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
Maleceptor
A 3
M 8"
S 2+
W 72/72
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 DiffusionSynapse

Encephalic Diffusion:

MONSTER
2. Hive Tyrant
Hive Tyrant
A 4
M 8"
S 2+
W 64/64
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 BacklashSynapse

Behavior (Mixed) (Monster): 1. Shoot the closest player operative. 2. Charge the closest player operative via the shortest possible route. 3. Fight. 4. Reposition towards the closest player operative. 5. Dash towards the closest player operative.

MONSTER
3. Neurotyrant
Neurotyrant
A 4
M 7"
S 4+
W 54/54
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 Remaining

Neuroloids (1AP): You may choose 2 friendly operatives, until the start of your next turning point add 1 to their attack stats (they roll 1 additional dice per attack). At the end of the turning point the Neuroloids return.

Behavior (Marksmen) (Monster): 1. Fall Back. If possible, to a location where there’s a valid target. 2. Reposition towards the closest player operative, to cover if possible. Additionally, to a location where there’s a valid target if possible. 3. Shoot. 4. Dash towards the closest player operative, to cover if possible. 5. Fight

MONSTER
4. The Swarmlord
The Swarmlord
A 4
M 8"
S 2+
W 70/70
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 Roar

Deuller: Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

Tyranic Roar (1AP): When this operative takes any wounds it will use Tyranic Roar if possible, when this operative uses Tyranic Roar all friendly operatives within 12" can immediately use a shoot, fight or dash action.

MONSTER
5. Screamer Killer
Screamer Killer
A 4
M 8"
S 2+
W 60/60
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)
MONSTER

Equipment

Ploys

Hive Nests
Strategy Ploy

At 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 Ploy

To 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 Ploy

To 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 Ploy

To 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 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.