CRISIS BATTLESUIT Boss fight

Operatives

1. CRISIS BATTLESUIT
CRISIS BATTLESUIT
A 4
M 8"
S 3+
W 35/35
Weapons
ATK
HIT
DMG
Airbursting Fragmentation Projector (Saturate, Seek Light, Blast 2")
4
3+
3/4
Fusion Blaster (Rng 6", Dev4, Prc2)
4
3+
6/3
Flamer (Rng 6", Saturate, Tor 2")
4
3+
3/4
Battlesuit Fists (Punishing)
4
4+
3/4
Abilities
PhasesPride Of The Earth-Caste0AP: MarkerlightPloys1AP: Turbo-Jets

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

  • PHASE 1: This phase occurs when this operative has 35 to 18 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 17 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.

Pride Of The Earth-Caste: This operative has the following rules for the battle:

  • In the Select Operatives phase, you can select up to 2 Drones from the following for this operative to have until the end of the battle:
DroneRule
GunThis operative has the Twin-Pulse Carbine ranged weapon. This operative can perform the Shoot action for 1 less AP if this weapon is selected for that action and that action doesn't count for the limit allowed to perform the Shoot action.
MarkerThis operative's weapons have the Seek weapon rule against enemy operatives with one of your Markerlight Tokens.
ShieldThis operative ignores the Piercing weapon rule - Whenever an attack die would inflict critical Dmg on this operative within 3" of this operative, you can choose for that attack dice to inflict normal Dmg instead - Once per turning point, when an attack dice inflicts normal Dmg on this operative, you can ignore that inflicted damage.
ReconEnemy operatives cannot be obscured - Treat enemy operatives within 6 inches of this operativve as having Enagage orders (this takes precedence over any rule).
  • This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).

  • This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waepon for each.

  • 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).

  • 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 Blaze weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 12 or more. Attack dice that have 3 or less Dmg stat don't inflict damage on this operative.

  • This operative cannot use nor retain a cover save from Light terrain.

Markerlight (0AP): Select one enemy operative visible to this operative to gain one of your Markerlight Tokens. This operative can perform this action after each other action it performs any number of times possible. Whenever this operative is shooting an enemy operative that has one or more of your Markerlight Tokens, its weapon has the following weapon rule in accordance to the number of tokens that operative has:

TokensWeapon Rule
1Saturate
2Saturate & Severe
3Saturate, Severe & Ceaseless

This operative cannot perform this action while within control range of an enemy operative.

Ploys: STRATEGY PLOYS

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

  • TARGETING TRIANGULATION (1 CP): During this operative's activation, if it is shooting an enemy operative and it did not move, this operative's weapon has the Accurate 1 weapon rule. Note that this does not prevent it from moving afterwards.

FIREFIGHT PLOYS

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

  • POINT-BLANK FUSILADE (1 CP): Use this firefight ploy during this operative's activation or counteraction. this operative's ranged weapons have the *Assault weapon rule.

*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.

  • PATIENT HUNTER (1 CP): Use this firefight ploy during this operative's activation. This operative can perform the Guard action (see close quarters rules, Kill Team Core Book) in any killzone. It can perform the Guard action while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage.

Turbo-Jets (1AP): Add 3 to this operative's Move stat and perform a free Reposition, Charge or Fall Back action. During that action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

T'AU EMPIRE, WALKER, BOSS, CRISIS BATTLESUT; 50

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.