Operatives

1. CARNIFEX
CARNIFEX
A 2
M 5"
S 3+
W 42/42
Weapons
ATK
HIT
DMG
Bio-Plasma (Rng 6", PrcCrit1, Blast 2", *Assault)
4
4+
3/5
Deathspitters (PrcCrit1, Lethal 5+)
5
4+
2/3
Heavy Venom Cannon (PrcCrit1, Blast 2", *Poison)
4
4+
4/6
Spine Banks (Rng 3", Silent, *Assault)
4
4+
2/4
Chitinous Claws & Teeth (Rending)
4
4+
3/5
Crushing Claws (Brutal, *Crush)
4
4+
6/7
Abilities
PloysEnraged Behemoth*AssaultPhases*Crush*Poison

Ploys: STRATEGY PLOYS

You can use select the following strategy ploy for this operative during the battle:

  • HYPER ADAPTATION (1 CP): If this operative is wounded; add 1 to its Move stat and its weapons have the Accurate 1 weapon rule, or if this operative is injured; add 2 to its Move stat and its weapons have the Accurate 2 weapon rule.

FIREFIGHT PLOYS

You can select the following firefight ploy for this operative during the battle:

  • BLISTERING ASSAULT (1 CP): Use this firefight ploy when this operative performs an action during which it moves. It can move within control range of enemy operatives (it must still start and end that move following all the requirements for it).

Enraged Behemoth: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. After each activation, it becomes Expended and after each counteraction, it must be Readied (except after the last enemy operative to activate).

  • This operative can perform up to two Fight actions during each of its activations during the turning point but you must select a different a weapon for each of those actions. Whenever this operative is counteracting and performs a Shoot action, you must select a different weapon from any weapon that was used in a Shoot action (if any) during its previous activation.

  • This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.

  • Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

*Assault: This weapon can be used in shooting attacks while this operative is within control range of enemy operatives, but worsen the Hit stat of this operative's ranged weapons by 1 for these sequences.

Phases: This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 42 to 21 wounds. During this phase, you can select 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 20 to 12 wounds. During this phase, you can use a strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point. This operative is injured. During the Shoot or Fight actions; aftter selecting a weapon to use for that action, roll a 1D6. If the result is lower than the Hit stat of that weapon (numerically), you cannot select that weapon.

  • PHASE 3: This phase occurs when this operative has 11 to 0 wounds. During this phase, you can use a firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured. Worsen its Save stat by 1. During the Shoot or Fight actions; aftter selecting a weapon to use for that action, roll a 1D6. If the result is lower than the Hit stat of that weapon (numerically), you cannot select that weapon.

*Crush: Whenever you strike, you and your opponent roll-off, adding 1 to your result if the operative this weapon is being used against has a Wounds stat of 9 or less. If you win, inflict additional damage on that operative equal to the difference between the dice results (to a maximum of 3 additional damage).

*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

TYRANID, BOSS, CARNIFEX; 105x70

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

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 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 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 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 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.