Deathskull Grot-lings
Common Abilities and Options
Scarper:
After each enemy operative's activation, before the next operative is activated, you can perform a free Dash action with one friendly RATLING operative (excluding BULLGRYN, OGRYN, and SNEAK),
but it cannot finish that move within 3" of an enemy operative unless it is not visible to every enemy operative when it finishes that move.
Each friendly operative can only do this once per Turning Point, and cannot do so after the final activation of the Turning Point.
Brute:
Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover.
Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).
Slow-Witted:
You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).
Shield:
If this operative has a Slabshield, it has a 3+ Save stat;
if it has a Brute Shield, whenever it is fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).
Operatives
1. Ravzey
A 2
M 5"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 2+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Munitorum ContactsScarperTarget Designation2. Swabba
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tankstopper Rifle | |||
| Mobile (Dev1, Hvy(Dash), Prc1) | 4 | 3+ | 4/4 |
| Stationary (Dev4, Hvy, Prc1, Severe) | 4 | 2+ | 4/2 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Scarper3. Quecks
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 3+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Scarper1AP: Spot4. Bang-bang
A 2
M 5"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Explosive Arsenal (Rng3", Blast1", Lim1, Hvy(Repos), Prc1, Sat) | 5 | 3+ | 4/5 |
| Sniper Rifle | |||
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 3+ | 3/3 |
| Bionic Arm | 3 | 5+ | 3/4 |
Abilities
MineScarperTripwire5. Dexnul
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Sniper Rifle | |||
| Mobile (Silent) | 4 | 4+ | 3/4 |
| Stationary (Dev2, Hvy, Silent) | 4 | 3+ | 3/3 |
| Dagger | 3 | 4+ | 2/3 |
Abilities
Grappling HookScarper1AP: Slingshot6. Da Sneek
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Sniper Rifle | |||
| Mobile (Silent) | 4 | 4+ | 3/4 |
| Stationary (Dev2, Hvy, Silent) | 4 | 3+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
EvadeScarper1AP: Optics7. Murduck
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 3+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Scarper1AP: Intercept Communications8. Cartman
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 3+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Light-FingeredScarperWell Stocked9. Squacker
A 2
M 6"
S 5+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bite | 4 | 3+ | 2/4 |
Abilities
BeastEarly WarningScarper10. Storksy & Clutch
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripper Gun (Rng 8", Punishing) | 4 | 3+ | 4/5 |
| Bayonet | 4 | 3+ | 4/5 |
Abilities
Bayonet ChargeBruteSlow-Witted11. Bullman & Rob-em
A 2
M 6"
S 4+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Maul (Shock) | 4 | 3+ | 4/6 |
| Slabshield | 4 | 4+ | 3/4 |
Abilities
BruteShieldSlow-Witted12. Lorell & Ardy
A 2
M 6"
S 4+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Maul (Shock) | 4 | 3+ | 4/6 |
| Slabshield | 4 | 4+ | 3/4 |
Abilities
BruteShieldSlow-Witted13. Jagat
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Battle Rifle | 4 | 3+ | 3/4 |
| Combat Knife (Balanced) | 3 | 3+ | 3/5 |
Abilities
HunterLie In WaitScarper14. Snotbiter
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 2+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Scarper15. Screech
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 2+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
ScarperEquipment
Purloined Rations
Once per turning point, when a friendly RATLING operative is shooting with a rifle and you’ve rolled your attack dice, you can use this rule. If you do, improve the Hit stat of its rifle by 1 until the end of that sequence.
Lucky Round
Once per Turning Point, whenever a friendly RATLING operative is shooting with a rifle and you've rolled your Attack dice, you can use this rule. If you do, that weapon has the Severe weapon rule for that sequence.
Stolen Goods
At the end of the Select Operatives step, roll 1D3. If the result is:
- 1, you lose 1 CP
- 2, you gain 1 CP
- 3, your opponent loses 1CP
Improvised Armour
Whenever an operative is shooting a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative, defence dice results of 5+ are critical successes.
Ploys
Crack Shots
Strategy PloyWhenever a friendly RATLING operative is shooting an enemy operative more than 6" from it, if that friendly operative has not performed the Charge, Fall Back, or Reposition action during the activation, or it is a counteraction, its rifle (if any) has the Balanced weapon rule.
Note that operative is not restricted from performing those actions after shooting.
Frontline Assault
Strategy PloyWhenever a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative is shooting within, fighting within, or retaliating within your opponent's territory or within 3" of an objective marker, its weapons have the Balanced weapon rule.
Shifty
Strategy PloyWhenever a friendly RATLING operative (excluding OGRYN or BULLGRYN) has a Conceal order and is in Cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain) except being within 2".
Sniper Positions
Strategy PloyWhenever a friendly RATLING operative is more than 6" from enemy operatives and has Heavy Terrain within its Control Range, the Stationary profile of its rifle (if any) has the Silent weapon rule.
Larcenous
Firefight PloyUse this Firefight Ploy during a friendly RATLING operative's activation (excluding OGRYN or BULLGRYN). Until the end of that activation, that operative does not have to control a marker to perform the Pick Up Marker or Mission actions that usually require this (taking precedence over that action's conditions - it only needs to contest the marker), and having an enemy operative within Control Range of it does not prevent it from doing so.
Shoot And Hide
Firefight PloyUse this Firefight Ploy after a friendly RATLING operative that has an Engage order perfoms the Shoot action with a rifle. If it is more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal.
Survival Instincts
Firefight PloyUse this Firefight Ploy when an enemy operative is shooting or fighting a friendly RATLING operative (excluding OGRYN or BULLGRYN) and you are allocating a die to block. If it is a normal success, it can block one unresolved critical success; if it is a critical success, it can block two unresolved successes (normal or critical).
Sharpshot
Firefight PloyUse this Firefight Ploy when a friendly RATLING operative if performing the Shoot action with a rifle and you are selecting a valid target. Having other friendly RATLING operatives within an enemy operative's Control Range does not prevent that enemy operative from being selected.
Tac Ops
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.