Loud and Proud (P)
Common Abilities and Options
Loud:
Once this operative changes into an ENGAGED order, it may not be assigned a CONCEALED order until the end of the battle.
Astartes:
During each friendly HERETIC ASTARTES operative's activation, it can perform either two Shoot actions or two Fight actions.
If the Blastmaster is chosen for the second Shoot action, it costs 2AP to do so.
Each friendly HERETIC ASTARTES operative can counteract regardless of its order.
Quicksilver speed:
Whenever a friendly HERETIC ASTARTES operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.
Whenever an operative is shooting a friendly HERETIC ASTARTES operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.
This is not cumulative with being injured.
Operatives
1. Gabe
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sonic Blaster (Saturate, Dev5, Stun) | 4 | 3+ | 3/0 |
| Fists | 4 | 3+ | 3/4 |
Abilities
LoudAstartesQuicksilver speedNotes
Rhythm guitar and vocals, his vocal range goes beyond human hearing limits, so even tho you don't hear him singing, it's probably just in a sound frequency you cannot fathom.
2. Bruno
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sonic Blaster (Saturate, Dev5, Stun) | 4 | 3+ | 3/0 |
| Fists | 4 | 3+ | 3/4 |
Abilities
LoudAstartesQuicksilver speed3. Rudy
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sonic Blaster (Saturate, Dev5, Stun) | 4 | 3+ | 3/0 |
| Fists | 4 | 3+ | 3/4 |
Abilities
LoudAstartesQuicksilver speedNotes
Bass player, the mysterious guy, he has a 10 inch tongue
Equipment
Euphoric Combat Stimulant
HERETIC ASTARTES operative may consume this equipment during it's activation and gain an additional 2" to it's movement stat until the end of it's activation. At the start of the next turning point, this operative is considered injured until the end of that turning point.
Glamourweave
Before the first turning point, choose one DAEMONETTE FIGHTER operative to have this equipment until the end of battle. While this operative has a Conceal order, it is always treated as being in Light Cover for the purpose of determining valid targets and retaining Defence dice, regardless of its position in the killzone.
Warp-Amp Cabling
Once per battle, choose one HERETIC ASTARTES operative equipped with a Sonic Blaster or Screamer Pistol. This operative's ranged weapons have the Torrent 1" rule until the end of the turning point.
Torment Venom
Once per battle, when a friendly DAEMON operative fights in combat, you can declare you are using this equipment before the opponent would re-roll any combat dice. If you do, for that combat, your opponent cannot re-roll combat dice.
Ploys
STIMULANT INFUSION - 1CP
Firefight PloyUse this Ploy before a NOISE MARINE operative's activation. That operative gains a +1 to it's APL stat until the end of their activation. At the end of their activation, inflict D3 mortal wounds to that operative.
PAIN IS POWER - 2CP
Firefight PloyUse this Ploy when at least half of the total number of friendly operatives in the Killzone are incapacitated. If at least three quarters are incapacitated, this ploy costs 1CP. Inflict D6+1 mortal wounds to your LEADER. If it is not incapacitated, improve its save characteristic by 1 and add 1 to the attack characteristic of its equipped weapons until the end of the turning point. Furthermore, this operative is never considered injured.
SWIFT REFLEXES - 1CP
Firefight PloyUse this Ploy when a friendly DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
MESMERISING DANCE - 1CP
Firefight PloyUse this ploy when a friendly DAEMON is chosen as the target of a melee attack. Determine the number of retained hits the enemy has:
-
If the enemy has 3 or more hits (normal or critical), you can discard one of their normal hits before resolving damage.
-
If the enemy has fewer than 3 hits, you can resolve one of your successful hits before the attacker resolves theirs (i.e., you strike first).
PREY ON THE WEAK - 1CP
Strategy PloyOnce per battle, until the end of the turning point, when a friendly DAEMON operative performs the Fight action against an injured target, that attack gains the Ceaseless weapon rule.
POWER CHORD - 1CP
Strategy PloyUntil the end of the turning point, every HERETIC ASTARTES operative's ranged weapon has the LETHAL 5+ special rule (if it already doesn't) while shooting a valid target that is no further than 6 inches from them.
PAIN IS PLEASURE - 1CP
Strategy PloyUntil the end of the Turning Point, your operatives may ignore any stat changes from being injured.
DISORIENTING FREQUENCY - 1CP
Strategy PloyUntil the end of the Turning Point, subtract 2" from the Charge and Dash distances of all enemy operatives that start their activation within 6" of a friendly HERETIC ASTARTES.
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.
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.