Elimination Squad

Common Abilities and Options

Optics (1AP):
Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

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

Vanguard Astartes:
During each friendly ELIMINATION SQUAD 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 bolt sniper rifle, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ELIMINATION SQUAD operative can counteract regardless of its order. Whenever it does, it can perform an additional Dash action for free during that counteraction, and it can move up to 6" during a counteraction (instead of 2"). This takes precedence over the usual rules for movement and set-up during a counteraction.

Camo Cloak:
Whenever an operative is shooting this operative, ignore the Saturate weapon rule. Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

Operatives

1. Eliminator Sergeant
Eliminator Sergeant
A 3
M 7"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Silenced Bolt Pistol (Rng 8", PrcCrit1, Silent)
4
3+
3/4
Instigator Bolt Carbine
Executioner (Silent)
4
2+
3/4
Hyperfrag (Blast 1")
4
2+
2/3
Mortis (Dev1, Prc1)
4
2+
3/3
Chainsword
5
3+
4/5
Abilities
2AP: Master of Optics1AP: OpticsVanguard AstartesCamo Cloak

Master of Optics (2AP): Select a friendly ELIMINATION SQUAD operative visible to this operative. Until the start of this operative's next activation, whenever the selected operative is shooting, enemy operatives cannot be obscured.

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

ELIMINATION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, SERGEANT, LEADER
2. Eliminator Assassin
Eliminator Assassin
A 3
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Silenced Bolt Pistol (Rng 8", PrcCrit1, Silent)
4
3+
3/4
Bolt Sniper Rifle
Executioner (Hvy(Dash), Seek Light, Sat, Silent)
4
2+
3/4
Hyperfrag (Hvy(Dash), Blast 1")
4
2+
2/4
Mortis (Hvy(Dash), Dev3, Prc1)
4
2+
3/3
Combat Knife
4
3+
4/5
Abilities
Killing BlowCamo Cloak1AP: OpticsVanguard Astartes

Killing Blow: Whenever this operative is shooting an Injured operative, its weapons have the Severe and Accurate 1 weapon rules.

ELIMINATION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, ASSASSIN
3. Eliminator Blademaster
Eliminator Blademaster
A 3
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Silenced Bolt Pistol (Rng 8", PrcCrit1, Silent)
4
3+
3/4
Relic Blade (Lethal 5+, *Parry)
5
3+
4/6
Abilities
0AP: Martial Honor1AP: OpticsVanguard AstartesCamo Cloak*Parry

Martial Honor (0AP): This Operative becomes Ready.

*Parry: In the Resolve Attack Dice step, this weapon can use a critical success to block two normal successes or one normal success.

ELIMINATION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, BLADEMASTER
4. Eliminator Grenadier
Eliminator Grenadier
A 3
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Silenced Bolt Pistol (Rng 8", PrcCrit1, Silent)
4
3+
3/4
Bolt Sniper Rifle
Executioner (Hvy(Dash), Seek Light, Sat, Silent)
4
2+
3/4
Hyperfrag (Hvy(Dash), Blast 1")
4
2+
2/4
Mortis (Hvy(Dash), Dev3, Prc1)
4
2+
3/3
Combat Knife
4
3+
4/5
Abilities
Camo CloakMaster of IllusionsVanguard Astartes1AP: Optics

Master of Illusions: This operative can use smoke and stun grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives).

ELIMINATION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, GRENADIER
5. Eliminator Gunner
Eliminator Gunner
A 3
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Silenced Bolt Pistol (Rng 8", PrcCrit1, Silenced)
4
3+
3/4
Las-Fusil (Hvy(Dash), Dev3, Prc1)
4
2+
3/4
Fists
4
3+
3/4
Abilities
Vanguard AstartesCamo Cloak1AP: Optics
ELIMINATION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, GUNNER

Equipment

Purity Seals

Once per turning point, when a friendly ELIMINATION SQUAD 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.

Bladed Cloak

Whenever a friendly ELIMINATION SQUAD operative is retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 2+, inflict 1 damage on the enemy operative in that sequence.

Advanced Auspex

Once per turning point, when a friendly ELIMINATION SQUAD 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 cannot be obscured.

Stim Pack

Once during each friendly ELIMINATION SQUAD operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:

  • That friendly operative regains up to D3 lost wounds.
  • Remove any changes to that friendly operative’s APL stat.

Ploys

Transhuman Physilogy
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly ELIMINATION SQUAD operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Quick Reposition
Firefight Ploy

Use this firefight ploy during a friendly ELIMINATION SQUAD operative’s activation or counteraction, before or after it performs an action. During that activation/counteraction, that operative can:

  • Perform the Fall Back action for 1 less AP.
  • Perform a second Reposition action, if it already has done so during this activation/counteraction.

If an ELIMINATION SQUAD operative performs two Reposition actions during one activation/counteraction, it counts as having performed a Dash action for the purposes of the Heavy weapon rule.

Critical Precision
Firefight Ploy

Use this firefight ploy when you resolve a critical success for a friendly ELIMINATION SQUAD operative that is shooting with a bolt weapon. Inflict 3 additional damage.

Elimination Training
Firefight Ploy

Use this firefight ploy when a friendly ELIMINATION SQUAD operative is counteracting, before it performs any actions. You can change its order.

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly ELIMINATION SQUAD operatives from being injured (including their weapons’ stats).

Watchful Eye
Strategy Ploy

Whenever an operative is shooting a friendly ELIMINATION SQUAD operative that’s wholly within your territory, you can re-roll one of your defence dice.

Lethal Shots
Strategy Ploy

Whenever a friendly ELIMINATION SQUAD operative is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, or against an operative that is not in cover and is more than 6" from it, that friendly operative's ranged weapons have the Ceaseless weapon rule.

Note that for the first requirement, that operative is not restricted from performing those actions after shooting.

Indomitus
Strategy Ploy

Whenever an operative is shooting a friendly ELIMINATION SQUAD operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Tac Ops

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

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.