Hell Rain Firing Line
Common Abilities and Options
Dark Pacts:
When a friendly operative is performing the Shoot action, for each target of the action before rolling Attack Dice you can choose to make a Pact. When doing so, you select a Pact from the following options, gaining the specified weapon modifier for the duration of the sequence. Each Pact has a cost associated with it, and if you are unable to complete the cost at the end of the sequence, inflict D3+1 damage on the shooting operative.
- Breaching Darkness: The weapon profile gains Piercing 1.
- Cost: You must retain a critical success during the shooting sequence.
- Malevolent Precision: The weapon profile gains Relentless.
- Cost: You cannot retain any fails during the shooting sequence.
- Murder Make: Add 1 to the normal and critical damage stat of the weapon (to a maximum of 6)
- Cost: The target of the shoot action must be incapacitated at the end of the shooting sequence.
Chaos Devotion:
Whenever this operative makes a Pact, its ranged weapon gains the Lethal 5+ and Punishing weapon rules for the duration of the sequence.
Operatives
1. Obliterator Vessel
A 3
M 6"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fleshmetal Guns | |||
| Flamer (Rng 8”, Saturate, Torrent 2”) | 4 | 2+ | 4/4 |
| Missiles (Blast 1”) | 4 | 3+ | 4/5 |
| Shredder (Rending) | 5 | 3+ | 3/4 |
| Crushing Fists (Brutal) | 4 | 3+ | 4/5 |
Abilities
1AP: Living ArsenalTechno-Organic FleshDark PactsWalking Artillery2. Ammo Fiend
A 2
M 8"
S 3+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws | 3 | 4+ | 2/3 |
Abilities
ExpendableSubservient2AP: RearmFlyFiend3. Cultist Aurist
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellgun | 4 | 4+ | 3/4 |
| Seismo-Vox (Rng 4”, Saturate, Seek, Stun) | 5 | 2+ | 2/2 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
1AP: Vox-AlertDark Pacts4. Cultist Bomb Blast
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rotary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Piercing 1) | 4 | 4+ | 4/5 |
| Melta (Rng 6”, Lim 1, Dev 4, Piercing 2) | 4 | 4+ | 5/2 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark PactsDetonate Everything5. Cultist Gunman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellgun | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark PactsChaos Devotion6. Cultist Gunman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellgun | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark PactsChaos Devotion7. Meltagunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6”, Dev 4, Piercing 2) | 4 | 4+ | 6/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark Pacts8. Plasma 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 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark Pacts9. Cultist Livewire
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arc Beamer (Rng 12”, Lethal 5+, Stun, *Arc) | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark Pacts*ArcUngrounded10. Cultist Psygunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psygun (PSYCHIC, 1" Dev 1, *Warped) | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark Pacts1AP: Rift BlastChaos Powered*WarpedWarp Rift11. Cultist Sniper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dirge Fusil | |||
| Mobile (Dev 2, Hvy(Dash)) | 4 | 3+ | 4/3 |
| Stationary (Dev 3, Hvy, Saturate, Severe) | 4 | 2+ | 4/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Sleek Mantle1AP: Hunter's SightDark PactsEquipment
Wounds of Devotion
When a friendly operative performs the Shoot action or is a target of the Shoot action, at the end of the action that operative regains 1 wound.
Blood Unguents
Friendly operatives can ignore any changes to the Hit stat for ranged weapon profiles on their datacards.
Twisted Bayonets
Friendly Ballisticus Sect operatives (excluding the Ammo Fiend) have the following melee weapon:
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Twisted Bayonet | 3 | 4+ | 3/4 |
Charred Icon
Before the battle, you can set up one of your Charred Icon markers wholly within your territory and more than 2" from other markers. Once per turning point, during a friendly operative's activation, if it controls this marker it can perform two Shoot actions during its activation. Friendly operatives can perform the Pick Up Marker action on that marker.
Ploys
A Favor Owed
Firefight PloyWhen a friendly operative makes a Pact, at the end of the shooting sequence, ignore the damage from failing to meet the Pact’s cost.
Heavy Trigger
Firefight PloyUse this firefight ploy when a friendly BALLISTICUS SECT operative is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of the ranged weapons on its datacard as a melee weapon (excluding a weapon that has the Blast X" weapon rule) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: *Arc, Devastating, Piercing, Torrent. If that friendly operative has an Engage order and has performed the Shoot action this turning point, you resolve the first attack dice (i.e. defender instead of attacker).
Blessing Of Gunsmoke
Firefight PloyDuring a friendly operative's activation, when it performs the Shoot action and makes a Pact during that Shoot action, add 1 to its APL until the end of its activation.
A Gunner's Retreat
Firefight PloyUse this firefight ploy during a friendly BALLISTICUS SECT operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Shoot First...
Strategy PloyWhenever a friendly BALLISTICUS SECT operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead. Note that operative isn’t restricted from performing those actions after shooting.
Depraved Ambush
Strategy PloyPlace your Ambush marker wholly within your territory. Whenever an enemy operative ends its activation within 3” of your Ambush marker, before the next operative is activated you can select a friendly operative wholly within your territory to perform a free Shoot action against that enemy operative (you can change its order to Engage to do so). If that friendly operative is Ready, its weapon has Seek Light for the duration of the action. You cannot select each friendly operative for this ploy more than once per turning point. Remove the Ambush marker at the end of the turning point.
In Our Sights
Strategy PloySelect one SIGHT RANGE from the options below. Whenever a friendly operative is x, improve the hit stat of its ranged weapons by 1 (to a minimum of 3+). If the Hit stat is already 3+ or better, the ranged weapon gains the Balanced weapon rule instead. X is the SIGHT RANGE you selected.
- Long Range: Shooting an operative more than 8” from it.
- Short Range: Shooting an operative within 8” of it.
Urban Lurkers
Strategy PloyWhenever an operative is shooting a friendly BALLISTICUS SECT operative that is in cover:
- Ignore the Saturate weapon rule.
- If you can retain any cover saves, you can retain one additional cover save. If the operative is in cover behind Heavy terrain, you can choose to retain a critical save instead. This isn’t cumulative with improved cover saves from Vantage terrain.
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.