War Dogs Annihilation

War Dogs Annihilation

Common Abilities and Options

Technoarcane Benedictions:
In the Ready step of the first strategy phase, Select one of the following rules to use for the battle:

  • SCHEMATOGRAPHIC OMNIPOTENCE: Add 1 to the Move stat of friendly COG operatives (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) for the battle.

  • DATAGHEIST HOWL: Once per batte and in the Ready step of a strategy phase after the first, you can roll a 1D3. On 2+, subtract 1 from your opponent's total CP. Note that if you fail the roll, you can use this rule again on the next strategy phase.

  • CYBERMEMATODE INFESTATION: In the Ready step of a strategy phase after the first, you can select one objective marker that you and your opponent don't control. That marker is controlled by you until your opponent does so.

*Rad:
In the Resolve Attack Dice step, if you inflict damage with a critical success, the operative this weapon is being used against gains one of your Rad Tokens (if it does not already have one). When an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1 until the end of its next activation, then remove that token from that operative.

Operatives

1. DARK EXPLORATOR
DARK EXPLORATOR
A 3
M 4"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Eradication Pistol (Rng 6", Dev4, Lethal 5+)
4
3+
4/2
Heretek Axe (Lethal 5+)
3
3+
3/5
Servo-Arc Claw (Severe, Shock)
3
4+
2/4
Abilities
Technoarcane BenedictionsDisciplines Of The Dark TechRefractor Field

Disciplines Of The Dark Tech: In the Select Operatives phase; when you select this oprative to be included in your killteam, select one of the following Disciplines for this operative to have for the battle:

  • BIOLOGUS DIABOLICOUS: Whenever an enemy operative that has the "AELDARI", "TA'U EMPIRE", "ORK", "TYRANID" or "VOTANN" keyword is incapacitated, place one of your Xenomorphosis Markers within its control range. In the Ready step of the next strategy phase, whenever one of your Xenomorphosis Markers is within control range of this operative, you can change one stat of your friendly COG CABAL operatives to the same numerical value of one stat of the same type of that enemy operative until the end of the battle. (e.g. change the Save stat of those friendly operatives to the Save stat of that enemy operative)

  • SILICA ANIMUS: Add 1 to the APL stat of each friendly COG MALTEK operatives that activates within 5 inches of this operative until the end of that operative's actvation, and 1 to the APL stat of each friendly COG CABAL operative that activates within 3 inches of this operative until the end of that operative's actvation.

  • MALIFICA: Enemy operatives with the "ADEPTUS MECHANICUS", "AUTOSAVANT" or "CYBER-MASTIFF" or the MACHINE rule cannot perform Unique or Mission actions while within 6 inches of this operative. Friendly COG CABAL operatives within 3 inches of this operative have the Devastating 1 weapon rule for their ranged weapons.

  • ANIMA PROTEUS: Whenever an enemy operative that does not have the "AELDARI", "TA'U EMPIRE", "ORK", "TYRANID" or "VOTANN" keyword or the MACHINE rule is incapacitated within 6 inches of this operative, you can set up an incapacitated friendly COG REDEMPTIONIST or COGITATOR-CORE SERVITOR within 1 inch of its place in a location where it can be placed. That friendly operative is expended, has an order of your choice, 1D3+1 wounds and can immediately perform a free Dash action.

You cannot use any of the Disciplines' rules if this operative is incapacitated.

Refractor Field: Once per turning point; whenever this operative is a target of a shooting attack, ignore the piercing weapon rule.

COG, CHAOS, DARK MECHANICUM, HERETEK, DARK MAGOS, LEADER, DARK EXPLORATOR; 32
2. WARPSMITH
WARPSMITH
A 3
M 4"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Twin-Flamers (Rng 6", Saturate, Tor 2", Hot, *Twin-Flamers)
4
4+
3/3
Bolt Pistol (Rng 8")
4
3+
3/4
Power Axe (Brutal)
4
3+
3/5
Abilities
Technoarcane Benedictions*Twin-FlamersMaster Of The MechanismsAstarte

*Twin-Flamers: Select up to two valid targets. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

Master Of The Mechanisms: This operative cannot perform a Dash action. It can perform one of the following Unique actions once per turning point:

  • FOUL ALTERATIONS (1 AP): Select a friendly COG MALTEK operative within control range of this operative to regain 1D3+1 (or 1D3+5 if it is a WAR DOG EXECUTIONER or WAR DOG STALKER) lost wounds and for that operative's ranged weapons to have the Balanced until the end of its next activation. This operative cannot perform this action while within control range of an enemy operative.

  • FIELD ENGINEER (1 AP): Select a Mine Marker (i.e. uses a MINE word) that is visible to and within 2 inches of this operative, roll 1D6. On a 4+, remove that Mine Marker from the killzone. This operative cannot perform this action while within control range of an enemy operative.

  • MECHAMORPHOSIS (3 AP): Select an operative with 8 or less wounds within control range of this operative to change to have the following rules:

    • Add 1D3 to its Move stat and subtract 1D3 of its Wound stats.

    • Remove any tokens that may damage that operative (e.g. Blaze, Poison Tokens etc.).

    • That operative cannot perform a Shoot, Fight or Unique action.

    • Improve its Save stat by 2.

    • Ignores the Piercing weapon rule.

Astarte: During this operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a Bolt weapon must be selected for at least one of them. If it is the Nemesis Bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

This operative can counteract regardless of its order.

COG, CHAOS, DARK MECHANICUM, HERITEC ASTARTE, SAVANT, WARPSMITH; 32
3. FELL SKITARII MARSHAL
FELL SKITARII MARSHAL
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Radium Serpenta (Rng 8", Balanced, *Rad)
4
3+
2/4
Power Sword (Lethal 5+)
4
4+
4/6
Control Stave (Shock)
3
4+
3/3
Abilities
*Rad2AP: Warp-Tethered RelayTechnoarcane Benedictions

Warp-Tethered Relay (2AP): Whenever a friendly COG CABAL operative within 3 inches of this operative is activated and the SILICA ANIMUS rule (i.e. DISCIPLINES OF THE DARK TECH) was selected, add 1 to the APL stat of that operative until the end of its actvation.

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

COG, CHAOS, DARK MECHANICUM, CABAL, FELL SKITARII MARSHAL; 28
4. FELL SKITARII VANGUARD
FELL SKITARII VANGUARD
A 2
M 5"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Plasma Caliver
Standard (Prc1)
4
3+
4/6
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
5/6
Gun Butt
3
4+
2/3
Abilities
Corrupted VesselTechnoarcane Benedictions*Rad

Corrupted Vessel: Whenever an enemy operative is within 2 inches of this operative, that operative gains one of your Rad Tokens (if it does not already have one). Whenever an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1.

Ignore any changes to the stats of this operative from being injured.

COG, CHAOS, DARK MECHANICUM, CABAL, FELL SKITARII VANGUARD; 25
5. FELL SKITARII RANGER
FELL SKITARII RANGER
A 2
M 5"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Galvanic Rifle (Hvy(Repos), PrcCrits1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Technoarcane BenedictionsMutated Schematics

Mutated Schematics: 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 Accurate 1 weapon rule. Note this operative is not restricted from moving after shooting.

Whenever this operative is climbing, ignore the first 2 inches of that climb.

COG, CHAOS, DARK MECHANICUM, CABAL, FELL SKITARII RANGER; 25
6. FELL SICARIAN RUSTWALKER
FELL SICARIAN RUSTWALKER
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Chordclaw & Transonic Razor (Balanced)
5
3+
4/5
Abilities
Maddened MurderlustTechnoarcane Benedictions

Maddened Murderlust: Whenever this operative is fighting or retaliating; after that sequence ends, if this operative and the enemy operative are not incapacitated, inflict 1D3 damage on that enemy operative, or if that enemy operative is incapacitated, inflict 1 damage on each other enemy operative within control range of that operative.

COG, CHAOS, DARK MECHANICUM, CABAL, FELL SICARIAN INFILTRATOR; 32
7. FELL SICARIAN INFILTRATOR
FELL SICARIAN INFILTRATOR
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Flechette Blaster (Rng 8", Saturate, Silent)
5
3+
2/2
Taser Goad (Lethal 5+, Shock)
3
4+
3/3
Abilities
Technoarcane BenedictionsFoul Augmentations

Foul Augmentations: Whenever this operative is the target of a shooting attack, it is obscured (unless it is within 2 inches of an enemy operative) and it can ignore the Seek, Seek Light and Saturate weapon rules.

Whenever an enemy operative is within 3 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.

COG, CHAOS, DARK MECHANICUM, CABAL, FELL SICARIAN INFILTRATOR; 25
8. WAR DOG EXECUTIONER
WAR DOG EXECUTIONER
A 2
M 4"
S 4+
W 28/25
Weapons
ATK
HIT
DMG
Daemonbreath Meltagun (Rng 6", 1" Dev4, Prc2)
1D6
3+
4/4
War Dog Autocannons (*Versatile)
6
3+
5/6
Armoured Feet
4
3+
4/5
Abilities
Growling Terror Engines*VersatileIon Shield1AP: Murderous Tallies

Growling Terror Engines: Enemy operatives within 3 inches of this operative cannot perfom the Pick-up Marker or Mission actions.

This operative cannot climb, jump or drop. it cannot perform a Dash, Mission or Unique actions. It cannot use any weapons that are not on its datacard.

Whenever your opponent is selecting a valid target, this operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

*Versatile: Whenever this operative is performing a Shoot action against an enemy operative using this weapon, in the Roll Attack Dice step, this operative can roll a number of its Atk dice (not all of it) for this action. After that sequance has ended, this operative can immediately perform another shooting attack against another enemy operative within control range of that target (if any) but must use this weapon for it. In the Roll Attack Dice step of that attack, this operative can only roll the remaining Atk dice. This operative cannot perform another shooting attack if it rolled all the remaining Atk dice of this weapon.

Ion Shield: Once per turning point, whenever an attack die would inflict critical Dmg on this operative, you can choose for that attack die to inflict normal Dmg instead.

Murderous Tallies (1AP): Whenever this operative is shooting, fighting or retaliating against an injured enemy operative, improve the Hit stat of this operative's weapons.

This operative can perform up to three Shoot or Fight actions during its activation (the third Shoot or Fight action is free). For the Shoot actions, it must use a diiferent ranged weapon profile from its datacard for each action.

This operative cannot perform this action while it has a Conceal order.

COG, CHAOS, DARK MECHANICUM, MALTEK, WAR DOG EXECUTIONER; 100

Reserves

WAR DOG STALKER
WAR DOG STALKER
A 2
M 5"
S 4+
W 24/22
COG, CHAOS, DARK MECHANICUM, MALTEK, WAR DOG STALKER; 100

Equipment

SCRAPCODE

For friendly COG COGITATOR DATASMITH or COGITATOR-CORE SERVITOR operatives. That operative can use the following ranged weapon for the battle:

NameATKHITDMG
Scrapcode13+0/0
Weapon Rules
Rng 6", Hvy, Silent, Lim1, *Scrapcode

*Scrapcode: When you select a valid target while using this weapon, that target does not have to be visible to this operative. In the Roll Defence step, your opponent cannot roll any of its defence dice. If you retained any success, subtract 1 from the APL stat of that target if it has the "ADEPTUS MECHANICUS", "TA'U EMPIRE" (excluding "KROOT"), "AUTOSAVANT" or "CYBER-MASTIFF" keyword or the MACHINE rule and that target cannot perform Unique and Mission actions until the end of the battle and gains one of your Scrapcode Tokens. If the target does not have any of those keywords or rule, that target gains one of your Scrapcode Tokens. Whenver an enemy operative that has one of your Scrapcode Tokens is performing a shooting attack, its target is obscured.

SYNTH PROMETHIUM EXTRACT

Whenever an attack die inflicts damage on a friendly COG CABAL operative during a Fight action, roll 1D6. On 5+, that attack die inflicts 1 less damage.

OVERRIDING PANAL

Before selecting your strategy ploys in each turning point and if a friendly COG DARK EXPLORATOR or COGITATOR DATASMITH operative is in the killzone, you and your opponent roll a 1D3. If your result is higher than your oponent's, your opponent's result is the number of strategy ploys your opponent can select for the turning point.

PSY-ENGINE

Select one friendly COG REDEMPTIONIST SERVITOR to gain one of you Psy-Engine Tokens. Once per turning point, whenever a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) that is within 3 inches of a friendly operative that has one of your Psy-Engine Tokens is the target of a weapon with the Psychic weapon rule during a shooting attack or the target of a Psychic Unique action, roll 1D3. On 3, inflict 1D3+1 on the enemy operative performing that shooting attack or Psychic Unique action.

Ploys

EYE OF THE AUSPEX
Firefight Ploy

Use this firefight ploy when a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) performs a shooting attack and you are selecting a valid target. If that valid target is within 5 inches of that friendly operative, its ranged weapon has the Saturate and Seek weapon rules until the end of that sequence.

INFERNAL TELEPORTARIUM
Firefight Ploy

Use this firefight ploy when a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) is activated and is not within control range of an enemy operative. You can remove that friendly operative from the killzone and set it up more than 8 inches of enemy operatives and within 6 inches of your drop zone. After doing so, That operative is expended until the end of the turning point.

DARK FORESIGHT
Firefight Ploy

Use this firefight ploy when a friendly COG operative (excluding MALTEK) is counteracting, it can perform a free Dash or Charge action.

ARKIFANE'S TORMENT
Firefight Ploy

Use this firefight ploy when an enemy operative is shooting a friendly COG DARK EXPLORATOR operative, after your opponent selects its weapon and before it rolls its attack dice, you can roll a 1D6. On 4+, that enemy operative cannot use the selected weapon until the end of its next activation.

INFERNAL FORGE SURGE
Strategy Ploy

You can ignore any changes to the Hit stat of friendly COG operatives (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) from being injured. You cannot select this strategy ploy if you selected the INFERNAL REGENERATION strategy ploy during the same turning point.

COGITATED FATE
Strategy Ploy

Whenever a friendly operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) performs a shooting attack against an enemy operative; before resolving the defence dice, roll a 1D3. On 3, your opponent must discard one of its of normal succeses.

GLITCHCURSE
Strategy Ploy

Whenever an enemy operative performs a shooting attack against a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER); before resolving the attack dice, roll a 1D3. On 3, your opponent must discard one of its of normal succeses.

INFERNAL REGENERATION
Strategy Ploy

Whenever a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) is activated, it regains 1 lost wound. You cannot select this strategy ploy if you selected the INFERNAL FORGE SURGE strategy ploy during the same turning point.

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.

Flank
Recon

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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.