Dracothian Vanguard

Dracothian Vanguard

Common Abilities and Options

Ascension:
After completing one of the following: -Incapaciate an enemy operative in enemy territory -Incapacitate an enemy leader -complete an objective -has been targeted by 3+ enemy attacks in a single Turning Point and survived -controls the same objective for two Turning Points -incapacitated an enemy operative and controls an objective in one Turning Point This model will enter its ascended form

Eq: Wyvernling scout:
place a token on one enemy operative. Whenever the holder of the Wyvernling scout shoots at the chosen operative, increase its attacks stat by one.

Eq: Emberline Pistol:
This operative is now equipped with an Emberline Pistol

Type: Pistol

Range: 6"

Profile: ATK 3, HIT3+, DMG 2/3

Eq: First Age Relic:
Increases holders APL by one

Eq: Wing Growth Hormones:
The operative this is attached to gains the fly keyword

Operatives

1. Draconith Ancient
Draconith Ancient
A 4
M 6"
S 4+
W 12/12
Weapons
ATK
HIT
DMG
Itzl Reapers (Relentless, Brutal)
6
3+
3/4
Abilities
Hardened by EternityDebt to The Old OnesMulti Target
Options
Eq: Wyvernling scoutEq: Emberline PistolEq: First Age RelicEq: Wing Growth Hormones

Hardened by Eternity: This operative is immune to stun and shock

Debt to The Old Ones: At the start of this operatives turn, choose a Pledge: -Incapacitate one enemy operative -Hold an objective -Complete a secondary objective If this operative is incapable of completing your chosen Pledge by the end of its turn, it is incapacitated and removed from the board. If this operative manges to complete more than it had pledged in its turn, it can make a second activation with half APL without taking a pledge. This ability is not active during the first round

Multi Target: This model can target up to two enemy operatives withhin engagement range of this model with its Itzl Reapers. If two operatives are targeted by this models attack, half the attacks stat and remove the Brutal rule.

Leader, Draconith Ancient, Dracothian vanguard, Feel-No-Pain 6+, Xenos
2. Heavy Gunner
Heavy Gunner
A 2
M 6"
S 4+
W 11/11
Weapons
ATK
HIT
DMG
Cinderstorm Machine Gun
Default (Heavy)
6
4+
2/3
Simultaneous blast (Heavy, Hot, Limited 2)
1
5+
6/8
Emberline Pistol (Pistol, Rng6")
3
5+
2/3
Options
Eq: Wyvernling scoutEq: Emberline PistolEq: First Age RelicEq: Wing Growth Hormones
Draconith Heavy Gunner, Dracothian Vanguard, Xenos
3. Flayer
Flayer
A 2
M 6"
S 4+
W 11/11
Weapons
ATK
HIT
DMG
Dual Sigil Blades (Ceaseless, Brutal)
2
5+
5/6
Abilities
Scissoring Strikes
Options
Eq: Wyvernling scoutEq: Emberline PistolEq: First Age RelicEq: Wing Growth Hormones

Scissoring Strikes: If this operative performs a Charge action, it may perform two Fight actions during that activation instead of one. If both attacks hit the same Operative and that operative is incapacitated, this operative may make a free Dash.

Draconith Flayer, Dracothian Vanguard, Xenos
4. Beast Master
Beast Master
A 2
M 6"
S 4+
W 11/11
Weapons
ATK
HIT
DMG
Masters Whip
Default (Rending)
3
4+
3/3
Long Lash (Relentless, Rng3")
2
5+
2/2
Abilities
1AP: Masters controlBeast Awakening
Options
Eq: Wyvernling scoutEq: Emberline PistolEq: First Age RelicEq: Wing Growth Hormones

Masters control (1AP): If an enemy unit is hit by this models Long Lash, That unit is Controlled. Controlled units cannot move outside of 3" of this model. At the start of that models activation, it must roll a D6. On a 2+, that model is no longer Controlled. If that model fails the roll, you can choose where that model moves as long as it stays within 3" of this model and within line of sight.

Beast Awakening: This model may target all operatives with its Masters Whip, including friendly operatives. If a Friendly Beast is targeted with the Masters whip, it can Ascend. Models cannot be ascended in the furst turn

Beast Master, Dracothian Vanguard, Xenos
5. Head Hunter
Head Hunter
A 2
M 6"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Head Hunters Severance Sniper
Default (Silent, Piercing1)
1
5+
5/6
Venom Tipped (Poison, Silent, Piercing1, Limited1)
1
5+
2/3
Shock Tipped (Shock, Stun, Silent, Limited1)
1
5+
4/5
Explosive Tipped (Blast 2", Saturate, Silent, Limited1)
1
5+
3/4
Abilities
-1AP: Bounty hunterCamoflauge Technology
Options
Eq: Wyvernling scoutEq: Emberline PistolEq: First Age RelicEq: Wing Growth Hormones

Bounty hunter (-1AP): At the start of your Strategy Phase, choose 1 model to be your Bounty. If a Bounty is Incapacitated at any time, you must reveal who your bounty was. If this model incapacitattes the Bounty, you gain 2CP. If the model had the leader key word, gain 3CP instead. If the model had the Beast keyword, gain 1CP instead.

Camoflauge Technology: This model cannot be the target of any actions by Enemy Operatives outside of 12" of this model.

Draconith Head Hunter, Dracohian Vanguard, Assasin, Xenos
6. Coatling
Coatling
A 2
M 8"
S 3+
W 6/6
Weapons
ATK
HIT
DMG
Coatling Fangs
4
4+
2/3
Abilities
1AP: Guardian EssenceLiving Relic1AP: Praised Beast
Options
Eq: Wyvernling scoutEq: Emberline PistolEq: First Age RelicEq: Wing Growth Hormones

Guardian Essence (1AP): Choose a Friendly Operative within 1" of this model. The next time that Operative is the target of an attack, it gains the Feel-No-Pain 5+ rule until the end of that attack.

Living Relic: While this operative is on the battlefield, friendly operatives within 3" of this model treat this operative as being within Control Range of objectives they controls

Praised Beast (1AP): The first time each Turning Point this operative would be selected as the target of an enemy attack, you may instead select a visible friendly operative within 1" of this operative. That friendly operative becomes the target of that attack.

Coatling, Beast, Dracothian Vanguard, Xenos, Fly
7. Slasher Youngling
Slasher Youngling
A 2
M 8"
S 4+
W 6/6
Abilities
Rapid AssaultAscension
Options
Eq: Wyvernling scoutEq: Emberline PistolEq: First Age RelicEq: Wing Growth Hormones

Rapid Assault: This model can Charge and Dash in the same activation. This model can also make two dashes in the same activation.

Slasher Youngling, Beast, Dracothian Vanguard, Xenos
8. Smasher Youngling
Smasher Youngling
A 2
M 8"
S 4+
W 6/6
Abilities
-3AP: AscensionCrushing Momentum
Options
Eq: Wyvernling scoutEq: Emberline PistolEq: First Age RelicEq: Wing Growth Hormones

Crushing Momentum: If this model charged this turn, add 1 to its damage and Attacks characteristics. After this model finishes its attack, roll a D6. On a 4+, this models activation ends. On a 6+, this model takes D3 mortal wounds.

Smasher Youngling, Beast, Dracothian Vanguard, Xenos

Equipment

Wyvernling scout

place a token on one enemy operative. Whenever the holder of the Wyvernling scout shoots at the chosen operative, increase its attacks stat by one.

Emberline Pistol

This operative is now equipped with an Emberline Pistol

Type: Pistol

Range: 6"

Profile: ATK 3, HIT3+, DMG 2/3

First Age Relic

Increases holders APL by one

Wing Growth Hormones

The operative this is attached to gains the fly keyword

Ploys

Strategic Escape
Firefight Ploy

1CP Use this ploy after an enemy operative finishes their attack on a friendly operative. That friendly operative may immediately perform one free action (excluding Fight).

Razor Scales
Firefight Ploy

1CP Use this ploy when an enemy operative performs a melee attack that hits or would hit a friendly operative.

After the attack resolves, that enemy operative suffers 1 mortal wound.

If the targeted friendly operative has the beast keyword, increase the mortal wound to D3 instead.

Masters Command
Firefight Ploy

1CP One friendly beast, visible to and within 12" of a friendly Draconith Beast Master may perform an action.

Ruinic Repulsion
Firefight Ploy

3CP Choose a friendly operative within engagement range of this model. Push all models within 3" of that operative up to 3" away. If they cannot move any further, Deal D3 mortal wounds to that model.

Relenteless Epoch
Strategy Ploy

1CP Until the end of the Turning Point, friendly operatives cannot have their APL reduced

Beastly Rage
Strategy Ploy

2CP Until the end of the Turning Point, each time a friendly operative is targeted by an enemy attack, it gains +1 APL for its next activation (max +1 per operative).

Primordial Terraforming
Strategy Ploy

2CP Until the end of the Turning Point, enemy operatives treat objectives controlled by friendly operatives as Difficult Terrain

Cursed by Nature
Strategy Ploy

1CP Choose a piece of terrain within 6" of no mans land. Enemie units within 2" of that piece of terrain have -1 save.

Tac Ops

Plant Banner
Security

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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.