Engineer team 724

Engineer team 724

Common Abilities and Options

Eq: Mine field:
gets two mine markers

Eq: Ap rounds:
all wepons are shooting ap round at the enemies of man kind

Eq: Gas gas gas:
gas covers an area of 12 inches and will move through the middle of the board to one of the edges where it will will disaper

Eq: Set up defenses:
pace down 2 barricades or barbed wire

Operatives

1. Watch master 163
Engineer Watchmaster
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hand flamer (Range 8, saturate, Torrent 1)
4
2+
3/3
Chainsword
4
3+
4/5
Abilities
1AP: Push forward
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses

Push forward (1AP): any units with in 6 of this oprotive get a free move.

25Krieg engineer
2. Trooper 162
Engineer trooper
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Auto pistol (Range 8)
5
4+
3/4
Trench club/mace (Shock)
4
3+
3/3
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses
25Krieg Engineer
3. Gunner 169
Engineer gunner
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Flamer (Range 8, saturate, torrent 2)
4
2+
3/3
Trench club (Shock)
4
3+
3/3
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses
25Krieg engineer
4. Operator 170
Engineer mine operator
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Shotgun (Range 12)
4
4+
3/4
Trench club (Shock)
4
3+
3/3
Abilities
1AP: Control mine
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses

Control mine (1AP): mine gets a free dash or shoot even if its been activated

25Krieg engineers
5. remote mine
remote mine
A 2
M 10
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Shock grenade launcher (Range 10, Shock)
4
4+
0
Abilities
1AP: Explode
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses

Explode (1AP): kills the oprotoive but any operatives with in 12 and not in cove take D3 mortal wounds

40Keieg engineers, explode
6. Trooper161
Engineer trooper
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Auto pistol (Range 8)
5
4+
3/4
Trench club/mace (Shock)
4
3+
3/3
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses
25Krieg Engineer
7. Trooper 160
Engineer trooper
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Auto pistol (Range 8)
5
4+
3/4
Trench club/mace (Shock)
4
3+
3/3
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses
25Krieg Engineer
8. Trooper 164
Engineer trooper
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Shotgun (Range 12)
4
4+
3/4
Trench club/mace (Shock)
4
3+
3/3
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses
25Krieg Engineer
9. Trooper 165
Engineer trooper
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Auto pistol (Range 8)
5
4+
3/4
Trench club/mace (Shock)
4
3+
3/3
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses
25Krieg Engineer
10. Trooper 166
Engineer trooper
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Auto pistol (Range 8)
5
4+
3/4
Trench club/mace (Shock)
4
3+
3/3
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses
25Krieg Engineer
11. Trooper 167
Engineer trooper
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Auto pistol (Range 8)
5
4+
3/4
Trench club/mace (Shock)
4
3+
3/3
Options
Eq: Mine fieldEq: Ap roundsEq: Gas gas gasEq: Set up defenses
25Krieg Engineer

Equipment

Mine field

gets two mine markers

Ap rounds

all wepons are shooting ap round at the enemies of man kind

Gas gas gas

gas covers an area of 12 inches and will move through the middle of the board to one of the edges where it will will disaper

Set up defenses

pace down 2 barricades or barbed wire

Ploys

Under mine
Strategy Ploy

a mine marker is placed down for free even if its not in your equipment

Check equipment
Strategy Ploy

each oprotive gets a free grenade

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.

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.