The Nomads

Common Abilities and Options

Beast:
This operative cannot perform any action other than Charge, Dash, Fall Back, Pick Up Marker, Place Marker Fight, Gather, Guard, and Reposition. It cannot use any weapons not on its datacard.

Poison:
In the resolve attack dice step, If you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison Tokens. Whenever an operative that has one or more Poison okens is activated, inflict one damage on it.

Bonded:
Whenever an enemy operative performs the Fight action against a Friendly Sha'Dar Hunter operative, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action within control range of a friendly Sha'Dar Hunter operative within 3' of this operative, this operative can immediately perform a free charge action (you can change its order to Engage to do so) but it must end that Charge move within control range of that enemy operative.

Small:
Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precidence over all other targeting rules (such as Seek, Vantage terrain) except being within 2". This operative can perform the Fall Back action for one less AP.

Operatives

1. Kha'Tragi Nomad Chieftain
Kha'Tragi Nomad Chieftain
A 2
M 6"
S 5+
W 9/8
Weapons
ATK
HIT
DMG
Blast Pistol
4
3+
2/3
Stalking Knife
3
3+
2/3
Long Blade and Mono Hook (Balanced, Lethal 5+)
4
3+
4/5
Abilities
Slink into the Shadows1AP: Become Unseen

Slink into the Shadows: STRATEGIC GAMBIT: As a Strategic Gambit, You can Change this operatives order. Then if this model has a Conceal order, you can give it a GHOST token of your choice.

Become Unseen (1AP): One friendly Ash Waste Nomad operative can change their order.

32Ash Waste Nomad, Leader Chieftain
2. Naku'Taari Watcher
Naku'Taari Watcher
A 2
M 6"
S 5+
W 8/7
Weapons
ATK
HIT
DMG
Scoped Blast Carbine (Accurae)
4
3+
2/3
Stalking Knife
4
3+
2/3
Abilities
1AP: On the Back FootATTACK ATTACK!!!

On the Back Foot (1AP): Select one Ready Enemy operative that is a valid target for this operative, or visible to this operative instead if you spend one additional AP. Roll a D6. Untill the end of the turning point, that enemy operative cannot be activated or perform actions until it is the last enemy operative to be activate, or until your opponent has activated a number of enemy operatives equal to the result of the D6 (whichever comes first)

ATTACK ATTACK!!!: When this model is expended, Select a ready friendly Ash Waste Nomad Warrior operative to immediately activate before your opponent activates. When that model is expended, your oponent activates as normal. You cannot use the Nomad Group activation ( In other words, you cannot activate more than one Nomad Warrior Operative with this rule)

32Ash Waste Nomad Naku'Taari Watcher
3. Wy'Tari StormCaller
Wy'Tari StormCaller
A 2
M 6"
S 5+
W 8/7
Weapons
ATK
HIT
DMG
Blast Pistol
4
3+
2/3
Static Lightning (PSYCHIC, 2" Devastating 1, Rending, HEAVY dash only)
4
3+
3/3
Stormcaller Staff (Psychic, Shock)
4
3+
4/6
Mono Hook (Balanced)
4
3+
3/4
Abilities
1AP: Storm Cloud

Storm Cloud (1AP): PSYCHIC. This operative and all Friendly Nomad operatives within 6 inches of this operative are Obscured.

32Ash Waste Nomad Stormcaller Psyker
4. Tarn'Runi Sapper
Tarn'Runi Sapper
A 2
M 6"
S 5+
W 8/7
Weapons
ATK
HIT
DMG
Demolition Charge (Range 3", Blast 2", Heavy (reposition only) Limited 1, Piercing 1, Saturate)
4
3+
4/6
Stalking Knife
4
3+
2/3
Abilities
Final DefianceGrenadier1AP: Explosives

Final Defiance: If this operative is incapacitated, it can perform a free Explosives unique action before it is removed from the Killzone

Grenadier: THis operative can use frag and krak grenades (see universal special equipment) Doing so does not count towards any limied uses you have (i.e. if you select it as an equipment for other operatives) Whenever it is doing so, improve the Hit stat of that weapon by 1

Explosives (1AP): The first time this operative performs this action during the battle, place your explosives marker within its control range. The second time this operative performs this action during the battle, inflict 2D6 damage on each operative within 2" of that marker (roll seperately for each) unless Heavy terrain is wholly intervening between that operative and the marker. This operative cannot perform this action more than twice per battle, while within control range of an enemy operative, or during any turning point in which it performed the Charge, Dash or Fall Back action (or Vice versa)

32Ash Waste Nomad Sapper
5. Helamite Handler
Helamite Handler
A 2
M 6"
S 5+
W 8/7
Weapons
ATK
HIT
DMG
Chain Lance (Rending)
4
3+
3/4
Blast Pistol
4
4+
2/3
Abilities
0AP: Ashwing WhistleAshwing LureHandler

Ashwing Whistle (0AP): Select one friendly Ashwing Helemite operative, change its order.

Ashwing Lure: If this model is incapacitated during a battle, Place a Lure marker at its final position, and remove any Ashwing Helamite operative you had in the Killzone. Once per turning point, whenever an enemy operative ends their activation within 6" of this marker, the ashwing Helamite will swoop down and attack them. Treat this as a shooting attack with the following Profile A - 4 Hit - 4+ DMG - 3-4 Rending

Handler: When this operative is activated, you can activate a ready friendly Ashwing Halamite operative at the same time. Complete thier activations action by action in any order.

32Ash Waste Nomad, Helamite Herder
6. Ashwing Helamite
Ashwing Helamite
A 2
M 8"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Mandibles and Claws (Rending)
4
3+
3/4
Abilities
BeastFlying

Flying: Whenever the Ashwing Helamite performs an action in which it moves, it can FLY. If it does, don't move it. Instead, remove it from the killzone, and set it back up wholly within a distance equal to its move stat. (Or 3" if it was a dash) horizontally from its original location. (in a killzone that uses the close quarters, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point. (in other words it calnnot fly through an open hatchway) Note it gains no additional distance when performing a Charge action. It must be set up in a location it can be placed, and unless it is the Charge action, it cannot be set up in control range of an enemy operative.

32Ash Waste Nomad, Ashwing Helamite
7. Sha'dar Hunter
Sha'dar Hunter
A 2
M 6"
S 5+
W 8/7
Abilities
AmbushCounter AttackPoison

Ambush: This operative can perform the Charge action while it has a Conceal order

Counter Attack: Whenever this operative is fighting or retaliating, whenever your opponent resolves a normal success, inflict 1 damage on the enemy operative in that sequence.

32Ash Waste Nomad Sha'Dar hunter
8. Arthromite Spineworms
Arthromite Spineworms
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Mandibles and Claws (Rending)
3
3+
3/4
Abilities
BondedSmallBeast
32Ash Waste Nomad Spineworm
9. Arthromite Spineworms
Arthromite Spineworms
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Mandibles and Claws (Rending)
3
3+
3/4
Abilities
BondedSmallBeast
32Ash Waste Nomad Spineworm
10. Nomad Harrier
Nomad Harrier
A 3
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Chitin Gauntlet and Long Blade (Lethal 5+ Poison)
4
3+
4/5
Chitin Spikes (Range 6" Silent, Poison)
4
3+
2/3
Abilities
PoisonBladed StanceDesert Whirlwind

Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your successes before he normal order. If you do, that success must be used to block

Desert Whirlwind: This operative can perform 2 Fight actions during its activation. Whenever this operative ends a fight action, if it is no longer within control range of an enemy operative, it can immediately perform a Shoot action or a free charge action (even if it already performed a charge action during that activation) but it cannot move more than 3" during that Action. Doing so does not prevent it from performing the DASH action afterwards during that activation.

32Ash Wase Nomad, Harrier
11. Tarn'Runi Gunner - Charge Caster
Tarn'Runi Gunner - Charge Caster
A 2
M 6"
S 5+
W 8/7
Weapons
ATK
HIT
DMG
Charge Caster (Shock) (Blast 2" Stun)
4
4+
2/2
Charge Caster (Krack) (Piercing 1)
4
4+
4/5
Stalking Knife
3
3+
2/3
32Ash waste Nomad, Gunner
12. Tarn'Runi Gunner - Long Rifle
Tarn'Runi Gunner - Long Rifle
A 2
M 6"
S 5+
W 8/7
Weapons
ATK
HIT
DMG
Scoped Long Rifle (concealed) (Devastating 3, Heavy, Silent, Concealed Position*)
4
2+
3/3
Scoped Long Rifle (Stationary) (Devastating 3, HEAVY)
4
2+
3/3
Scoped Long Rifle (mobile)
4
3+
3/4
Stalking Knife
3
3+
2/3
Abilities
Concealed Position

Concealed Position: This operative can only use this weapon the first time it is performing the SHOOT action during the battle

32Ash waste Nomad, Gunner
13. Tarn'Runi Gunner - Heavy Blaster
Tarn'Runi Gunner - Heavy Blaster
A 2
M 6"
S 5+
W 8/7
Weapons
ATK
HIT
DMG
Heavy Blaster (Torren 2" Piercing Crits 1)
4
4+
4/5
Stalking Knife
3
3+
2/3
32Ash waste Nomad, Gunner

Equipment

Sky Mantle

Once Per turning Point Select one friendly Nomad operative other than a Ashwing Helamite or Spineworm, that has a conceal order, is not within 3 inches of an enemy operative, and does not already have a GHOST token. You can give that model a GHOST token of your choice.

Insective Knives

Friendly Ash Wast Nomads replace their Stalking Knives with Insective Knives with the following profile

AK - 3 HI - 3+ DMG - 3/4 POISON

In the resolve attack dice step, If you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison Tokens. Whenever an operative that has one or more Poison tokens is activated, inflict one damage on it.

Luck Talisman

Once Per turning Point when an enemy operative is shooting a friendly Ash Waste Nomad Operative (Excluding Ashwing Helamite or Arthromite Spineworm), in the roll defence dice step, you can retain one of your normal successes as a critical success or a failure as a normal success.

Infra Sights

Blast Carbines equipt to Friendly Ash Waste Nomad Operatives gain the Balanced Rule

Ploys

Deadly Toxins
Firefight Ploy

Use this firefight ploy when en enemy operative with one of your Poison tokens is activated. Your poison will inflict D3+1 wounds instead of 1

Hit and Move
Firefight Ploy

Use this firefight ploy when friendly Ash Wase nomad operative (Excluding Ashwing Helamite and Arthromite Spineworm operatives) eliminates an enemy operative on a mission objective. That frinedly operative can immediately make a free dash action and change its order to conceal if it is within 1" of cover.

Now you see me...
Firefight Ploy

Use this Firefight ploy when an enemy operative moves within 3" of one of your Ghost Tokens or the Operative model associated with it. You can change the token from Blank to Ghost or vice versa.

Disappear
Firefight Ploy

Use this firefight ploy when a Friendly Ash Waste Nomad operative eliminates an enemy operative with a shoot action. You can change that operatives order.

Masters of Concealment
Strategy Ploy

Whenever an enemy operative is shooting a friendly Ash Wase Nomad operative this turn, they cannot use the Seek light rule, and if you can retain any cover saves, you can retain one additional cover save.

Unseen Strike
Strategy Ploy

Whenever a friendly Ash Waste Nomad operative (excluding Ashwing Helamite and Arthromite Spineworm operatives) is activated and its order is changed from Conceal to Engage, until the end of that activation: Its Ranged weapons have the Rending weapon rule Its Melee weapons have the Balance Weapon Rule

Withdraw
Strategy Ploy

Untl the end of the turning point Friendly Ash Waste Nomad operatives can perform the fall back action for one less AP (minimum 1)

Better positioning
Strategy Ploy

Up to D3 friendly Ash Waste nomads can immediately perform a free Dash action. They must end this action within 1" of cover, and they may change their order at the end of that action.

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.

Flank
Recon

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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.