Hunting Pack

Hunting Pack

Common Abilities and Options

Astartes:
HUNTING PACK operatives can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt weapon must be selected for a least one of them. Each friendly HUNTING PACK operative can counteract regardless of its order.

Cunning Of The Wolf:
HUNTING PACK operatives can perform a Charge action 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).

Mentor's Guidance (1AP):
Once during each of this operative's activations, you can select one other friendly HUNTING PACK operative visible to it. Until the end of that operative's next activation, add 1 to its APL stat, or if it is a GLORYSEEKER operative, its Reckless Abandon Roll this turning point is a result of 1.

Pack Hunters:
Once per turning point, whenever a single HUNTING PACK operative with this rule is shooting against, fighting against or retaliating against an enemy operative within 2" of another friendly operative, add 1 to the Atk stat of that operative’s weapons.

Pack Totem:
Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

Touch Of The Wild:
HUNTING PACK operative’s melee weapons gain the Punishing weapon rule, and if performing a Fight action during an activation in which it performed a Charge action the first time you strike during that sequence inflict 1 additional damage.

Berserk Charge:
Once per turning point, a single operative with this rule is eligible to perform a Charge action in a turn in which it performed a Dash action.

Operatives

1. Grey Hunter Pack Leader
Grey Hunter Pack Leader
A 3
M 7"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Bolt Carbine (Ceaseless)
4
3+
3/4
Power Weapon (Punishing, Lethal 5+)
5
3+
4/6
Abilities
AstartesCunning Of The Wolf1AP: Mentor's GuidancePack HuntersPack TotemTouch Of The Wild
HUNTING PACK, IMPERIUM, LEADER
2. Blood Claw Pack Leader
Blood Claw Pack Leader
A 3
M 7"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Overcharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Lightning Claw (Punishing, Ceaseless, Lethal 5+)
5
3+
4/5
Abilities
AstartesBerserk ChargeCunning Of The Wolf1AP: Mentor's GuidancePack TotemTouch Of The Wild
HUNTING PACK, IMPERIUM, LEADER
3. Blade Master
Blade Master
A 3
M 7"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Overcharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Frost Blade (Punishing, Lethal 5+)
5
3+
4/7
Abilities
AstartesCunning Of The WolfMaster At ArmsPack HuntersTouch Of The Wild

Master At Arms: Once per sequence, whenever this operative is fighting or retaliating:

  • One of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
  • One of your critical successes can block two unresolved normal successes (instead of one critical success).
HUNTING PACK, IMPERIUM
4. Grenadier
Grenadier
A 3
M 7"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Carbine (Ceaseless)
4
3+
3/4
Chainsword (Punishing)
5
3+
4/5
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Abilities
AstartesCunning Of The WolfGrenadierPack HuntersTouch Of The Wild

Grenadier: This operative can use frag and krak grenades (see universal equipment).
Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives).
Whenever it is doing so, improve the Hit stat of that weapon by 1.

HUNTING PACK, IMPERIUM
5. Skjald
Skjald
A 3
M 7"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Carbine (Ceaseless)
4
3+
3/4
Chainsword (Punishing)
5
3+
4/5
Abilities
AstartesCunning Of The WolfDeeds Worthy Of SagaPack HuntersTouch Of The Wild

Deeds Worthy Of Saga: Whenever a friendly operative visible to this operative incapacitates an enemy operative, gain 1 CP.

HUNTING PACK, IMPERIUM
6. Gloryseeker
Gloryseeker
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Howling Blades (Punishing, Ceaseless)
6
3+
4/5
Abilities
AstartesBerserk ChargeCunning Of The WolfReckless AbandonTouch Of The Wild

Reckless Abandon: When activating this operative, roll one dice, on a 3+ it must fight if in control range of and enemy operative, if it cannot fight and is within charge range of a visible enemy operative it must charge the nearest visible enemy operative. Further when performing a Fight action, its weapons gain the Brutal weapon rule, however this operative is also only able to block with critical successes.

HUNTING PACK, IMPERIUM
7. Grey Hunter Warrior
Grey Hunter Warrior
A 3
M 7"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Carbine (Ceaseless)
4
3+
3/4
Chainsword (Punishing)
5
3+
4/5
Abilities
AstartesCunning Of The WolfPack HuntersTouch Of The Wild
HUNTING PACK, IMPERIUM
8. Blood Claw Warrior
Blood Claw Warrior
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword (Punishing)
5
3+
4/5
Abilities
AstartesBerserk ChargeCunning Of The WolfTouch Of The Wild
HUNTING PACK, IMPERIUM

Equipment

Wolf Tail Talismans

Once per turning point, when a friendly HUNTING PACK operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Hunting Trophies

Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly HUNTING PACK operative that is within 2" of it, your opponent cannot re-roll their attack dice results of 1.

Fenrisian Steel

Friendly HUNTING PACK operatives' melee weapons gain the balanced special rule.

Wolf Tooth Necklace

Once per turning point, you can use the Overwhelming Savagery Firefight Ploy for 0CP.

Ploys

Keen Senses
Firefight Ploy

Use this Firefight Ploy when a ready friendly HUNTING PACK operative performs a Shoot action. Until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.

Transhuman Physiology
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly HUNTING PACK operative, in the Roll Defense Dice step. You can retain one of your normal successes as a critical success instead.

Overwhelming Savagery
Firefight Ploy

Use this firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly HUNTING PACK operative within its control range.

Healing Balms
Firefight Ploy

Use this firefight ploy when a friendly HUNTING PACK operative is activated. Heal D3+3 lost wounds to that operative.

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly HUNTING PACK operatives from being injured (including their weapons’ stats).

Runic Wards
Strategy Ploy

Whenever a HUNTING PACK Operative is targeted by a PSYCHIC Attack, improve their save characteristic to 2+. Additionally, any HUNTING PACK Operatives that are affected by a PSYCHIC ability, ignore the effects of that ability on a 4+.

Saga Of The Warrior Born
Strategy Ploy

Whenever a HUNTING PACK Operative is fighting or retaliating enemy operatives cannot assist.

Saga Of The Bear
Strategy Ploy

Whenever Normal Dmg of 3 or more is inflicted on a friendly PACK HUNTERS operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

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.

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.