valkyrie
Common Abilities and Options
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.
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).
Howling Banshee Aspect Techniques
The Woe
Use this ASPECT TECHNIQUE during a friendly HOWLING BANSHEE operative’s activation, after it’s performed the Charge action and incapacitated an enemy operative during the Fight action, and is no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action using any remaining move distance it had from that first Charge action. That operative can perform two Charge actions during its activation to do so. The operative cannot have performed any other actions during this activation (but can do so after resolving this ASPECT TECHNIQUE).
Rain of Tears
Use this ASPECT TECHNIQUE when a friendly HOWLING BANSHEE operative is fighting, after you strike with a critical success, if the enemy is not incapacitated. End that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it has performed an action that prevents it from performing the Fall Back action.
Shriek-That-Kills
Use this ASPECT TECHNIQUE when a friendly HOWLING BANSHEE operative is performing the Shoot action. Until the end of that action, that operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Shriek-That-Kills | 5 | 3+ | 1/2 |
| Weapon Rules | |||
| Rng 6", Saturate, Seek Light, Stun, Tor 1" |
Acrobatic
Use this ASPECT TECHNIQUE when a friendly HOWLING BANSHEE operative performs an action in which it moves. Until the end of the action, that operative:
- Can ignore all vertical distances whenever it drops and climbs.
- Can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).
- Cannot move more than its Move stat if it’s the Charge action.
Scream-That-Steals
Use this ASPECT TECHNIQUE when a friendly HOWLING BANSHEE operative is fighting or retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do, that success must be used to block.
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.
Operatives
1. Faerana Teldaen
A 3
M 7"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner (Lethal 5+) | 5 | 3+ | 3/7 |
Abilities
Banshee MaskExarchAspect Techniques2. Dilleth Baermere
A 3
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Rnd) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 2/4 |
Abilities
Aspect TechniquesDefence Tactics3. Kaydona Genbrae
A 3
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Rnd) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 2/4 |
Abilities
Aspect TechniquesDefence Tactics4. Fornedor Yllas
A 3
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Banshee MaskAspect Techniques5. Le'ushar Tahgahn
A 3
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Banshee MaskAspect Techniques6. Aemesho Gilsa
A 3
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Banshee MaskAspect TechniquesInactive 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Dance Of Death
Select 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).
Strategy: Forewarned
Whenever 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).
Strategy: Khaine's Vengeance
Whenever 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)
Strategy: Ruthless Poise
Whenever 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)
Firefight Ploys
Firefight: Bladewind
Use this firefight ploy during a friendly BLADES OF KHAINE operative’s activation. During that activation, that operative can perform two Fight actions.
Firefight: Contempt
Use 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).
Firefight: Fading Light
Use 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.
Firefight: Starfall
Use this firefight ploy during a friendly BLADES OF KHAINE operative’s activation. During that activation, that operative can perform two Shoot actions.
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.