Chapter Master Boss fight

Operatives

1. CHAPTER MASTER
CHAPTER MASTER
A 3
M 6"
S 3+
W 25/25
Weapons
ATK
HIT
DMG
Combi-Multi Melta
Multi-Melta (Prc2, Dev4, Blast 2")
4
3+
6/3
Bolter
5
3+
3/4
Grenades
Frag (Rng 6", Blast 2", Lim2)
4
2+
2/4
Krak (Rng 6", Prc1, Lim2)
4
2+
4/5
Relic Bolter
5
3+
3/5
Special Issue Bolt Pistol (Rng 8", Prc1)
4
2+
3/4
Xenophase Blade
Duel (Brutal, Lethal 5+)
5
2+
4/6
Phase Sweep (Brutal, Lethal 5+, *Phase Sweep)
4
2+
4/6
Abilities
Phases1AP: Oath Of Moment*Phase SweepAvatar Of The FirstbornPloys

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

  • PHASE 1: This phase occurs when this operative has 25 to 13 wounds. During this phase, you can use 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 12 to 0 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.

Oath Of Moment (1AP): This operative can perform a free Repostion if it is wholly within your territory, or a free Fall Back or Charge action if it is wholly within your opponent's territory. Note that it can perfrom any of those actions even if it performed an action that prevents it from doing them (this takes precedence over action restrictions). This operative cannot perform this action while within control range of enemy operatives.

*Phase Sweep: Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Avatar Of The Firstborn: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • In the Select Operatives phase, you can change up to two of its non-weapon related stats (Wound, Save, Move or APL) as you may see fit but no more than +1/-1 per stat. In addition, you can select one of the following Special Ammunition for this operative's Relic Bolter to have for the battle. Note that both of these rules are not obligatory to follow:

Special AmmunitionWeapon Rule
HellfireRending
DragonfireSaturate
KrakenPiercing Crits 1
VengeanceAdd 1 to both of its Dmg stats if the target has the "CHAOS" keyword
BloodshardSevere
Black VaultPiercing Crits 2 and Limited 1
DerevenantYour opponent cannot use the REANIMATION PROTOCOL faction rule for the target upon inflicting any damage to it
GatebreakerStun
StalkerSilent
TempestLethal 5+
Metal StormTorrent 1"
NullAdd 1 to both of its Dmg stats if the target has the "PSYKER" keyword
NemesisDevastating 2 if the target has the "DAEMON" keyword
  • This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). In addition, you can skip this operative's activation a number of times up to that determined number. This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).

  • This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waeapon for each.

  • Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. In the Roll Defence Dice step, you can retain any result of 4+ as a critical success. Whenever an attack dice would inflict critical damage on this operative, you can choose for that attack dice to inflict nomal damage instead. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Whenever this 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.

  • Whenever this operative is in cover, you can retain one additional cover save, or you can retain one cover save as a critical success. This is cumulative with improved cover saves from vantage terrain.

Ploys: STRATEGY PLOYS

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

  • THE EMPEROR PROTECTS (1 CP): Whenever an enemy operative is shooting or fighting this operative, your opponent cannot retain Atk dice results of less than 6 as critical successes (e.g. as a result of Lethal, Rending or Severe weapon rules).

  • AND THEY SHALL KNOW NO FEAR (1 CP): You can ignore any negative changes to the stats of this operative (e.g. from the Stun weapon rule, from being injured etc.).

FIREFIGHT PLOYS

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

  • PURGE THE UNCLEAN (1 CP): Use this firefight ploy when this operative incapacitates an enemy operative, it can perform one free action.

  • ADVANCED AUSPEX SCAN (1 CP): Use this firefight ploy when this operative performs a Shoot action. enemy operatives cannot be obscured.

IMPERIUM, ADEPTUS ASTARTES, BOSS, CHAPTER MASTER; 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.