Taucore
Common Abilities and Options
Behaviour:
When activated, if this NPO can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.
- Fall Back to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO
- Shoot
- Reposition to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO (a subsequent Dash action can fulfil these, if able)
- Dash to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO
Double Shoot:
This operative can perform two Shoot actions during its activation.
Special Weapon:
Only 1 in 3 Marksman Trooper operatives can have this weapon.
Operatives
1. Commander Torchbane
Marksman Warrior
A 2
M 6"
S 4+
W 8
Abilities
BehaviourNotes
-
- APL 3 / MOV 8" / SAVE 3+ / WND 10
-
- Double Shoot
-
- RANGED: Ionbeam - ATK 4 / HIT 4+ / DMG 3/4
-
- RANGED: Holocoy - RNG 6" (Decoy / Limited 2)
-
- MELEE: Downward Rifle - ATK 3 / HIT 4+ / DMG 2/3
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- 2AP - STARCALLER SUPPORT: Call down Starcaller to a visible & legal location within 8" of Commander Torchbane.
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- 1AP - RADIO RALLY: Select two Trooper units on the battlefield and they gain +1AP, +2" to MOV and -1 to SAV for the rest of the turning point.
-
- 3AP - LASER TARGET: Select a location visible and within 12" of Commander Torchbane. All units within 6" of that location have +2 added to save (to a maximum of 6+) and take +2 additional damage from every successful die that inflicts damage.
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- 3AP - DIAL IT IN: While within 6" of STARCALLER, you may provide it with +2AP, but must immeditely end your turning point afterward.
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- DECOY - Lay a marker within 6" of Commander Torchbane. The first ranged attack against Commander Torchbane after he deploys Holocoy and while he is within 6" of the marker is ignored, afterward, the Holocoy marker is temporarily removed from the game.
2. Starcaller
Marksman Warrior
A 2
M 6"
S 4+
W 8
Abilities
BehaviourNotes
-
- APL 1 / SAVE 5+ / WND 12
-
- Double Shoot
-
- RANGED:
-
- RANGED:
-
- RANGED:
-
- IMPACT - All friendly units within 3" of where STARCALLER lands turning the turn it's deployed gain obscuring from ranged attacks further than 6" away.
-
- TAUPULSE - All objective markers within 3" of STARCALLER negate 1 APL from all friendly units when establishing control over objective.
-
- SCRAMBLED DATA - All objective markers within 3" of STARCALLER require enemy units to spend +1 APL while completing objectives.
3. Battlesuit X03 RG
Marksman Heavy
A 3
M 6"
S 3+
W 14
Abilities
Double ShootBehaviour4. Battlesuit X01 MINI
Marksman Heavy
A 3
M 6"
S 3+
W 14
Abilities
Double ShootBehaviour5. Battlesuit X02 MINI
Marksman Heavy
A 3
M 6"
S 3+
W 14
Abilities
Double ShootBehaviour6. Drone Operator X7
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 4+ | 2/3 |
Abilities
BehaviourSpecial Weapon7. UAV A1
Marksman Warrior
A 2
M 6"
S 4+
W 8
Abilities
Behaviour8. UAV A2
Marksman Trooper
A 2
M 6"
S 5+
W 7
Abilities
BehaviourSpecial Weapon9. FARSIGHT X01
Marksman Trooper
A 2
M 6"
S 5+
W 7
Abilities
BehaviourSpecial Weapon10. FARSIGHT X02
Marksman Trooper
A 2
M 6"
S 5+
W 7
Abilities
BehaviourSpecial Weapon11. TROOPER 1
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 4+ | 2/3 |
Abilities
BehaviourSpecial Weapon12. Trooper 2
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 4+ | 2/3 |
Abilities
BehaviourSpecial Weapon13. Trooper 3
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 4+ | 2/3 |
Abilities
BehaviourSpecial Weapon14. Trooper 4
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 4+ | 2/3 |
Abilities
BehaviourSpecial Weapon15. Trooper 5
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 4+ | 2/3 |
Abilities
BehaviourSpecial Weapon16. Trooper 6
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 4+ | 2/3 |