Dransky's boys

Dransky's boys

Common Abilities and Options

Slow-witted:
You must spend 1 additional AP for this operative to perform the PICK UP MARKER and mission actions (excluding OPERATE HATCH).

Dransky's boys:
If Sergeant Dransky is incapacitated, all OGRYN operatives must make a D6 roll BEFORE perfoming a SHOOT or FIGHT action.

On a 3+ OGRYN operatives carryout the action as usual. On a 2/1 OGRYN operatives MUST perform the action on the CLOSEST enemy OR FRIENDLY operative.

If the FIGHT action is performed on a friendly operative, once the attack dice have been resolved, assume the FALL BACK action has been performed for 0AP.

Operatives

1. Sergeant Dransky
Sergeant Dransky
A 3
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Relic Laspistol (Rng 8", Lethal 5+)
4
3+
2/4
Catachan Longblade (Balanced)
4
3+
4/5
Abilities
Inspired LeaderWeathered Veteran

Inspired Leader: As long as this operative is not incapacitated, all OGRYN operatives gain BALANCED on melee weapons and ACCURATE 1 on ranged weapons.

Weathered Veteran: Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

IMPERIUM, ASTRA MILITARUM, LEADER
2. Cap'n Crab
Cap'n Crab
A 3
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Grenadier gauntlet (Rng 8", Blast 2")
4
4+
3/5
Power claw (Brutal, Shock)
4
3+
5/7
Abilities
Clawin' timeSlow-wittedDransky's boys

Clawin' time: This operative can perform two FIGHT actions during it's activation.

IMPERIUM, ASTRA MILITARUM, OGRYN
3. Tools
Tools
A 3
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Specialist Ripper gun (Punishing)
4
3+
4/5
Bayonet
4
3+
4/5
Abilities
Slow-wittedBayonet ChargeDransky's boys

Bayonet Charge: Whenever this operative finishes moving during the CHARGE action, you can inflict D3+1 damage on one enemy operative within it's control range.

IMPERIUM, ASTRA MILITARUM, OGRYN
4. Batter
Batter
A 3
M 4"
S 3+
W 7/18
Weapons
ATK
HIT
DMG
Chain axe (Rending)
4
4+
4/6
Slabshield
4
5+
3/4
Abilities
Slow-wittedDransky's boysShield

Shield: Whenever this operative is fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).

IMPERIUM, ASTRA MILITARUM, OGRYN
5. Corporal Veers
Corporal Veers
A 2
M 7"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Combat shotgun (Rng 6")
4
2+
4/4
Bayonet (-)
3
4+
2/3
Abilities
1AP: Medikit

Medikit (1AP): Select one friendly DRANSKY'S BOYS operative within this operative's control range to regain up to 2D3 lost wounds.

This operative cannot perform this ation while within control range of an enemy operative.

IMPERIUM, ASTRA MILITARUM, MEDIC

Equipment

Ploys

Let's get 'em lads!
Firefight Ploy

Sergeant Dransky's voice booms across the battlefield, whipping his Ogryn comrades into a frenzy of fists and flying shells.

Use this firefight ploy during a friendly DRANSKY'S BOYS operative's activation (with the OGRYN key word), before or after it performs an action. This firefight ploy grants the operative ONE ADDITIONAL FIGHT OR SHOOT action for 0AP, up to a maximum of TWO (i.e. an operative CANNOT use this ploy to gain 3 SHOOT actions).

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.