Madd's Villains

Madd's Villains

Common Abilities and Options

Camo Cloak:
Whenever an operative is shooting a friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON), if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

Elite Fieldcraft:
In the Ready step of each Strategy phase, you gain 1 Fieldcraft point, or 2 if a friendly SPECTRE SQUAD VOX-OPERATOR operative is in the killzone and isn’t within control range of enemy operatives. At the end of each turning point, discard your Fieldcraft points. After an enemy operative that has an Engage order performs an action during its activation, you can spend 1 of your Fieldcraft points to interrupt that activation. If you do, a ready friendly SPECTRE SQUAD operative that isn’t within control range of any other enemy operatives can perform a free Shoot (excluding Guard), Dash or Reposition action.

You cannot interrupt each enemy operative’s activation more than once per activation (including Guard), and each friendly operative cannot perform more than one free action per turning point as a result of this rule.

If it’s the Shoot action, you can change that friendly operative’s order to perform this action. You cannot select any other enemy operative as a valid target during that action. Being within that enemy operative’s control range (but no others) doesn’t prevent that friendly operative from performing that action, in which case follow the rules for a point-blank shot from the Guard action (see Kill Team Core Book).

If it’s the Reposition action, that friendly operative cannot perform that action again during the turning point.

If it’s the Dash or Reposition action, that friendly operative cannot end this move closer to that enemy operative or your opponent’s drop zone (unless it ends that move wholly within your drop zone).

In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer and you cannot teleport.

Signal (1AP):
SUPPORT Select one other friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) visible to this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

Operatives

1. Sgt Madd Libb
Veteran Sergeant
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Scoped Lascarbine (Rending, Lethal 5+)
4
3+
2/3
Bionic Arm
3
3+
3/4
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite Fieldcraft0AP: Issue Mission

Issue Mission (0AP): Select one expended friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) visible to this operative that hasn’t interrupted an enemy operative’s activation with the Elite Fieldcraft faction rule this turning point. Until the end of the turning point, that friendly operative can do so even though it’s expended (taking precedence over the normal rules). However, if it does, it cannot counteract during the turning point, or perform the Reposition action if it’s already done so this turning point.

This operative cannot perform this action while within control range of an enemy operative.

SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, VETERAN SERGEANT
2. Doc M.F. Doome
Field Medicae
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Gun Butt
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite Fieldcraft0AP: MedikitMedic!

Medikit (0AP): Select one friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Medic!: The first time during each turning point that another friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, FIELD MEDICAE
3. Figaro
Grenadier
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Gun Butt
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite FieldcraftGrenadierMelta MineProximity Mine

Grenadier: This operative can use frag, krak, and smoke grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

Melta Mine: This operative is carrying your Melta Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action. That marker cannot be placed within an enemy operative’s control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).

Proximity Mine: The first time your Melta Mine marker is within another operative’s control range, remove that marker and inflict 2D6+3 damage on that operative; if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).

SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GRENADIER
4. Fazers
Gunner
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Gun Butt
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite Fieldcraft
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GUNNER
5. Al Capps
Heavy Gunner
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
3+
2/3
Missile Launcher
Frag (Blast 2", Hvy)
4
3+
3/5
Krak (Hvy, Prc1)
4
3+
5/7
Fists
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite FieldcraftWeapons Team

Weapons Team: Whenever this operative is activated, if a friendly LOADER operative is within its control range, all profiles of its missile launcher have the Heavy (Dash only) weapon rule instead of the Heavy weapon rule until the end of that activation.

SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, HEAVY GUNNER
6. Knitches
Loader
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Laspistol (Rending)
4
3+
2/3
Fists (Rng 8")
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite Fieldcraft1AP: Load WeaponWeapon Assist

Load Weapon (1AP): Select one friendly SPECTRE SQUAD operative within this operative’s control range and not within 3" of enemy operatives. That friendly operative can immediately perform a free Shoot action (excluding Guard), and you can change its order to do so.

This operative cannot perform this action while within control range of an enemy operative, while counteracting, or during an activation in which it performed the Charge, Dash or Shoot action (or vice versa).

Weapon Assist: Whenever another friendly SPECTRE SQUAD operative within control range of this operative is shooting, you can re-roll one of your attack dice.

SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, LOADER
7. Coffin Nails
Sharpshooter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Long-Las
Concealed (Dev 3, Hvy, Sil, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Dev 3, Hvy)
4
2+
3/3
Gun Butt
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo Cloak*Concealed PositionElite Fieldcraft

*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER
8. Meet Grinder
Stub-Gunner
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Auto-Stubber
Focused (Hvy(Dash))
5
3+
3/4
Suppressive (Hvy, Lethal 5+, Seek Light, Stun, Tor 1")
5
5+
0/0
Sweeping (Hvy(Dash), Tor 1")
4
3+
3/4
Fists
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite Fieldcraft*Suppressive Fire

*Suppressive Fire: Whenever an enemy operative is visible to and within 3" of this operative, if this operative has an Engage order and isn’t within control range of any other enemy operatives, subtract 1 from the Atk stat of that enemy operative’s weapons (to a minimum of 1). This rule has no effect if this operative performed the Charge action during this turning point.

SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, STUB-GUNNER
9. Hoe Cakes
Vox-Operator
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Gun Butt
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite Fieldcraft1AP: Signal
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
10. One Beer
Vox-Relay Beacon
A 1
M 0"
S 5+
W 3/3
Weapons
ATK
HIT
DMG
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Elite FieldcraftExpendablePre-Deploy1AP: Signal

Expendable: This operative cannot perform any actions other than Signal. It cannot counteract, retaliate or assist in a fight.

This operative cannot contest markers or areas of the killzone, and is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Operatives can move through this operative. Your opponent can ignore this operative’s control range at any time. Whenever a friendly SPECTRE SQUAD operative is performing the Shoot action and you’re selecting a valid target, you can ignore this operative’s control range. Note that control range wouldn’t be mutual when ignored.

Pre-Deploy: In the Set Up Operatives step, this operative can be set up outside of your drop zone. It must be set up in a location it can be placed, wholly within your territory and more than 2" from markers and equipment terrain features.

SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, VOX-RELAY BEACON
11. Rapp Snitch
Guide
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Gun Butt
3
4+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Abilities
Camo CloakElite FieldcraftPrepared KillzoneScout Terrain

Prepared Killzone: You can select one additional equipment option, but it must be an Ammo Cache or an equipment terrain feature (see universal equipment).

Scout Terrain: Terrain features within your territory or within 3" of this operative are scouted for friendly SPECTRE SQUAD operatives. Once in each of their activations, friendly SPECTRE SQUAD operatives can do one of the following:

  • Ignore the first vertical distance of 2" it moves during one climb up if the terrain feature is scouted for friendly SPECTRE SQUAD operatives.
  • Perform the Operate Hatch action for 1 less AP if the access point is scouted for friendly SPECTRE SQUAD operatives.
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GUIDE

Equipment

Sniper Overwatch

Once per turning point, a friendly SPECTRE SQUAD operative can use the following ranged weapon:

NAMEATKHITDMG
Sniper overwatch43+3/3
WR
Devastating 2, Heavy (Dash only), Saturate, Silent
Vid-Feed Triangulation

Once per turning point, when a friendly SPECTRE SQUAD operative is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, that target cannot be obscured if either of the following are true:

  • It’s also a valid target for another friendly SPECTRE SQUAD operative.
  • It’s within 6" of a friendly VOX-RELAY BEACON operative.
Starshell Flare

STRATEGIC GAMBIT One friendly SPECTRE SQUAD operative can immediately perform a free Stun Grenade action (see universal equipment). Performing this action using this rule doesn’t count towards its action limits (i.e. if you also select that grenade from equipment). When an enemy operative’s APL stat is changed as a result of this STRATEGIC GAMBIT, you cannot use it for the rest of the battle.

Advanced Camouflage

Friendly SPECTRE SQUAD operatives (excluding VOX-RELAY BEACON) can perform the following unique action:

Advanced Camouflage (1 AP):

Until the start of this operative’s next activation, while it has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

This operative cannot perform this action while visible to and within 3" of an enemy operative.

Ploys

Disappear
Strategy Ploy

One friendly SPECTRE SQUAD operative can immediately perform a free Reposition action. It cannot end that move closer to enemy operatives or your opponent’s drop zone (unless it ends that move wholly within your drop zone) and it cannot perform that action again during the turning point. In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer.

Hidden Engagement
Strategy Ploy

Whenever a friendly SPECTRE SQUAD operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).

Ambushing Volley
Strategy Ploy

Whenever a friendly SPECTRE SQUAD operative is activated, if it’s more than 3" from enemy operatives and isn’t a valid target for enemy operatives before determining its order, its ranged weapons (excluding the suppressive profile of an autostubber) have the Devastating 1 weapon rule until the end of that activation.

Patience
Strategy Ploy

In the Firefight phase of this turning point, you can do one of the following:

  • When it’s your turn to activate a friendly operative, you can skip that activation. You cannot do this until after your opponent’s first activation.
  • When a friendly SPECTRE SQUAD operative performs the Shoot or Fight action during its activation, if it’s the last friendly operative to be activated during this turning point, its weapons have the Relentless weapon rule for that action.
Dodge
Firefight Ploy

Use this firefight ploy during a friendly SPECTRE SQUAD operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.

Silent Killers
Firefight Ploy

Use this firefight ploy during a friendly SPECTRE SQUAD operative’s activation before or after it performs an action, if it has a Conceal order and isn’t a valid target for enemy operatives. Until the end of that activation, it can perform the Charge action while it has a Conceal order, and the first time it strikes you can inflict 3 additional damage, but cannot resolve any other successes during that sequence.

Sharp Reactions
Firefight Ploy

Use this firefight ploy after an enemy operative that has a Conceal order performs an action during its activation, if it’s within 8" of a friendly SPECTRE SQUAD operative. You can use the Elite Fieldcraft faction rule to interrupt that activation with that friendly SPECTRE SQUAD operative regardless of that enemy operative’s order (taking precedence over the normal rules)

Prepared Defence
Firefight Ploy

Use this firefight ploy when a friendly SPECTRE SQUAD operative that has a Conceal order or is ready is retaliating. You can do one of the following:

  • At the start of the Resolve Attack Dice step, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
  • When you block, that block can be allocated to block two unresolved successes (instead of one).

You cannot use this ploy during an activation in which you’ve interrupted with the Elite Fieldcraft faction rule.

Tac Ops

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.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.