Gebu Nid Team

Operatives

Equipment

Synaptic Nexus

Enemy operatives suffer a −1 modifier to their APL while they are within 3" of a friendly LEADER operative, or while they are within the Control Range of at least two friendly GAUNT operatives.

Biovore Assimilation Organs

Each time an enemy operative incapacitated within 2" of an objective marker you control or NON-GAUNT operative control range, select one friendly NON-Gaunt operative. That operative immediately regains up to 1D3 lost wounds.

Vanguard Pheromones

Friendly GAUNT operatives can perform a Dash action even if they have performed a Charge action during the same activation, and vice versa.

Expanded Stomach Sacks

Each time a friendly GAUNT operative performs a Charge action, it can move through enemy operatives' control ranges as if they were not there, so long as it finishes its move in engagement range of an enemy operative

Ploys

EXPENDABLE SACRIFICE
Firefight Ploy

Use this Firefight Ploy during the "Select Valid Target" step of an enemy operative's Shoot or Fight action, when a friendly NON-GAUNT operative is selected as the target.

Select a friendly GAUNT operative with an Engage order that is within 4" of that friendly NON-GAUNT operative. That GAUNT operative immediately performs a free Charge action (even if it has already activated this turning point), ending its move within control range of the targeted friendly operative. That GAUNT operative must then be selected as the valid target for that Shoot or Fight action instead if able. (GAUNT operative may end this charge outside of enemy control range but can not be chosen for a fight if it does.)

AGGRESSIVE TIL DEATH
Firefight Ploy

Use this Firefight Ploy in the Resolve Successful Hits step of a combat, when a friendly GAUNT operative would be incapacitated by an enemy attack dice. Roll one D3: on a 2+, select one enemy operative within 2" and inflict damage on it equal to the result of the D3 roll. Then, proceed with the incapacitation of the friendly GAUNT operative as normal.

SPORE SHOCK
Firefight Ploy

Use this Firefight Ploy immediately after an enemy operative triggers a Spore Mine token. After resolving the damage from the Spore Mine, that enemy operative subtracts 1 from its APL characteristic, and it cannot perform Dash or Charge actions for the remainder of its activation.

INSIDIOUS HUNTERS
Firefight Ploy

After any operative finishes it's activation, you may select one friendly operative to immediately perform a free dash action, it may end it's dash in control range of an enemy operative.

SYNAPTIC CONTROL
Strategy Ploy

Select an objective marker, friendly GAUNT operatives treat that marker as having SYNAPTIC AURA of 6" and their weapons gain balanced while within that markers SYNAPTIC AURA.

REINFORCEMENT OF THE MASSES
Strategy Ploy

Select one friendly GAUNT operative that has been incapacitated and set them up in your drop zone more than 6" from enemy operatives, it has minus 2" from it's movement until end of turning point.

SPORE DUST CLOUDS
Strategy Ploy

Until end of the turning point all spore mine tokens also gain, while an friendly operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an enemy operative is shooting an friendly operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.

HIVEMIND COORDINATION
Strategy Ploy

Whenever a friendly operative is fighting or shooting an enemy operative that is expended, it can re-roll one attack di.

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.

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.