Bonded Ceramite
Common Abilities and Options
Indomitable:
Each time this operative would lose a wound as a result of a mortal wound or critical damage, roll one D6: on a 5+, that wound is not lost.
Astartes:
During each friendly BONDED CERAMITE 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, and if it's a heavy bolter or multi-melta, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly BONDED CERAMITE operative can counteract regardless of its order.
Operatives
1. Heavy Intercessor Grenadier
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Rifle (PrcCrit1) | 4 | 3+ | 4/5 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
IndomitableGrenadierAstartes2. Heavy Intercessor Gunner
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Focused (PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping (PrcCrit1, Tor 1") | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesIndomitable3. Heavy Intercessor Warrior
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Rifle (PrcCrit1) | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
IndomitableAstartes4. Heavy Intercessor Warrior
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Rifle (PrcCrit1) | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
IndomitableAstartes5. Heavy Intercessor Captain
A 3
M 5"
S 3+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltstorm Gauntlet (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Master-Crafted Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Tactical GeniusAstartesIndomitableIron HaloEquipment
Purity Seals
Once per turning point, when a friendly BONDED CERAMITE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Tilting Shields
Once per turning point, when a friendly BONDED CERAMITE operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Hellfire Shells
This operative's ranged weapons gain Piercing 1.
Piercing 1: The defender collects 1 less Defence dice.
Auspex
Once per turning point, when a friendly BONDED CERAMITE operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.
Ploys
Transhuman Physiology
Firefight PloyUse this firefight ploy when an operative is shooting a friendly BONDED CERAMITE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Immovable Defense
Firefight PloyWhenever an operative is shooting this operative, if this operative has stood still, defence dice results of 5+ are critical successes.
Only In Death Does Duty End
Firefight PloyUse this firefight ploy when a ready friendly BONDED CERAMITE operative is incapacitated. Before it is removed from the killzone, it can immediately perform one free action. Unless otherwise specified, the operative would be injured for this.
Wrath Of Vengeance
Firefight PloyUse this firefight ploy when a friendly BONDED CERAMITE operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Volley Fire
Strategy PloyWhenever a friendly BONDED CERAMITE operative has shot at an enemy operative, if another friendly operative targets the same operative, add 1 to the Hit roll.
Indomitus
Strategy PloyWhenever an operative is shooting a friendly BONDED CERAMITE operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
And They Shall Know No Fear
Strategy PloyYou can ignore any changes to the stats of friendly BONDED CERAMITE operatives from being injured.
Unyielding in the Face of the Foe
Strategy PloyWhile this operative is within Control range of an objective marker you control, add 1 to the normal save.
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.