purtyboi
Favor of the Gods
During team composition, if at least 6 operatives on your roster have the keyword associated with the appropriate Favor, that favor is active for the battle.
- Blood God’s Fury: While active, melee weapons equipped by friendly Khorne operatives have the Rending weapon rule.
- Change God’s Wiles: While active, ranged weapons equipped by friendly Tzeentch operatives have the Severe weapon rule.
- Pleasure God’s Laughter: While active, whenever an enemy operative is shooting at a friendly Slaanesh operative that has performed an action in which it moved this Turning Point and is more than 6” away from it, reduce the Attacks characteristic of that enemy operatives ranged weapons by 1 (to a minimum of 1).
- Plague God’s Resilience: While active, whenever damage of 3 or more inflicts damage on a friendly Nurgle operative, roll a die; on a 4+, reduce that damage by 1.
Creatures of Warp Energy
Whenever an enemy operative is shooting a friendly unit, ignore the Piercing weapon rule. Friendly operatives cannot use weapons not listed on their datacards.
Wards of Titan
Whenever you activate a friendly HAMMER OF TITAN operative, choose one of the effects to apply to that operative until the start of its next activation:
- Warp Step: Whenever this operative climbs, ignore the first vertical distance of 2”. Accessible terrain does not cost an additional 1” to move through.
- Blinding Veil: Whenever this 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".
- Wreath in Soulfire: This operative’s weapons have the Lethal 5+ weapon rule.
- Precognition: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored. Whenever this operative is retaliating, you resolve the first attack die.
Astartes:
During each friendly HAMMER OF TITAN operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, unless a Storm Bolter is selected for at least one of them, 1 additional AP must be spent for the second action.
Each friendly HAMMER OF TITAN operative can counteract regardless of its order.
Suffering and Sacrifice
Some SISTERS OF PENITENCE operatives (indicated on their datacard) can perform the Share Favor unique action:
- Share Favor (1AP): SUPPORT. Select one other friendly SISTERS OF PENITENCE operative (excluding Superior operatives) visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.
- This operative cannot perform this action while within control range of an enemy operative or during a counteract.
Divine Fervor:
Every time a friendly SISTERS OF PENITENCE operative loses a wound, gain 1 Miracle point. At the start of a friendly SISTERS OF PENITENCE's activation, you can expend a number Miracle points to do one Divine Blessing. You may only do one Divine Blessing per activation, and their costs and effects are as follows:
- Vitalize (7 Miracle points): this operative may immediately perform a free Dash action.
- Rejuvenate (10 Miracle points): this operative regains D3+1 lost wounds.
- Fanaticize (15 Miracle points): until the end of this operative's activation, weapons on its Datacard gain the Relentless weapon rule.
- Consecrate (20 Miracle points): until the end of the activation, this operative doesn’t 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).
Get Da Good Bitz
Whenever an enemy operative is incapacitated, before it’s removed from the killzone, place one of your Good Bitz markers within its control range.
Whenever a friendly FREETOOF BANDITZ operative (except Ammo Runt) ends its activation with one or more Good Bitz markers within its control range, you may remove one of those Good Bitz markers from the killzone to give that friendly operative one Fancy Trophy, as shown below. That operative gains the benefits of that Fancy Trophy until it's incapacitated or until the end of the battle. You cannot give an operative a Fancy Trophy it's already benefitting from; in other words, FREETOOF BANDITZ operatives can have multiple Fancy Trophies, but you must select a new one each time.
- Nice Teef: this operative's melee weapons gain the Rending weapon rule.
- Kool Jakit: whenever an enemy operative is shooting this operative, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).
- Speshul Ammunishun: this operative's ranged weapons gain the Saturate weapon rule.
- Red Paint: add 1" to this operative's Move stat.
- Shiny Gubbins: once during each of this operative's activations, this operative can perform the Pick Up Marker or mission action for 1 less AP.
Kompetitiv:
Whenever a friendly operative incapacitates an enemy operative, select one other friendly FREETOOF BANDITZ operative (other than Ammo Runt) visible to that enemy operative; until the end of the selected friendly operative's next activation, add 1 to its APL stat.