Vosem Tam Cultist Band

Operatives

1. Gang Boss
Gang Boss
A 3
M 6"
S 4+
W 11/11
Weapons
ATK
HIT
DMG
Trusty Club (Brutal)
4
3+
3/5
Custom Autostubber (Ceasless)
4
3+
3/4
2. Goremonger
Goremonger
A 2
M 7"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Chainglave (Rending)
4
3+
4/5
Autopistol (Range 8")
4
4+
3/4
Abilities
Runes of Khorne

Runes of Khorne: This operative can only lose a maximum of 8 wounds from 1 shoot action.

3. Cult Stub Gunner
Cult Stub Gunner
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Fists
3
4+
2/3
Heavy Auto Stubber (Dev 2)
4
4+
4/4
4. Shooter Cultist
Shooter Cultist
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Fists
3
4+
2/3
Auto Stubber
4
4+
3/4
5. Shooter Cultist
Shooter Cultist
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Fists
3
4+
2/3
Auto Stubber
4
4+
3/4
6. Cult Warrior
Cult Warrior
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Slasher/Clubber
4
4+
3/4
Stub Pistol (Range 8")
3
4+
2/3
7. Cult Warrior
Cult Warrior
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Slasher/Clubber
4
4+
3/4
Stub Pistol (Range 8")
3
4+
2/3
8. Cult Warrior
Cult Warrior
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Slasher/Clubber
4
4+
3/4
Stub Pistol (Range 8")
3
4+
2/3

Reserves

Chaos Lord
Chaos Lord
A 3
M 4"
S 2+
W 5/25

Equipment

Ploys

Bloodletters
Firefight Ploy

When an injured cultist operative is performing the charge action, they may ingore changes to move and hit stats.

Loyal Devotee
Firefight Ploy

When a friendly Chaos Gang Boss would be targeted by a shoot action, you can select any warrior or shooter cultust within 3" and visible to this operative to be the target of the shoot action instead.

Vicious fervour
Firefight Ploy

If an operative has charged and fought this turning point, they may perform another free fight or shoot action

Lucky Numbers
Firefight Ploy

If a strategy ploy is active, when an operative would suffer damage from a successful attack dice, you may roll 2D6, if the combined total is more than: 6= Slaanesh 7= Nurgle 8= Khorne 9= Tzeentch, you may ignore the damage.

Boons of Nurgle
Strategy Ploy

When friendly operatives are being shot, you may ignore the piercing weapon rule once per turning point

Boons of Slaanesh
Strategy Ploy

Friendly operatives melee weapons have the Rending rule for this turn

Boons of Khorne
Strategy Ploy

Friendly operatives within 3" of injured operatives may heal D3 wounds when they are activated.

Boons of Tzeentch
Strategy Ploy

Friendly operatives have their move stat improved by 1" to a max of 7". (this change also increases charge range by 1")

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.