Blood Harpies
Common Abilities and Options
[FR] Power from Pain:
Faction Rule
Each friendly agent have the following rules:
- Improves melee hit by 1 against injured operatives.
- Can charge through light cover without penalization.
- Can charge while in the control zone of another enemy operative.
Blood Thirst:
While this operative is fighting or retaliating, when resolving a successful dice as a hit, it heals 1 wound.
Screech:
Whenever this operative is below starting wounds, improve their saving through to 3+.
Operatives
1. Succubus Aspirant
A 3
M 7"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blast Pistol (Rng 8", Piercing 2, Dev 2) | 4 | 3+ | 3/3 |
| Succubus Glaive (Lethal 4+) | 5 | 3+ | 4/5 |
Abilities
[FR] Power from PainAspirantFollower of Sai'lanthresh2. Harpy Matriarch
A 3
M 7"
S 4+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Splinter Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Spear (Lethal 5+, Accurate 1, Severe) | 5 | 3+ | 4/5 |
Abilities
[FR] Power from Pain1AP: Blood transference 8"1AP: Command 8"3. Harpy Blademistress
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dual Vibroblades (Lethal 5+, Balanced, Punishing) | 5 | 3+ | 4/6 |
Abilities
Charge and Fight[FR] Power from PainFights First4. Harpy Triskelion
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Splinter pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Razorwheel (Rng 8", Rending, Dev 2, Torrent 2") | 4 | 3+ | 2/3 |
| Razorwheel (Lethal 5+, Rending, Dev 2, Piercing Crits 1) | 5 | 3+ | 4/4 |
Abilities
[FR] Power from PainExemplarElusive shadow 8"5. Harpy Disciple
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Splinter Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Vibroblade (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
[FR] Power from PainBlood ThirstScreech6. Harpy Disciple
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Splinter Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Vibroblade (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
[FR] Power from PainBlood ThirstScreechEquipment
Spirit stone collection
Once per turning point except on the last turning point, when a friendly operative would be incapacitated, they are back in the fight with 1D3 + 2 wounds.
Chasm shield
Each HARPY operative has a one time 2+ save that will be expended the first time this operative needs to do a saving throw.
Bloodthirsty blades
One per activation, during a fight, retaliate or shoot action, wounds caused to enemy operatives by bladed weapons (glaive, spear, razorwheel, vibroblades) add 1 stack of BLEED.
BLEED: When an operative is activated, inflict 1 wound for each stack of BLEED. Max 3 stacks.
Favored by Sai'lanthresh (She who thirsts)
At the start of the game, choose a number between 1-3.
Once per turning point, when you roll a number of failed dice equal to the result, you can reroll one of those dice.
Ploys
Esquive (1CP)
Firefight PloyWhen an enemy operative is shooting a friendly operative they are obscured.
Drenched in blood (1CP)
Firefight PloyWhen a friendly operative incapacitates an enemy operative, they can immediately perform a charge action.
One last stab (1CP)
Firefight PloyWhen a friendly operative would be incapacitated during a shoot or fight action, pick one enemy operative in the control zone of this operative, deal 1D3 + 2 wounds. This cannot happen when SPIRIT STONE COLLECTION is used.
Rough Fight (1CP)
Firefight PloyA friendly operative can perform a FALLBACK action for 1APL. Before moving, inflict 1D3 wounds to this friendly operative and 1D3 wounds to one enemy operative in its control zone.
Gladiatorial frenzy (1CP)
Strategy PloyDuring this turning point, all Harpy operatives can only perform Reposition, Run, Charge, Fight, Retaliate and Datasheet abilities. Additionally, they can fight twice.
Feel no pain (1CP)
Strategy PloyInjured friendly operatives are unaffected by injuries.
Mastering the arena (1CP)
Strategy PloyDuring this turning point incapacitating an enemy operative grants 1CP. Max 3CP per turning point.
Bloodlust (1CP)
Strategy PloyAt the start of the turning point, for each enemy or friendly operative that is not at starting wounds, collect 1 dice showing a 5 up to one per friendly operative in the board.
You can replace one dice during any sequence by one of these 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.
Plant Banner
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.