Khaine Train !
Common Abilities and Options
Mandiblasters:
Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 2 damage on the enemy operative in that sequence.
Aspect Techniques:
- You cannot use more than one ASPECT TECHNIQUE per activation or counteraction.
- You cannot use each ASPECT TECHNIQUE more than once per turning point.
- If every friendly BLADES OF KHAINE operative selected for deployment has the same Aspect keyword (e.g. STRIKING SCORPION), you cannot use each ASPECT TECHNIQUE more than twice per turning point (instead of once).
Striking Scorpion Aspect Techniques
Patient Stalk, Sudden Blow
Use this ASPECT TECHNIQUE when a friendly STRIKING SCORPION operative that has a Conceal order performs the Reposition action. During that action, that operative can move within control range of enemy operatives (it cannot end the move there), and you can inflict D3+2 damage on one enemy operative it moved within control range of after it has moved.
Strike and Fade
Use this ASPECT TECHNIQUE when a friendly STRIKING SCORPION operative incapacitates an enemy operative during the Fight action, and is no longer within 3" of enemy operatives. Change that friendly operative’s order to Conceal and it can immediately perform a free Dash action, even if it has performed an action that prevents it from performing the Dash action.
Scorpion’s Eye
Use this ASPECT TECHNIQUE when a friendly STRIKING SCORPION operative is performing the Shoot action and you select a shuriken pistol. Until the end of that action, that weapon has the Seek Light weapon rule.
Merciless Strikes
Use this ASPECT TECHNIQUE when a friendly STRIKING SCORPION operative is fighting, the first time you strike with a critical success during that sequence. Until the end of that sequence, that operative’s melee weapon has the Shock weapon rule.
One with the Gloom
Use this ASPECT TECHNIQUE during a friendly STRIKING SCORPION operative’s activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Defence Tactics:
Whenever this operative contests an objective marker or one of your mission markers, or whenever it’s shooting an enemy operative that does, this operative’s weapons have the Balanced weapon rule.
Banshee Mask:
Whenever this operative is fighting, worsen the Hit stat of the enemy operative’s melee weapons by 1. This isn’t cumulative with being injured.
Operatives
1. Striking Scorpion Exarch
A 3
M 5"
S 3+
W 0
2. Dire Avenger Warrior
A 3
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Rnd) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 2/4 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 4+ | 2/4 |
Abilities
Aspect TechniquesDefence Tactics3. Dire Avenger Warrior
A 3
M 5"
S 4+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Rnd) | 4 | 4+ | 3/4 |
| Fists | 4 | 4+ | 2/4 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 5+ | 2/4 |
Abilities
Aspect TechniquesDefence Tactics4. Howling Banshee Warrior
A 3
M 5"
S 4+
W 0
5. Howling Banshee Warrior
A 3
M 5"
S 4+
W 0
6. Howling Banshee Warrior
A 3
M 7"
S 4+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 4+ | 2/4 |
Abilities
Banshee MaskAspect Techniques7. Striking Scorpion Warrior
A 3
M 5"
S 4+
W 0
8. Striking Scorpion Warrior
A 3
M 5"
S 4+
W 0
Equipment
Rune Of Prophecy
Once per battle, after rolling off to decide initiative, you can add D3 to, or subtract D3 from, your result.
Rune Of Shielding
Once per battle, when an attack dice inflicts Normal Dmg on a friendly BLADES OF KHAINE operative, you can ignore that inflicted damage.
Rune Of Foresight
When this equipment is revealed, roll one D3. In the Strategy phase of the turning point equal to the result, you gain 1 additional CP.
Wraithbone Talisman
Once per turning point, when a friendly BLADES OF KHAINE 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
Dance Of Death
Strategy PloySelect two friendly BLADES OF KHAINE operatives visible to and within 6" of each other. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions).
Forewarned
Strategy PloyWhenever an operative is shooting a ready friendly BLADES OF KHAINE operative, you can re-roll any of your defence dice results of one result (e.g. results of 2).
Khaine's Vengeance
Strategy PloyWhenever a friendly BLADES OF KHAINE operative is shooting an expended enemy operative, that friendly operative’s ranged weapons have the Ceaseless weapon rule.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Ruthless Poise
Strategy PloyWhenever a friendly BLADES OF KHAINE operative is fighting a ready enemy operative, that friendly operative’s melee weapons have the Ceaseless weapon rule.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Bladewind
Firefight PloyUse this firefight ploy during a friendly BLADES OF KHAINE operative’s activation. During that activation, that operative can perform two Fight actions.
Contempt
Firefight PloyUse this firefight ploy when a friendly BLADES OF KHAINE operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re- rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).
Fading Light
Firefight PloyUse this firefight ploy during a friendly BLADES OF KHAINE 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.
Starfall
Firefight PloyUse this firefight ploy during a friendly BLADES OF KHAINE operative’s activation. During that activation, that operative can perform two Shoot actions.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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.
Plant Banner
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.
Track Enemy
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.