  • CLUTCH EGG (1 CP): Use this firefight ploy during this operative's activation, you can place a Clutch Egg Marker within control range of this operative. Roll 1D6, on 3+, you can set up one friendly MAERORUS HATCHLING operative in the killzone (place it as centered as possible to where you placed the Clutch Egg Marker) then remove that marker from the killzone. Otherwise, you can keep rolling for this rule in the Ready step of the next strategy phase until you succeed. That friendly operative is ignored for victory conditions.

  • INHUMAN SPEED (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.

The Lost Seventh: 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 all the other friendly operatives (if any) had activated and after each enemy operative's activation (excluding the last one to be activated). During each counteraction, it can perform a free Charge (up to 3 inches) or Dash action.

  • This operative regains 1D3 lost wound after each action it performs and an additonal 1D6 lost wounds after any action that was performed during which it lost wounds. Whenever it incapacitates an enemy operative that has a Wound stat of 8 or lower, add 1D3 to this operative's Wound stat, or 1D6 if that enemy operative has a Wound stat of 9 or more. Once this operative's Wound stat is 20 or more, worsen its Save stat by 1.

  • This operative can perform any action twice during each of its activations during the turning point even it performed an action that prevents it from doing so. It can perform no more than the 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).

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

  • 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).

  • Whenever this operative is shooting, fighting or retaliating. In the Roll Attack Dice step; whenever you discard an attack die as a fail, inflict normal damage on one other friendly operative of your choice within control range of the target.

  • Attack dice that have 3 or lower Dmg stats don't inflict damage on this operative. Attack dice with 4 or more Dmg stats inflict 1 less damage on this operative. Halve the damage inflicted on this operative from the Devastating weapon rule for each attack die.

  • This operative can change its order to Conceal whenever it is injured only (if possible).

IMPERIUM, TYRANID, ASSASSIN, BOSS, MAERORUS; 32
2. MAERORUS HATCHLING
MAERORUS HATCHLING
A 2
M 6"
S 4+
W 6/6
Weapons
ATK
HIT
DMG
Claws (Ceaseless)
4
4+
2/5
Abilities
Group ActivationElusive AbomenationMob (Maerorus)

Group Activation: Whenever this operative is expended, you must then activate any other ready friendly MAERORUS HATCHLING operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Elusive Abomenation: 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).

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

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 (i.e, Seek, Vantage Terrain) except being within 2 inches.

Attack dice with 4 or more Dmg stats inflict 1 less damage on this operative.

This operative regains 1D3 lost wound after each action performed during which it lost wounds.

Mob (Maerorus): This operative is a Mob for the MAERORUS operative. You can set it up after you use the CLUTCH EGG firefight ploy for that operative.

CLUTCH EGG (1 CP): Use this firefight ploy during this operative's activation, you can place a Clutch Egg Marker within control range of this operative. Roll 1D6, on 3+, you can set up one friendly MAERORUS HATCHLING operative in the killzone (place it as centered as possible to where you placed the Clutch Egg Marker) then remove that marker from the killzone. Otherwise, you can keep rolling for this rule in the Ready step of the next strategy phase until you succeed. That friendly operative is ignored for victory conditions.

IMPERIUM, TYRANID, ASSASSIN, MOB, MAERORUS HATCHLING; 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.