THE CHANGELING Boss Fight

Operatives

1. THE CHANGELING
THE CHANGELING
A 3
M 6"
S 2+
W 20/20
Weapons
ATK
HIT
DMG
Infernal Flames
Burst (Psychic, Rng 8", Saturate, Dev1, Tor 2", *Cursed Flame)
4
3+
3/3
Focused (Psychic, Rng 8", Saturate, Seek Light, Dev3, Hot, *Cursed Flame)
5
2+
4/2
The Trickster’s Staff (Psychic, Shock)
3
4+
1D3/1D6
Abilities
*Cursed FlamePhases1AP: Formless HorrorPloys1AP: Mischief and ConfusionEmbodiment Of The Grand Schemer

*Cursed Flame: In the Roll Attack Dice step; if you retained a critical success, the enemy operative this weapon is being used against cannot use its weapons' weapon rules (except for the Range and Limited X weapon rule) until the end of the turning point.

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

  • PHASE 1: This phase occurs when this operative has 20 to 10 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 9 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.

Formless Horror (1AP): Once per turning point; until the start of this operative’s next activation, remove its model from the killzone and set up any incapacitated operative’s model as centered as possible of where this operative's base was (use a base as a reference) and in a location where it can be placed. Once placed, it cannot be a valid target by enemy operatives (except for it being a secondary target during a shooting attack) nor benefits from anything your opponent uses (e.g. ploys, equipment etc.) and remains an operative controlled by you.

While being Polymorphed, this operative cannot perform any action other than Reposition, Charge, Dash, Fall Back and Mission actions. In addition, when an enemy operative visible to and within 3 inches of this operative is activated, roll a 1D6. If the result is higher than that operative's APL stat, you can interrupt that activation and force that operative to immediately perform a Shoot or Fight action against the nearest enemy operative to it (if possible). After that action ends, subtract 1 from this operative's APL stat until the end of its next activation.

Once Polymorphed; if it is a target of a shooting attack, or if it is the start of this operative’s next activation (whichever comes first); this operative must revert to its original model and it can do so while within control range of an enemy operative.

Upon reverting to the original model, its base has to be set up as centered as possible on the Polymorphed model base's location where it can be placed (use a base as a reference).

This operative can perform this action for 1 less AP if it is wholly within your territory and it cannot perform it while being visible to and within 9 inches of an enemy operative.

Ploys: STRATEGY PLOYS

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

  • TRICKSTER OF THE GODS (1 CP): Whenever this operative is fighting or retaliating and it strikes, you can immediately end that sequence then perform a free Fall Back action. Whenever an enemy operative selects this operative as a valid target, you can immediately perform a free Dash action.

FIREFIGHT PLOYS

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

  • CHANGE IS THE ONLY CONSTANT (1 CP): Use this firefight ploy during this operative's activation or counteraction. Roll 2D6, then select one enemy operative vsible to and within 9 inches of this operative. You can change up to 2 of the following stats of that operative each using one of the results until the end of the turning point: Its Save stat - Its APL stat - Hit stat of one of its weapons - Atk stat of one of its weapons - The normal Dmg stat of one of its weapons - The critical Dmg stat of one of its weapons.

Mischief and Confusion (1AP): PSYCHIC. Whenever an enemy operative is visible to and within 9 inches of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by this operative (whichever comes first), whenever that enemy operative is shooting, fighting or retaliating, your opponent must re-roll their attack dice results of 6. In addition, whenever an enemy operative is activated within 9 inches of this operative during this turning point and performs any action other than Reposition and Dash, roll a 1D6: on 5+, that action cannot be performed (any AP spent is not refunded). That enemy operative may try to perform another action.

Embodiment Of The Grand Schemer: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).

  • This operative can perform up two Reposition and three Shoot actions during each of its activations during the turning point.

  • During this operative's activation, whenever it performs an action during which it moves. Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed. Note that it can move through Wall terrain (i.e. in the Gallow Dark killzone).

  • Once per turning point, when it performs the Reposition action. If it does, do not move it. Instead, remove it from the killzone and set it back up more than 9 inches of enemy operatives.

  • Until the end of the battle, you can re-roll any or all the attack or defence dice for this operative. Retained defence dice are always critical successes (change each normal success to a critical success)

  • This operative ignores the Piercing, Seek, Seek Light, Saturate and Accurate weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

CHAOS, DAEMON, TZEENTCH, PSYKER, BOSS, THE CHANGELING; 40

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.