Monsters
Common Abilities and Options
Synaptic Backlash:
Whenever this operative is incapacitated, before it is removed from the killzone, inflict D3 damage on each Hormagaunt and Termagant within 3" of it (roll separately for each).
Synapse:
Whenever a Hormagaunt or Termagant NPO is shooting or fighting within 3" of this operative, retain one attack dice as a normal success for that operative without rolling it.
30 Wounds Remaining:
When this operative has 30 wounds remaining it gains 1 more APL per turning point
Behavior (Brawler) (Monster):
1. Fight
2. Charge the closest player operative via the shortest possible route.
3. Shoot the closest player operative.
4. Reposition towards the closest player operative.
5. Dash towards the closest player operative.
Operatives
1. Maleceptor
A 3
M 8"
S 2+
W 72
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Massive Scything Talons | |||
| Strike (Brutal) | 5 | 3+ | 4/7 |
| Sweep (Torrent 3") | 5 | 3+ | 3/4 |
| Psychic overload (Torrent 2") | D6+4 | 4+ | 3/4 |
Abilities
Synaptic BacklashEncephalic DiffusionSynapse2. Hive Tyrant
A 4
M 8"
S 2+
W 64
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Venom Cannon (Blast 2") | D3+2 | 2+ | 4/6 |
| Monstrous bonesword and lash whip (Punishing, Relentless) | 6 | 2+ | 4/5 |
| Monstrous scything talons (Brutal) | 4 | 3+ | 3/4 |
Abilities
Behavior (Mixed) (Monster)Synaptic BacklashSynapse3. Neurotyrant
A 4
M 7"
S 4+
W 54
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psychic scream (Seek, Stun, Torrent 3") | D6+4 | 3+ | 2/5 |
| Neurotyrant claws and lashes (Dev 1) | 6 | 3+ | 3/5 |
Abilities
Synapse1AP: NeuroloidsSynaptic BacklashBehavior (Marksmen) (Monster)30 Wounds Remaining4. The Swarmlord
A 4
M 8"
S 2+
W 70
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Synaptic Pulse (RNG 18", Torrent 12", PrcCrit 1, Seek) | D6+3 | 2+ | 3/5 |
| Bone Sabres (Brutal, Lethal 5+) | 8 | 3+ | 4/5 |
Abilities
DeullerSynapseBehavior (Brawler) (Monster)Synaptic Backlash30 Wounds Remaining1AP: Tyranic Roar5. Screamer Killer
A 4
M 8"
S 2+
W 60
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bio-plasmic scream (Torrent 4", 4" Dev 3) | 4 | 4+ | 4/6 |
| Screamer-killer talons (Lethal 5+) | 10 | 3+ | 3/6 |
Abilities
Synapse30 Wounds RemainingSynaptic BacklashBehavior (Brawler) (Monster)Equipment
Ploys
Hive Nests
Strategy PloyAt the start of each turning point, after the first, you roll 1 D3 per Hive Nest, then place that many (Marksmen) or (Brawler) operatives at the sight of each Hive Nest.
To close a Hive Nest you must have 1 operative with control range of the Hive Nest, they must then expend an action point to close the nest.
Objective: Capture Zone, Roll 1-3
Strategy PloyTo capture the zone you must have at least one operative wholey within the Objectives range with no enemy operatives within that range by the end of the turning point.
Objective: Capture the relic, Roll 4-5
Strategy PloyTo capture the relic you must at least one operative wholey within the Objectives range and must not be Outnumberd by enemy operatives by the end of the turning point.
Objective: Recover fallen operative, Roll 6
Strategy PloyTo recover fallen operative you must have an operative within the Objectives range and they must expend 3 action points to recover the fallen operative, this can be done over multiple turning points or by multiple operatives. If the fallen oprative is a Vehicle they can be used as cover.
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.