C'TAN SHARD Boss fight

Operatives

1. C'TAN SHARD
C'TAN SHARD
A 3
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Gaze of Death (Rng 8", PrcCrit1, Lethal 4+, 2" Dev3)
4
2+
6/5
Energy Orb (*Energy Orb)
1
2+
-/-
Time's Arrow (Severe, Seek, Saturate, Stun)
4
2+
5/7
Reaping Scythe
Strike (Lethal 4+, *Reap)
5
2+
4/6
Sweep (*Sweep, *Reap)
6
3+
4/5
Abilities
*Energy OrbPhasesPloys*Sweep*ReapVoid Dragon

*Energy Orb: Do not select a valid target. Instead, roll your attack die. If you retained it as a success, place your Energy Orb Marker visible to this operative, or on Vantage terrain of a terrain feature Visible to this operative. Whenever that marker is within 2 inches of an enemy operative, inflict 1D3+3 damage on that operative and subtract 1 from its APL stat until the end of its next activation. In the Ready step of the next strategy phase, remove that marker from the killzone.

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

  • PHASE 1: This phase occurs when this operative has 35 to 18 wounds. During this phase, you can select 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 17 to 0 wounds. During this phase, you can use a firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.

Ploys: STRATEGY PLOYS

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

  • NECRODERMIS (1 CP): Whenever an attack die inflicts 3 or more damage on this operative, halve the damage inflicted by that die. In addition, halve the damage inflicted from the Devastating weapon rule.

FIREFIGHT PLOYS

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

  • HYPERPHASING (1 CP): Use this firefight ploy when this operative performs the Reposition action during its activation. do not move it. Instead, remove it from the killzone and set it back up wholly within your territory in a location where it can be placed.

  • HYPERSHIELDING (1 CP): Use this firefight ploy when this operative is within 2 inches of one of your Projction Markers and it's the valid target of a shooting attack. you can re-roll any of your defence dice results of one result (e.g. results of 2).

*Sweep: 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 attack dice (not all of it) for this action. After that 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 attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.

*Reap: For each critical success that inflicted damage with this weapon, inflict 1D3 damage on each other enemy operative within control range of this operative or the original target and this operative regains 1D3 lost wounds.

Void Dragon: This operative has the following rules for the battle:

  • In the Set-Up Operatives phase, you can set up up to 2 of your Projection Markers (40mm) wholly within your drop zone.

  • This operative can activate and skip its activation twice during the turning point. It stays Ready after its first activation until the end of its second activation. Whenever this operative is activated, you can move one of your Projection Markers a distance equal to this operative's Move stat, then you can perform up to 2 free actions using that marker as if this operative's model is placed on it (for the purpose of visibility and targeting lines). Note that you can use one marker per activation and you can perform actions with this operative's original model at any point while using that marker. Once this operative is Expended, it may counteract once using its original model and two more times, each by using one of your Projection Markers as if this operative is placed on it.

  • During the turning point, this operative can perform up two Shoot and Fight actions using this operative's model and one Shoot and Fight action for one of your Projection Markers during its activation. For the second Shoot action, you must select a different ranged waepon from its previous action.

  • Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed.

  • 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 ignores the Piercing, Stun, Shock, Poison, Gas, Toxic, Blaze, Rad and Bleed weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Whenever an opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light Terrain for cover. While this can allow this operative to be targeted (assuming it is visible) it does not remove its cover save (if any).

NECRON, BOSS, C'TAN SHARD; 40

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.