Conscripts

Common Abilities and Options

Hold The Line! (1AP):
You will have objective control on the objective even if you die. The original objective control that was placed on this objective if the operatives die is 2 APL even after they die

Greater Duty:
After this operative dies, roll a D6. On a 6+ this operative gets up at the begining of the next strategy phase with 1 wound. When this is used, the +1 to hit from "For Cadia" does not take effect.

For Cadia!:
Everyone in this squad gets a morale boost, won't retreat (Auto-pass cowardice) and gets +1 to hit with all weapons except the flamer which instead gets +1 attack.

Manageable Melee Threat:
The enemy can fight multiple conscripts from the same squad at the same time, but they only get full attacks on one conscript. Every additional conscript they fight in that same combat takes the penalty of -1 Attack.

Cowardice:
If squad is at full strength, this does not apply. If the squad still has 2 operatives, roll a D6 and on a one, cowardice takes effect. If this is the last operative, roll a D6 and on a 1-5, cowardice takes effect. Cowardice means that the operative(s) that fail their bravery check must flee with both AP (move and dash away from enemy operatives). When rolling for an operative that failed their bravery check the previous turn, subtract 1 from their roll. This is rolled at the beggining of squads activations when a squad has 1-2 conscripts left.

Sargent Over Vox (1AP):
Similar to the sargent's "For Cadia!" ability, after this is used, all conscripts in this squad would get +1 to hit. Unlike "For Cadia!", this squad does not automatically pass cowardice but rather gets +1 added to their bravery check. This lasts until the sargent or vox operator dies.

Small Profile:
When calculating objectives, this operative only is worth 1 APL.

Inexperienced Hands:
Cannot perform objective actions without using 2AP.

High Stakes (0AP):
You may roll a D6 and 4+ means that you may turn a failure into a normal or a normal into a crit (on the flamer you may do two). On a 3- do the opposite (one normal into failure or one crit to a normal; when using flamer, do this twice).

*Hot:
Roll a D6 and on a 1-2, this unit dies.

Comrades in Arms:
If the squad has all 3 operatives alive, add +1 damage to both the normal and crit stats of all weapons until an operative dies.

Operatives

1. Sargent
Sargent
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
5+
1/2
Chainsword
4
5+
4/5
Abilities
1AP: Hold The Line!Greater DutyFor Cadia!Manageable Melee Threat
2. Sargent
Sargent
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
5+
1/2
Chainsword
4
5+
4/5
Abilities
1AP: Hold The Line!Greater DutyFor Cadia!Manageable Melee Threat
3. Sargent
Sargent
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
5+
1/2
Chainsword
4
5+
4/5
Abilities
1AP: Hold The Line!Greater DutyFor Cadia!Manageable Melee Threat
4. Vox Trooper
Vox Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Bayonet
3
4+
2/3
Abilities
Cowardice1AP: Sargent Over VoxSmall ProfileManageable Melee ThreatInexperienced Hands
5. Vox Trooper
Vox Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists (Can't Parry)
2
6+
0/2
Abilities
Cowardice1AP: Sargent Over VoxSmall ProfileManageable Melee ThreatInexperienced Hands
6. Vox Trooper
Vox Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists (Can't Parry)
2
6+
0/2
Abilities
Cowardice1AP: Sargent Over VoxSmall ProfileManageable Melee ThreatInexperienced Hands
7. Gunner
Gunner
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 1")
8
3+
1/2
Fists (Can't Parry)
2
6+
0/2
Abilities
0AP: High StakesManageable Melee ThreatSmall ProfileCowardice*HotInexperienced Hands
8. Gunner
Gunner
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 1")
8
3+
1/2
Fists (Can't Parry)
2
6+
0/2
Abilities
0AP: High StakesManageable Melee ThreatSmall ProfileCowardice*HotInexperienced Hands
9. Gunner
Gunner
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 1")
8
3+
1/2
Fists (Can't Parry)
2
6+
0/2
Abilities
0AP: High StakesManageable Melee ThreatSmall ProfileCowardice*HotInexperienced Hands
10. Gunner
Gunner
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Grenade Launcher
Krak (Dev 3, Prc 1, Rng 10")
4
5+
5/3
Frag (Blast 2", Rng 10")
4
3+
2/4
Fists (Can't Parry)
2
6+
0/2
Abilities
0AP: High StakesManageable Melee ThreatSmall ProfileCowardice*HotInexperienced Hands
11. Gunner
Gunner
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Grenade Launcher
Krak (Dev 3, Prc 1, Rng 10")
4
5+
5/3
Frag (Blast 2", Rng 10")
4
3+
2/4
Fists (Can't Parry)
2
6+
0/2
Abilities
0AP: High StakesManageable Melee ThreatSmall ProfileCowardice*HotInexperienced Hands
12. Gunner
Gunner
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Grenade Launcher
Krak (Dev 3, Prc 1, Rng 10")
4
5+
5/3
Frag (Blast 2", Rng 10")
4
3+
2/4
Fists (Can't Parry)
2
6+
0/2
Abilities
0AP: High StakesManageable Melee ThreatSmall ProfileCowardice*HotInexperienced Hands
13. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Bayonet
3
4+
2/3
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
14. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Bayonet
3
4+
2/3
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
15. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Bayonet
3
4+
2/3
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
16. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Bayonet
3
4+
2/3
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
17. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Bayonet
3
4+
2/3
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
18. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Bayonet
3
4+
2/3
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
19. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
20. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
21. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
22. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
23. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
24. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
25. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
26. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
27. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
28. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
29. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms
30. Trooper
Trooper
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Abilities
Manageable Melee ThreatSmall ProfileInexperienced HandsCowardiceComrades in Arms

Equipment

Hymnal of the God-Emperor

Everyone is given this book and due to its thickness, all incoming damage on all operatives is -1 if a 5+ is rolled (only roll when necessary).

Grenades

Same as universal equipment but effects whole squad of 3. The grenades hit on a 5+ though.

Combat Knives

Everyone equiped with fists now gets a weapon that has 3 attacks, hits on a 5+ and is damage 2/3.

Scavenged Hellgun

May replace one operative's lasgun with a hot-shot lasgun. Use a marker to keep track. The following stats are used Attacks: 4 Hit: 4+ Dmg: 3/4

Ploys

Lucky Shot!
Firefight Ploy

Effects only lasguns. Turn all normals into crits. Effects one operative.

Primal Instinct
Firefight Ploy

Get 4 attacks with fists and hit on a 4+ or get 4 attacks with the bayonet (or combat knife) and turn one normal into a crit for both. Effects whole squad.

Cut Them Down!
Firefight Ploy

Shoot twice with lasguns for 1 AP. Effects whole squad.

Cover Retreat!
Firefight Ploy

Flee from melee combat and shoot for free but that squad is -1 to hit.

Vain Bravery
Strategy Ploy

Pick a squad that can be affected by Cowardice and at the beginning of their activation, they immediately pass.

Reinforcements!
Strategy Ploy

After 3 troopers die this can be used. At the start of the next turning point, spawn in 3 troopers, spread out by at least 6 inches and can be placed anywhere by the board's edge thats not in the enemy deployment zone. Do their turn as one operative and they cannot have cowardice effects. May only be used once per game.

More Bodies Than Bullets
Strategy Ploy

Pick one squad that died and fully replace them in two turning points in your deployment zone during the strategy phase. May only be used once per game.

Take and Hold!
Strategy Ploy

Must be used on center or enemy home objective exclusively. You may pick an objective and next turning point, it will be worth 2 VP instead of the usual 1 (if you choose the enemy home objective, 3 VP instead of 2).

Tac Ops

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.

Track Enemy
Infiltration

Reveal: 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
Infiltration

Reveal: 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
Infiltration

Reveal: 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.