ghostfish recon team

ghostfish recon team

Common Abilities and Options

Bonded:
Whenever a friendly HUNTER CADRE operative (excluding DRONE) is shooting or retaliating with a ranged weapon (see Point-Blank Fusillade firefight ploy), if it’s within 3" of another friendly HUNTER CADRE operative (excluding DRONE), that first friendly operative’s ranged weapons have the Accurate 1 weapon rule.

Camouflage Field:
Each time an enemy operative makes a shooting attack , unless it is within 2" of this operative or it is a subsequent attack made as a result of the Blast special rule, this operative is always treated as being in Cover for that shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

Drone:

- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower.
- Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly FIRE WARRIOR SHAS'LA operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Operatives

1. Kor'Ui Vior'La Jila'Rak
Stealth Battlesuit Shas'Vre
A 3
M 6"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Fusion Blaster (Rng 6", Prc2, Dev4)
4
3+
6/3
Fists
4
4+
2/3
Abilities
BondedCamouflage Field
HUNTER CADRE, T'AU EMPIRE, LEADER, STEALTH BATTLESUIT, SHAS'VRE
2. Aun'La D'Yanoi Oraina
Stealth Battlesuit Shas'Ui
A 3
M 6"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless, Hvy(Repos), Punishing)
5
4+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 1")
4
4+
3/4
Fists
4
5+
2/3
Abilities
BondedCamouflage Field
HUNTER CADRE, T'AU EMPIRE, STEALTH BATTLESUIT, SHAS'UI
3. Fio'O T'Olku Draeth
Stealth Battlesuit Shas'Ui
A 3
M 6"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless, Hvy(Repos), Punishing)
5
4+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 1")
4
4+
3/4
Fists
4
5+
2/3
Abilities
BondedCamouflage Field
HUNTER CADRE, T'AU EMPIRE, STEALTH BATTLESUIT, SHAS'UI
4. MV4
MV4 Shield Drone
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
BondedDroneShield Generator

Shield Generator:

- This operative ignores the Piercing weapon rule.
- Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
- You can use the Saviour Protocols firefight ploy for 0CP if this is the specified DRONE operative.
HUNTER CADRE, T'AU EMPIRE, MV4 SHIELD, DRONE
5. MV1
MV1 Gun Drone
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Twin Pulse Carbine (Ceaseless)
4
4+
4/5
Ram
3
5+
2/3
Abilities
DroneMarkerlight

Markerlight: Once during each of their activations, whenever an enemy operative that has any of your Markerlight tokens performs the Dash, Charge, Fall Back or Reposition action, remove one of its Markerlight tokens.

While only some HUNTER CADRE operatives can perform the Markerlight action, all HUNTER CADRE operatives can benefit from its effects. Whenever a friendly HUNTER CADRE operative is shooting with a weapon from its datacard (excluding ASSAULT GRENADIER’S fusion grenade), it has additional rules determined by the number of your Markerlight tokens the target has. These are cumulative, so if an enemy operative has two of your Markerlight tokens, the friendly operative shooting it has the rules for 1 and 2 tokens during that sequence.

|Tokens|Additional Rules| |1|Saturate weapon rule| |2|Balanced weapon rule| |3|The target cannot be obscured| |4|Seek Light weapon rule|

HUNTER CADRE, T'AU EMPIRE, MV1 GUN, DRONE
6. Shas'La Bor'Kan Har'Nera
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
BondedGroup Activation
HUNTER CADRE, T'AU EMPIRE, FIRE WARRIOR, SHAS'LA
7. Fio'Ui Tau'N Oraer
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
BondedGroup Activation
HUNTER CADRE, T'AU EMPIRE, FIRE WARRIOR, SHAS'LA
8. Fio'El Sha'Draig Jol'Fel
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
BondedGroup Activation
HUNTER CADRE, T'AU EMPIRE, FIRE WARRIOR, SHAS'LA
9. Aun'Vre Ho'Sarn Kesarn
Fire Warrior Shas'La
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Pulse Blaster (Rng 6", PrcCrit1)
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
BondedGroup Activation
HUNTER CADRE, T'AU EMPIRE, FIRE WARRIOR, SHAS'LA

Reserves

MV7 Marker Drone
MV7 Marker Drone
A 2
M 6"
S 4+
W 7/7
HUNTER CADRE, T'AU EMPIRE, MV7 MARKER, DRONE
Kor'O Dal'Yth Nareth
Cadre Fireblade
A 2
M 6"
S 4+
W 11/11
HUNTER CADRE, T'AU EMPIRE, LEADER, CADRE FIREBLADE

Equipment

Markerlight

Once per turning point, a friendly HUNTER CADRE operative (excluding DRONE) can perform the following unique action: Markerlight (l AP): Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.

Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.

Stimulant Injector

Once per turning point, when a friendly HUNTER CADRE operative (excluding DRONE) is activated, if it's not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.

Puretide Engram Neurochip

In the Ready step of each Strategy phase, when you gain CP, if a friendly LEADER operative is not incapacitated, you can use this rule. If you do, roll one D6: on a 1, you cannot use this rule for the rest of the battle; on a 4+, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.

Holographic Readout

Once per battle, when a friendly HUNTER CADRE operative (excluding DRONE and STEALTH BATTLESUIT) is activated, if it's not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative's APL stat until the end of its activation.

Ploys

Aimed Pulse Volley
Strategy Ploy

Until the end of the Turning Point, each time a friendly HUNTER CADRE operative (excluding DRONE) is shooting with a pulse weapon, if it hasn’t moved during the activation, or if it’s a counteraction, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Note this operative isn’t restricted from moving after shooting.

Breach And Clear
Strategy Ploy

Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse weapon as a result of a Shoot action:

- For that shooting attack, enemy operatives within 6" of it cannot retain Cover saves.
- In the Roll Attack Dice step of that shooting attack, if the target is within 3" of it, you can re-roll one of your attack dice.
Camouflage Field Engagement
Strategy Ploy

Until the end of the Turning Point, friendly STEALTH BATTLESUIT operatives can perform the following action: Camouflage Field Engagement (1 AP): Change this operative's order.

Take Cover
Strategy Ploy

Whenever an operative is shooting a friendly FIRE WARRIOR operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.

Point-Blank Fusillade
Firefight Ploy

Use this firefight ploy when a friendly HUNTER CADRE operative (excluding DRONE) is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.

Reposition
Firefight Ploy

Use this Firefight Ploy in the Firefight phase, when a friendly HUNTER CADRE operative is activated. Until the end of its activation, that operative can perform Dash actions if it is within Engagement Range of an enemy operative and when performing that action, it can move within Engagement Range of enemy operatives, but cannot finish that move within Engagement Range of enemy operatives (if that is not possible, it cannot perform the action).

Supporting Fire
Firefight Ploy

Use this firefight ploy when a friendly HUNTER CADRE operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly HUNTER CADRE operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.

Saviour Protocols
Firefight Ploy

Use this firefight ploy when a friendly HUNTER CADRE operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly HUNTER CADRE DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.

Tac Ops

Plant Banner
Security

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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.