Manticore Borz 90 Wound

Operatives

1. Bratva Lead
Bratva Lead
A 3
M 6"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Ak-74m (rng 24, balanced)
4
3+
4/5
Combat Blade
4
3+
4/5
Micro grenades (Rng 6, Blast 2, Limited 1)
4
4+
3/4
Abilities
1AP: Bratva Directives

Bratva Directives (1AP): Select one friendly Borz operative visible to and within 6" of this operative. That operative can immediately perform a free 3-inch reposition or retain one normal success/reroll on their next attack sequence at this turning point.

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2. Cyka Alpha
Cyka Alpha
A 3
M 6"
S 2+
W 16/16
Weapons
ATK
HIT
DMG
Syy-1 Autocannon (Rng 24, Heavy, Ap1)
4
4+
6/8
Integrated Grenade Launcher (Rng 18, Blast 2)
3
4+
4/5
Hydraulic Gauntlet (Brutal)
4
4+
5/6
Abilities
Powered Exoskeleton

Powered Exoskeleton: When this operative is activated, it can ignore the first instance of a Stun or APL-reduction effect applied to it. Additionally, enemy shooting attacks targeting this operative cannot retain critical hits unless the attacker is within 6 inches or has a specialized anti-armor trait.

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3. Ubiytsa Control
Ubiytsa Control
A 3
M 6"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Ash 12 (Rng 30, Ap1, MW2)
4
3+
5/6
Heavy Boarding Axe (Ap1, Lethal 5+)
4
3+
5/6
Abilities
Faraday Hardened1AP: Analog Coordination

Faraday Hardened: Immune to enemy electronic warfare and APL penalties.

Analog Coordination (1AP): Select one friendly Borz or Ubiytsa operative visible to and within 6". That operative can immediately perform a free reposition or add 1 to the damage of its next melee attack. Unjammable by digital warfare.

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4. Bratva HMG Specialist
Bratva HMG Specialist
A 3
M 6"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
PKM (Rng 30, Torrent 1)
5
4+
5/5
Bash
3
4+
3/4
Abilities
Suppression

Suppression: When this operative performs a Shooting attack, even if it does not inflict damage, the target target-locks suppression: subtract 1 from that enemy operative's APL until the end of its next activation.

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5. Cyka Bravo
Cyka Bravo
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
PP-19 (Rng 12)
4
3+
3/3
Boarding Axe (Relentless, Brutal)
5
3+
4/5
Abilities
Ballistic Shield

Ballistic Shield: Each time a shooting attack is made against this operative, if the attacker is in this operative's front arc, Roll 2 extra save dice

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6. Insertion Team Breacher
Insertion Team Breacher
A 3
M 6"
S 4+
W 12/12
Weapons
ATK
HIT
DMG
Ak-12 (Rng 18, Ceaseless)
5
3+
3/3
Combat Blade
3
3+
3/4
Micro Greades (Rng 6, Blast 2, Limited 1)
4
4+
3/4
Abilities
Breach & Clear

Breach & Clear: This operative does not suffer movement penalties for moving across light or heavy terrain features (clamber/drop costs 0 extra movement).

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7. Insertion Team Sidewinder Specialist
Insertion Team Sidewinder Specialist
A 3
M 6"
S 4+
W 12/12
Weapons
ATK
HIT
DMG
Side Winder (Rng 24, MW1)
4
3+
3/4
Combat Blade
3
3+
3/4
Abilities
1AP: Target Lock

Target Lock (1AP): Select one enemy operative visible to this operative. Until the end of the Turning Point, friendly Borz operatives treat that target as being Assisted (re-roll one attack die of 1 when shooting at it).

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Equipment

Micro-Frag Grenade (2 EP)

Rule: Adds a one-use ranged weapon to an operative: Range 6", 3 Attacks, 4+ Hit, Damage 3/3, Blast 2.

Targeting Optic (2 EP)

Rule: The operative ignores light cover penalties when shooting.

Combat Stimm (2 EP)

Rule: Once per game, the operative ignores movement penalties and can add 1" to their movement for one activation.

Extended Mags (1 EP)

Rule: Once per game, re-roll all missed attack dice for one shooting action.

Reinforced Plates (3 EP)

Rule: Improve the operative's Save characteristic by 1. Cannot be taken by the CYKA Unit Alpha.

Battering Ram (2 EP)

Rule: Once per game, when within 1" of a light wall or barricade, destroy that terrain piece entirely.

Ploys

Point-Blank Execution
Firefight Ploy

Use: When a friendly Borz or Ubiytsa operative is fighting in melee and makes its strike sequence.

Effect: Change the normal damage of one of your successful melee hits to its critical damage value, or force the enemy to re-roll one of their successful defense dice.

Breach Charge
Firefight Ploy

Use: When a friendly operative is within 1 inch of a piece of light terrain, a door, a barricade, or a wall.

Effect: The operative plants a micro-breaching charge. That terrain feature is treated as destroyed/open terrain for the rest of the battle, and any enemy operative within 2 inches of the other side of that terrain suffers 3 mortal wounds.

Unyelding Advance
Firefight Ploy

Effect: That operative can perform a normal move action even if it has an enemy operative within its Engagement Range (falling back without costing extra AP or taking a penalty, provided they move directly away).

Targeting Smoke
Strategy Ploy

Throw a smoke grenade up to 6" away from the user. The smoke Grenade grants Manticore Units Heavy Cover and, until the end of the Turning Point, friendly Manticore operatives ignore the effects of Obscuring Cover and Heavy Cover defense dice bonuses when shooting through smoke lines or digital markers, treating the enemy as fully exposed.

Thorax Shield
Strategy Ploy

Effect: Until the end of the Turning Point, add 1 to the Save characteristic of all friendly Insertion Team operatives

Hardpoint
Strategy Ploy

Effect: Until the end of the Turning Point, each time a friendly Manticore or Ubiytsa operative is shooting or fighting in melee while within 1 inch of heavy terrain or a secure objective marker, treat their defense dice as having an extra successful roll or improve their cover save by 1.

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.

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.