Operatives
1. Aembryn Isesho
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blast Pistol (Rng 8", Prc2) | 4 | 3+ | 3/4 |
| Agoniser (Brutal, Lethal 5+, Shock) | 4 | 3+ | 3/5 |
Abilities
CunningPower From PainRiflesTorturous VisionEquipment
Chain Snare
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly HAND OF THE ARCHON operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it), and you cannot use this rule again during this turning point.
Wicked Blades
Add 1 to the Atk stat of friendly HAND OF THE ARCHON operatives’ array of blades.
Toxic Coating
Up to twice per turning point, whenever a friendly HAND OF THE ARCHON operative is fighting or retaliating and you’re selecting a melee weapon, you can use this rule. If you do, until the end of that sequence, that operative’s melee weapon has the Lethal 5+ weapon rule.
Refined Poison
Up to twice per turning point, whenever a friendly HAND OF THE ARCHON operative is performing the Shoot action and you select a shardcarbine, splinter cannon, splinter pistol, splinter rifle or stinger pistol, you can use this rule. If you do, until the end of that action, add 1 to the Normal Dmg stat of that weapon.
Ploys
Blade Artists
Strategy PloyFriendly HAND OF THE ARCHON operatives’ melee weapons have the Rending weapon rule.
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Denizens Of Night
Strategy PloyWhenever an enemy operative is shooting a friendly HAND OF THE ARCHON operative that’s more than 2" from enemy operatives, if Heavy or Light terrain is intervening, or any part of that friendly operative’s base is underneath Vantage terrain, you can re-roll one of your defence dice.
From Darkness, Death
Strategy PloyWhenever a friendly HAND OF THE ARCHON operative is activated, before you determine its order, you can select one enemy operative that friendly operative isn’t a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.
Merciless Sadists
Strategy PloyWhenever a friendly HAND OF THE ARCHON operative is shooting against or fighting against a wounded enemy operative, that friendly operative’s weapons have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.
Cruel Deception
Firefight PloyUse this firefight ploy during a friendly HAND OF THE ARCHON 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.
Devious Scheme
Firefight PloyUse this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.
Heinous Arrogance
Firefight PloyUse this firefight ploy when it’s your turn to activate a friendly operative. You can skip that activation.
Prey On The Wounded
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly HAND OF THE ARCHON operative, if it’s shooting against or fighting against a wounded enemy operative. You can re-roll any of your attack dice.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: 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 Dominate tokens.
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 DestroyReveal: 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
ReconReveal: 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
ReconReveal: 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
ReconReveal: 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.