Delta Team
Common Abilities and Options
Targeting Protocol:
Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Lethal 5+ weapon rule. Note that this operative isn’t restricted from moving after shooting.
Doctrina Imperatives:
At the end of the Select Operatives step, select one DOCTRINA IMPERATIVE to be a Primary Mode for your kill team until the end of the battle (note that selecting a Primary Mode doesn’t automatically give you the effects of that DOCTRINA IMPERATIVE for the battle; you must still select it as a STRATEGIC GAMBIT, as below).
STRATEGIC GAMBIT
Select a DOCTRINA IMPERATIVE for friendly DELTA TEAM operatives to have until the Ready step of the next Strategy phase. Each DOCTRINA IMPERATIVE has both an Optimisation and a Deprecation rule. Both are in effect while your kill team has that DOCTRINA IMPERATIVE.
Protector Imperative
Optimisation: Friendly DELTA TEAM operatives’ ranged weapons have the Ceaseless weapon rule.
Deprecation: Worsen the Hit stat of friendly DELTA TEAM operatives’ melee weapons by 1. This isn’t cumulative with being injured.
Conqueror Imperative
Optimisation: Friendly DELTA TEAM operatives’ melee weapons have the Ceaseless weapon rule.
Deprecation: Worsen the Hit stat of friendly DELTA TEAM operatives’ ranged weapons by 1. This isn’t cumulative with being injured.
Bulwark Imperative
Optimisation: Normal Dmg of 3 or more inflicts 1 less damage on DELTA TEAM friendly operatives.
Deprecation: Subtract 1" from the Move stat of friendly DELTA TEAM operatives.
Aggressor Imperative
Optimisation: Add 1" to the Move stat of friendly DELTA TEAM operatives.
Deprecation: Worsen the Save stat of friendly DELTA TEAM operatives by 1.
Neutral Imperative
Optimisation: None.
Deprecation: None.
Inhuman Reflexes:
When you are defending from an attack, roll a D2. On a one, cancel up to one hit result. On a two, cancel two hits, or one hit and one crit.
Operatives
1. Kachi Delta-04
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Phosphor Blast Pistol (Range 8", Blast 1", Severe) | 4 | 3+ | 3/4 |
| "Spirit Seeker" Power Sword (Lethal 5+) | 5 | 4+ | 4/6 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Canticle of EliminationGroup ActivationPast MemoriesTargeting ProtocolDoctrina ImperativesControl Protocol0AP: Siphon ProtocolInhuman Reflexes2. Savion Delta-05
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Transuranic Arquebus | |||
| Mobile (Devastating 2, Heavy (Dash), Prc1) | 4 | 3+ | 4/3 |
| Stationary (Devastating 3, Heavy, Prc1, Severe) | 4 | 2+ | 4/3 |
| Sharpshooter Galvanic Rifle (Heavy (Repos), Prc1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Inhuman ReflexesDoctrina ImperativesTargeting Protocol3. Vii Delta-18
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arc Rifle (Prc1, Stun) | 4 | 3+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Inhuman ReflexesTargeting Protocol0AP: Doctrina Imperatives4. Kanzi Delta-23
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Caliver | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharged (Hot, Lethal 5+, Prc1) | 4 | 3+ | 5/6 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Targeting ProtocolDoctrina ImperativesInhuman Reflexes5. Yoko Delta-12
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Galvanic Rifle (Hvy(Repos), PrcCrit1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Inhuman Reflexes1AP: SpotTargeting ProtocolDoctrina Imperatives6. Retaki Delta-11
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Galvanic Rifle (Hvy(Repos), PrcCrit1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Targeting ProtocolDoctrina ImperativeInhuman Reflexes1AP: Signal7. Rek Delta-55
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Galvanic Rifle (Hvy(Repos), PrcCrit1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
1AP: Stun Grenade (x1)1AP: Krak Grenade (x1)Doctrina Imperatives1AP: Frag Grenade (x1)1AP: Smoke Grenade (x1)Inhuman ReflexesTargeting Protocol8. Soili Delta-49
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Automatic Radium Carbine (Rnd, Torrent) | 4 | 3+ | 2/4 |
| Galvanic Rifle (Hvy(Repos), PrcCrit1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Targeting ProtocolDoctrina ImperativesInhuman Reflexes9. Arae Delta-33
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Galvanic Rifle (Hvy(Repos), PrcCrit1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Doctrina ImperativesTargeting ProtocolInhuman Reflexes10. Ceres Delta-99
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Galvanic Rifle (Hvy(Repos), PrcCrit1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Doctrina ImperativesTargeting ProtocolInhuman Reflexes11. Pogos Delta-37
A 2
M 8"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Manipulator Tendrils (Stun, Shock) | 4 | 4+ | 1/2 |
| Eq: Bayonet (Rending) | 4 | 3+ | 2/4 |
Abilities
Doctrina Imperatives0AP: Replenishment ProtocolCombat MachineEquipment
Ascension Cables
When this operative is climbibg, treat the vertical distance as 2" always, and you can ascend terrain even if there is no wall to climb (Only an overhang)
Subsystem Rerouting
Once per turning point, when a friendly DELTA TEAM operative is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains up to D6+2 lost wounds.
Extremis Mind-Link
Once per battle, you can use the Control Edict firefight ploy for 0CP, but instead of activating the selected friendly operatives in succession, activate them at the same time. Complete their activations action by action in any order.
Power Blade Bayonets
Affix Power Blade Bayonets to your rifles
SCRONGBONGLER-9000
You may choose to end the game whenever you'd like. Nobody wins, everyone dies.
Ploys
Control Edict
Firefight PloyUse this firefight ploy when it’s your turn to activate a friendly operative. Select one friendly DELTA TEAM LEADER operative and one other ready friendly DELTA TEAM operative visible to and within 6" of that DELTA TEAM LEADER operative; activate one of them as normal. When that first friendly operative you activate is expended, you can activate the other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal. Whenever you use this ploy, you cannot select more than one DELTA TEAM operative.
Omnissiah's Imperative
Firefight PloyUse this firefight ploy during a friendly DELTA TEAM operative’s activation. Alternatively, use it when an enemy operative is shooting a friendly DELTA TEAM operative, at the end of the Roll Attack Dice step. Until the Ready step of the next Strategy phase, that friendly operative has an additional rule determined by its current DOCTRINA IMPERATIVE as follows:
Protector: This operative's ranged weapons have the Severe weapon rule.
Conqueror: Whenever this operative is fighting, after resolving your first attack dice during that sequence, you can immediately resolve another (before your opponent).
Bulwark: Improve this operative’s Save stat by 1. In addition, whenever an operative is shooting this operative, you can collect and roll an additional defence dice. If you use this ploy during a Shoot action, this operative’s Save stat is changed immediately (this takes precedence over the core rules).
Aggressor: You can ignore the first vertical distance of 2" this operative moves during one climb up.
Neutral: None.
Note that you can use this ploy after rolling attack or defence dice for this operative, or before or after retaining or re-rolling those dice.
Project Control
Firefight PloyEither before or after the activation of a friendly operative, you may use this ploy. When you do, triple the control range of this operative until the ready step of the next Turning Point, and claim or contest any objective markers that would be in the new control range.
Holographic Glass
Firefight PloyWhen a ranged attack targets a friendly operative, you may use this ploy. When you do, increase the save of this operative by two and roll one extra defense die; however, add one to both damage values of the enemy operative's attack until the attack is resolved.
Optical Acceleration
Firefight PloyWhile making a ranged attack against an enemy operative, you may use this ploy. If you choose to use it, increase your HIT value by 1, to a minimum of 1+, and the weapon gets LETHAL 5+ and MW X, where X is the number of critical successes you have.
Scouting Protocol
Strategy PloyEach friendly DELTA TEAM operative that has a Conceal order and is more than 3" from enemy operatives can immediately perform a free Reposition action in an order of your choice. You cannot use this ploy during the first turning point.
Signal Interference
Strategy PloyWhenever an enemy operative within 6" of a friendly SUPPORT, STRATEGIC, and DELTA TEAM LEADER operative is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice or retain modified crits.
Recon Protocol
Strategy PloyDuring each LIGHT, ASSAULT, and DELTA TEAM LEADER operative's activation, you may perform a free Reposition action. You may use this only during the first three Turning Points
Neurological Overclock
Strategy PloyDuring each friendly ASSAULT, HEAVY WEAPONS, and DELTA TEAM LEADER operative’s activation, it can perform two Shoot actions, two Fight actions, or one of each, and one of them can be free.
Heatsink Override
Strategy PloyDuring each friendly HEAVY WEAPONS, LIGHT, and DELTA TEAM LEADER operative's activation, they may ignore the HOT, HEAVY, and RANGE X rules on their weapons.
Mechanical Awareness
Strategy PloyWhenever a friendly DELTA TEAM operative with a Conceal order is attacked by an enemy operative, your opponent cannot reroll or modify attack dice in any way, or retain critical successes.
Anti-Capture Implosion
Strategy PloyAt any point before or after a friendly or enemy operative activates, you may select a friendly STRATEGIC operative and reduce its wounds to 0. If you do so, attack with the following weapon against all operatives within 6" and not separated by more than 1" thick cover of the selected STRATEGIC operative before removing it from the board.
Anti-Capture High-Yield Explosive Payload ATK 3 HIT 2+ DMG 4/5 Saturate, Pierce 2, Devastating 1
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.
Track Enemy
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.