Trueborn Killers

Trueborn Killers

Common Abilities and Options

Power Through Pain:
Power Through Pain:

After a friendly TRUEBORN operative performs an action, it gains one of your Pain tokens if:

An enemy operative was injured during that action, but was not incapacitated. An enemy operative was incapacitated during that action. If that enemy operative had a Wounds stat of 12 or more, that friendly operative gains two of your Pain tokens instead.

You can spend friendly operatives' Pain tokens on the invigorations below when the "when" condition is met. You cannot use more than one invigoration per activation or counteraction, except Stimulated Senses, which can be used in addition to other invigorations.

*Dark Animus * When: During the operative’s activation, when performing a mission action. Effect: Perform the mission action for 1 less AP.

*Accelerated Rejuvenation * When: During the operative’s activation or counteraction, before or after it performs an action. Effect: The operative regains D3+1 lost wounds.

*Vitalised Surge * When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone. Effect: The operative can immediately perform a free Dash action, even if it’s performed an action that prevents it from performing the Dash action.

*Stimulated Senses * When: After rolling your attack or defence dice for the operative. Effect: You can re-roll any of your dice results of one result (e.g. results of 2).

Trueborn:
This operative can counteract regardless of order.

Operatives

1. Dracon
Dracon
A 3
M 7"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Shardcarbine (Lethal 5+, Dev 2)
4
2+
2/2
Husk Blade (Lethal 5+, Shock)
5
3+
4/6
Soul Cube (Rng 6", Lethal 4+, Stun)
4
3+
3/4
Abilities
CunningPower Through PainTruebornSelf-ImportantOpportunistic Sadist

Cunning: In the Gambit step of each Strategy phase, if you pass at the first opportunity, you gain 1CP. Ignore each STRATEGIC GAMBIT from the mission pack (if any) when determining this.

Self-Important: Once per turning point, if a friendly DRACON operative is the target of a ranged attack, if there is a friendly TRUEBORN operative within 2" of it, you may choose to instead make that operative the target of that ranged attack. When doing so, that friendly operative would retain cover or have obscuring if the friendly DRACON operative would have benefited from those rules.

Opportunistic Sadist: When contesting an objective, if the total APL of enemy operatives is equal to that of friendly operatives, add 1 to the friendly total if the DRACON operative is contesting that objective.

During a friendly ARCHON operative's activation, it can perform either two Shoot actions or two Fight actions. If a Blaster is being used for both shoot actions, the second Shoot action requires 1 additional AP.

trueborn, drukhari, aeldari, dracon, leader
2. Klaivex
Klaivex
A 3
M 7"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bloodstone (Rng 6", Dev 2, Prc Crits 1, Saturate, Silent)
4
3+
3/3
Tormentor Helm (Rng 8", Lethal 5+)
4
3+
2/4
Demi-Klaive
Linked (Lethal 5+, Brutal, Shock)
4
3+
5/7
Split (Lethal 5+, Ceaseless)
5
3+
4/5
Abilities
TruebornIncubus WarsuitMurder: PerfectedMaster of ExecutionsPower Through Pain

Incubus Warsuit: When this operative makes a Charge action, it deals D3 damage to all enemy operatives within control range at the end of that action.

When activating, if this operative makes a Charge action, add 1" to the total distance it may move.

Murder: Perfected: This operative ignores changes to its stats from being injured.

This operative may make a Charge action with a conceal order.

Master of Executions: During this operative's activation, it can perform two Fight actions.

trueborn, drukhari, aeldari, klaivex

Equipment

Chain Snares

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly TRUEBORN operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it).

Phantasm Grenades

Once per Turning point, when an operative is shooting a friendly TRUEBORN operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the X of the piercing weapon rule by 1 (If any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

Portable Shadowfields

Whenever an operative is shooting a friendly TRUEBORN operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly TRUEBORN operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.

Soul-Gem Trophies

Once per turning point, when a friendly TRUEBORN 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.

Ploys

Devious Scheme
Firefight Ploy

Use this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.

Prey On the Wounded
Firefight Ploy

Use this firefight ploy after rolling your attack dice for a friendly TRUEBORN operative, if it’s shooting against or fighting against a wounded enemy operative. You can re-roll any of your attack dice.

Cruel Deception
Firefight Ploy

Use this firefight ploy during a friendly TRUEBORN operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.

Sha sha sha... POCKET SAND!

Unnerving Agility
Firefight Ploy

Use this firefight ploy during a friendly TRUEBORN operative's activation. Until the end of that activation, having an enemy operative within its control range does not prevent that friendly operative from performing the Pick Up marker or mission actions.

Inescapable Nightmare
Strategy Ploy

Whenever a friendly TRUEBORN operative is shooting, fighting or retaliating, you can re-roll one of your attack dice.

From Darkness, Death
Strategy Ploy

Whenever a friendly TRUEBORN operative is activated, before you determine its order, you can select one enemy operative that friendly operative isn’t a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.

Blade Artists
Strategy Ploy

Friendly TRUEBORN operatives’ melee weapons have the Rending weapon rule.

Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.

Deviant Masochists
Strategy Ploy

Normal and Critical Dmg of 4 or more inflicts 1 less damage on all friendly TRUEBORN operatives.

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.

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.