Hobbits

Common Abilities and Options

Scarper:
After each enemy operative's activation, before the next operative is activated, you can perform a free Dash action with one friendly RATLING operative (excluding BULLGRYN, OGRYN, and SNEAK), but it cannot finish that move within 3" of an enemy operative unless it is not visible to every enemy operative when it finishes that move.

Each friendly operative can only do this once per Turning Point, and cannot do so after the final activation of the Turning Point.

Brute:
Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Slow-Witted:
You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).

Operatives

1. Fixer
Fixer
A 2
M 5"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Sniper Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy)
4
2+
3/3
Fists
3
5+
1/2
Abilities
Munitorum ContactsScarperTarget Designation

Munitorum Contacts: You can select one additional equipment option.

Target Designation: Strategic Gambit Select one enemy operative. Until the end of the Turning Point, whenever a friendly RATLING operative is shooting that enemy operative with a Rifle, that weapon has the Lethal 5+ weapon rule.

RATLING, IMPERIUM, ASTRA MILITARUM, LEADER, FIXER
2. Big Shot
Big Shot
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Tankstopper Rifle
Mobile (Dev1, Hvy(Dash), Prc1)
4
3+
4/4
Stationary (Dev4, Hvy, Prc1, Severe)
4
2+
4/2
Fists
3
5+
1/2
Abilities
Scarper
RATLING, IMPERIUM, ASTRA MILITARUM, BIG SHOT
3. Bomber
Bomber
A 2
M 5"
S 4+
W 6/6
Weapons
ATK
HIT
DMG
Explosive Arsenal (Rng3", Blast1", Lim1, Hvy(Repos), Prc1, Sat)
5
3+
4/5
Sniper Rifle
Mobile
4
4+
3/4
Stationary (Dev3, Hvy)
4
3+
3/3
Bionic Arm
3
5+
3/4
Abilities
MineScarperTripwire

Mine: Mines you select from Univeral Equipment inflict 2D3+3 damage instead, and fiendly RATLING operatives (excluding OGRYN and BULLGRYN) are ignored for its effects (i.e. they cannot trigger it or take damage from it). This takes precedence over the normal mines rules.

Tripwire: When setting up equipment before the battle, you can set up to two of your Tripwire markers up wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an enemy operative's control range, remove that marker, subtract 1 from that operative’s APL stat until the end of its next activation and 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.

RATLING, IMPERIUM, ASTRA MILITARUM, BOMBER
4. Stash
Stashmaster
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Sniper Rifle
Mobile
4
4+
3/4
Stationary (Dev3, Hvy)
4
3+
3/3
Fists
3
5+
1/2
Abilities
Light-FingeredScarperWell Stocked

Light-Fingered: Once during each of this operative's activations, it can perform the Place Marker, Pick Up Marker, or a Mission Action for 1 less AP.

Well Stocked: If you select an Ammo Cache from Univeral Equipment, you can set up an additional Ammo Cache marker.

RATLING, IMPERIUM, ASTRA MILITARUM, STASHMASTER
5. Raider
Raider
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Suppressed Sniper Rifle
Mobile (Silent)
4
4+
3/4
Stationary (Dev2, Hvy, Silent)
4
3+
3/3
Dagger
3
4+
2/3
Abilities
Grappling HookScarper1AP: Slingshot

Grappling Hook: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the oeprative actually moves vertically).

Slingshot (1AP): Select a point on a terrain feature that is visible to and within 6" of this operative. Remove this operative from the killzone and set it back up wholly within 6" horizontally of that point, not within Control Range of an enemy operative, and with that point visible to it.

This action is treated as a Reposition action. This operative cannot perform this action while within Control Range of an enemy operative, or during an activation in which it performed the Charge, Fall Back, or Shoot action (or vice-versa).

RATLING, IMPERIUM, ASTRA MILITARUM, RAIDER
6. Vox-Thief
Vox-Thief
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Sniper Rifle
Mobile
4
4+
3/4
Stationary (Dev3, Hvy)
4
3+
3/3
Fists
3
5+
1/2
Abilities
Scarper1AP: Intercept Communications

Intercept Communications (1AP): SUPPORT Select one other friendly RATLING operative visible to and within 6" of this operative. Until the end of its next activation, add 1 to that operative's APL stat.

This operative cannot perform this action while within Control Range of an enemy operative.

RATLING, IMPERIUM, ASTRA MILITARUM, VOX-THIEF
7. Spotter
Spotter
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Sniper Rifle
Mobile
4
4+
3/4
Stationary (Dev3, Hvy)
4
3+
3/3
Fists
3
5+
1/2
Abilities
Scarper1AP: Spot

Spot (1AP): SUPPORT Select one enemy operative visible to this operative. Once during this Turning Point, when a friendly RATLING operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:

  • That friendly operative's ranged weapons have the Seek Light weapon rule.
  • That enemy operative is not Obscured.

This operative cannot perform this action while within Control Range of an enemy operative.

RATLING, IMPERIUM, ASTRA MILITARUM, SPOTTER
8. Sneak
Sneak
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Suppressed Sniper Rifle
Mobile (Silent)
4
4+
3/4
Stationary (Dev2, Hvy, Silent)
4
3+
3/3
Fists
3
5+
1/2
Abilities
EvadeScarper1AP: Optics

Evade: Once per Turning Point, after an enemy operative performs an action, you can interrupt and perform a free Dash action with this operative. Note this operative cannot use the Scarper faction rule (it has this rule instead).

Optics (1AP): Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be Obscured and the stationary profile of this operative’s suppressed sniper rifle has the Lethal 5+ weapon rule.

This operative cannot perform this action while within Control Range of an enemy operative.

RATLING, IMPERIUM, ASTRA MILITARUM, SNEAK
9. Dog
Battlemutt
A 2
M 6"
S 5+
W 4/4
Weapons
ATK
HIT
DMG
Bite
4
3+
2/4
Abilities
BeastEarly WarningScarper

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, and Reposition. It cannot use any weapons that are not on its datacard.

Early Warning: Once per Turning Point, after an enemy operative performs an action in which it moves or is set up, you can interrupt to use this rule. If you do, each friendly RATLING operative (excluding OGRYN and BULLGRYN) within 6" of this operative and within 2" of that enemy operative can perform a free Dash action or a free Fall Back action, but it cannot move more than 3". In either case, each one cannot finish that move within 2" of an enemy operative unless it is not visible to every enemy operative when it finishes that move (if this is not possible for an operative, it cannot move).

RATLING, IMPERIUM, ASTRA MILITARUM, BATTLEMUTT
10. Bully
Bullgryn
A 2
M 6"
S 4+
W 16/16
Weapons
ATK
HIT
DMG
Grenadier Gauntlet (Blast 2")
4
4+
3/5
Power Maul (Shock)
4
3+
4/6
Brute Shield
4
3+
3/4
Slabshield
4
4+
3/4
Abilities
BruteShieldSlow-Witted

Shield: If this operative has a Slabshield, it has a 3+ Save stat; if it has a Brute Shield, whenever it is fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).

RATLING, IMPERIUM, ASTRA MILITARUM, BULLGRYN
11. Ogryn
Ogryn
A 2
M 6"
S 5+
W 16/16
Weapons
ATK
HIT
DMG
Ripper Gun (Rng 8", Punishing)
4
3+
4/5
Bayonet
4
3+
4/5
Abilities
Bayonet ChargeBruteSlow-Witted

Bayonet Charge: Whenever this operative finishes moving during the Charge action, you can inflict 1D3+1 damage on one enemy operative within its Control Range.

RATLING, IMPERIUM, ASTRA MILITARUM, OGRYN
12. Sniper
Sniper
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Sniper Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy)
4
2+
3/3
Fists
3
5+
1/2
Abilities
Scarper
RATLING, IMPERIUM, ASTRA MILITARUM, SNIPER

Reserves

Bully
Bullgryn
A 2
M 6"
S 4+
W 16/16
RATLING, IMPERIUM, ASTRA MILITARUM, BULLGRYN
Hardbit
Hardbit
A 2
M 5"
S 5+
W 6/6
RATLING, IMPERIUM, ASTRA MILITARUM, HARDBIT

Equipment

Purloined Rations

Once per turning point, when a friendly RATLING operative is shooting with a rifle and you’ve rolled your attack dice, you can use this rule. If you do, improve the Hit stat of its rifle by 1 until the end of that sequence.

Lucky Round

Once per Turning Point, whenever a friendly RATLING operative is shooting with a rifle and you've rolled your Attack dice, you can use this rule. If you do, that weapon has the Severe weapon rule for that sequence.

Stolen Goods

At the end of the Select Operatives step, roll 1D3. If the result is:

  • 1, you lose 1 CP
  • 2, you gain 1 CP
  • 3, your opponent loses 1CP
Improvised Armour

Whenever an operative is shooting a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative, defence dice results of 5+ are critical successes.

Ploys

Crack Shots
Strategy Ploy

Whenever a friendly RATLING operative is shooting an enemy operative more than 6" from it, if that friendly operative has not performed the Charge, Fall Back, or Reposition action during the activation, or it is a counteraction, its rifle (if any) has the Balanced weapon rule.

Note that operative is not restricted from performing those actions after shooting.

Frontline Assault
Strategy Ploy

Whenever a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative is shooting within, fighting within, or retaliating within your opponent's territory or within 3" of an objective marker, its weapons have the Balanced weapon rule.

Shifty
Strategy Ploy

Whenever a friendly RATLING operative (excluding OGRYN or BULLGRYN) has a Conceal order and is in Cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain) except being within 2".

Sniper Positions
Strategy Ploy

Whenever a friendly RATLING operative is more than 6" from enemy operatives and has Heavy Terrain within its Control Range, the Stationary profile of its rifle (if any) has the Silent weapon rule.

Larcenous
Firefight Ploy

Use this Firefight Ploy during a friendly RATLING operative's activation (excluding OGRYN or BULLGRYN). Until the end of that activation, that operative does not have to control a marker to perform the Pick Up Marker or Mission actions that usually require this (taking precedence over that action's conditions - it only needs to contest the marker), and having an enemy operative within Control Range of it does not prevent it from doing so.

Shoot And Hide
Firefight Ploy

Use this Firefight Ploy after a friendly RATLING operative that has an Engage order perfoms the Shoot action with a rifle. If it is more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal.

Survival Instincts
Firefight Ploy

Use this Firefight Ploy when an enemy operative is shooting or fighting a friendly RATLING operative (excluding OGRYN or BULLGRYN) and you are allocating a die to block. If it is a normal success, it can block one unresolved critical success; if it is a critical success, it can block two unresolved successes (normal or critical).

Sharpshot
Firefight Ploy

Use this Firefight Ploy when a friendly RATLING operative if performing the Shoot action with a rifle and you are selecting a valid target. Having other friendly RATLING operatives within an enemy operative's Control Range does not prevent that enemy operative from being selected.

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.