Penal Legion Chem Dogs
Common Abilities and Options
Battle Chems:
At the start of each Turning Point, this operative gains a CHEM token. While they have a CHEM token, they gain the following special effects depending on the action they are performing:
- When this operative performs a Reposition, Dash, or Charge action, it can move 1 extra inch during that action.
- When this operative performs a Shoot action, you must either improve the hit stat of the weapon profile used by 1 OR (if the weapon doesn't have the Blast or Torrent keyword) worsen the hit stat of the weapon profile by 1 and add the Torrent1 keyword.
- When this operative performs a Fight action, you must either improve the hit stat of the weapon profile used by 1 OR add the Brutal keyword to that weapon profile.
Whenever this operative resolves any action, if it has a CHEM token, remove that token.
Operatives
1. Penal Commissar
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Command Troops2. Penal Parole Officer
A 2
M 6"
S 4+
W 8
Abilities
In Death, PardonFlag Bearer3. Chem Dog Gunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Piercing 1) | 4 | 4+ | 4/5 |
| Shock (Torrent 2", Stun, Lethal 4+) | 3 | 4+ | 1/1 |
Abilities
Battle Chems4. Chem Dog Gunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Range 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
Abilities
Battle Chems5. Chem Dog Gunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Piercing 1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Piercing 1) | 4 | 4+ | 5/6 |
Abilities
Battle Chems6. Chem Dog Bomber
A 2
M 6"
S 5+
W 7
Abilities
*Crazed EndGrenadierBattle ChemsExplosive Demise7. Chem Dog Runner
A 2
M 6"
S 5+
W 7
Abilities
AthleticBattle Chems8. Chem Dog Sharpshooter
A 2
M 6"
S 5+
W 7
Abilities
Camo CloakBattle Chems9. Chem Dog Scavanger
A 2
M 6"
S 5+
W 7
Abilities
Battle Chems1AP: Battlefield Spoils1AP: Search for Scraps10. Chem Dog Arsonist
A 2
M 6"
S 5+
W 7
Abilities
Battle Chems1AP: Firestarter11. Chem Dog Thief
A 2
M 6"
S 5+
W 7
Abilities
No Good ThiefBattle ChemsSlyEquipment
Specialty Boosters
Upon selecting this equipment option, you gain the following effects for the rest of the battle:
- Once per Turning Point, you can spend a CHEM token to perform a Mission, Pick Up, Place, or Open Hatch action for free.
- Once per Turning Point, you can spend a CHEM token to perform a Fall Back action for 1 less AP.
Writ of Pardon
Once per battle, when a non-Commissar or Parole Officer operative is charged or chosen as the target of a shooting action, you can use the Prisoner Sacrifice ploy as if they were a Commissar or Parole Officer.
Poisoned Shiv
Once per battle, you can choose to reroll your initiative roll and/or force your opponent ot reroll their initiative roll.
Extra Doses
Once per turning point, before a friendly Chem Dogs operative (excluding your Commander and your Parole Officer) takes an action, retaliates, or is selected as the primary target of a shooting action, if it does not have a CHEM token, you can choose to use this rule. If you do, give that operative a CHEM token. Once the action, retaliation, or shooting action is completed, remove that CHEM token as normal, and that operative takes D3-1 wounds. This rule can only be used on each Chem Dogs operative once.
Ploys
Drug Induced Rage
Firefight PloyUse this ploy when a friendly operative with a CHEM token is Retaliating. That operative gains ONE of the following effects and has its CHEM token removed:
- You can resolve the first attack dice (i.e. defender instead of attacker).
- This operative's melee weapons have the Brutal keyword.
- This operative's melee weapons' hit stats are improved by one.
Take Some of Mine
Firefight PloySUPPORT When a friendly Chem Dog operative with a CHEM token is activated, you can choose to use this ploy. If you do, remove that CHEM token and give it to another friendly Chem Dog operative within 6" who does not currently have a CHEM token.
Prisoner Sacrifice
Firefight PloyUse this ploy when a Penal Legion Commissar or Penal Legion Parole Officer operative has been selected as the target of a shooting action or enemy charge. If you do, select a friendly Chem Dog operative within 3" of this operative and remove both operatives from the killzone, placing them back in each other's location (in other words, swap places).
Pain Killers
Firefight PloyUse this ploy when a friendly Chem Dog operative has activated, counteracted, or is retaliating. You can ignore the effects of being injured for that operative for the rest of the turning point.
Heightened Awareness
Strategy PloyWhen you use this ploy, you gain three Awareness points. Whenever a friendly Chem Dogs operative is the target of a shooting attack and has a CHEM token, you can choose to spend 1 Awareness point. If you do, that operative's save stat is improved by 1 for the duration of that shooting attack. Afterwards, that CHEM token is removed.
Military Grade Ammo
Strategy PloyWhen you use this ploy, you gain three Ammo points. Whenever a friendly Chem Dogs operative is shooting, fighting, or retaliating, you can choose to spend 1 Ammo point. If you do, improve both damage stats of that operative's Bolter* weapons by 1 for the duration of that shoot, fight, or retaliation (to a maximum of 4/5 damage).
At the end of each Turning Point, any leftover Ammo points are discarded.
*A Bolter weapon is any weapon with the word "Bolt" or "Bolter" in the title.
Collateral Damage
Strategy PloySUPPORT While this ploy is active, friendly Chem Dog operatives who are visible to and within 6" of a friendly Penal Legion Commander or Penal Legion Parole Officer operative can use this rule when selecting a valid target for a shooting action. If you do, having other friendly Chem Dog operatives within an enemy operative's engagement range doesn't prevent that enemy operative from being selected as a valid target.
Dirty Tactics
Strategy PloyYou can move up to 3 Chem Dog operatives who have CHEM tokens up to 4", but you must remove their CHEM tokens afterwards.
You cannot use this Ploy after the first Turning Point.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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.
Plant Banner
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.