diff --git a/2021 - Chaos Cult.cat b/2021 - Chaos Cult.cat
index e62f1c0..45e2548 100644
--- a/2021 - Chaos Cult.cat
+++ b/2021 - Chaos Cult.cat
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- Each time an attack dice inflicts damage on this operative, roll one D6 separately for each enemy operative within its Engagement Range: on a 3+, that enemy operative suffers 1 mortal wound.
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- The operative’s melee weapons gain the Stun critical hit rule.
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- Add 1 to both Damage characteristics of the operative’s melee weapons.
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- Add ⬤ to the distance of this operative’s Ruinous Deterioration and Ruinous Invigoration abilities.
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- Each time this operative is activated, it can perform one free unique action during its activation.
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- When this item of equipment is revealed, select one Accursed Gift for this operative to gain.
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- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
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- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
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- Select a crude melee weapon or pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.
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- At the end of the Scouting step, if this operative is wholly within your drop zone, it can perform a free Dash action.
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- This operative has a 5+ invulnerable save.
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- Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, you can ignore the damage inflicted on this operative from one attack dice. This must be done before rolling to ignore lost wounds (e.g. the Unnatural Regeneration ability, see Chaos Mutant and Chaos Torment datacards).
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- 4
- 4+
- 2/3
- Rng ⬟
- -
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- 4
- 4+
- 2/3
- Rng ⬟
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- This operative can perform the Charge action while within Engagement Range of an enemy operative.
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- This operative cannot be injured.
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- Each time this operative performs a Charge action, improve the Weapon Skill characteristic of its melee weapons by 1 until the end of the activation.
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- The first time you select an Accursed Gift for your kill team, also select a different Accursed Gift to be the dark blessing. Each time an operative with this ability would gain an Accursed Gift, they can gain the dark blessing instead (max once per operative).
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- While this operative is not a MUTANT or TORMENT, at the end of each combat or shooting attack in which it lost wounds but was not incapacitated, it can mutate.
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- This operative does not have to be within ⬟ of a CULT DEMAGOGUE for the purposes of that operative’s unique actions.
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- Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
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- Accursed Gifts are abilities that friendly CHAOS CULT operatives gain when they mutate into other operative types. The first time a friendly DEVOTEE operative mutates into a MUTANT operative during the battle, select your first Accursed Gift. The first time a friendly MUTANT operative mutates into a TORMENT operative during the battle, select your second Accursed Gift. All friendly MUTANT operatives have your first Accursed Gift and all friendly TORMENT operatives have your first and second Accursed Gifts.
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-You can select Accursed Gifts from those presented below. You cannot select the same Accursed Gift more than once per battle. All Accursed Gifts are removed at the end of the battle.
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-1. Winged
-Each time this operative performs an action in which it moves:
-- Ignore any or all modifiers to its Movement characteristic.
-- Ignore the first distance of ⬤ it travels for a climb, drop or traverse.
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-2. Fleet
-Add ▲ to this operative’s Movement characteristic.
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-3. Chitinous
-Improve this operative’s Save characteristic by 1.
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-4. Horned
-Each time this operative finishes a Charge action, you can select one enemy operative within its Engagement Range to suffer 1 mortal wound, or D3 mortal wounds if this operative is a TORMENT.
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-5. Sinewed
-- You can ignore any or all modifiers to the Weapon Skill characteristic of this operative’s melee weapons.
-- This operative’s melee weapons gain the Brutal special rule.
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-6. Barbed
-This operative’s melee weapons gain the Reap 1 critical hit rule, or Reap 2 if this operative is a TORMENT.
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- During the battle, friendly CHAOS CULT operatives can ‘mutate’. Each time they do, choose one of the following:
-- If it’s a DEVOTEE operative, turn it into a MUTANT operative.
-- If it’s a MUTANT operative, turn it into a TORMENT operative.
-- It can regain D3+1 lost wounds.
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-If the operative was mutated into a new operative, the new operative has the same wounds remaining as the preceding operative but then regains D3+1 wounds if it’s now a MUTANT operative or D3+3 if it’s now a TORMENT operative; in either case, it cannot go above its maximum wounds.
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-An operative cannot mutate more than once per Turning Point. In addition, you can never have more than five MUTANT operatives and three TORMENT operatives at once.
-When an operative mutates into another operative, it’s still the same DEVOTEE operative on your roster/dataslate, so has the same Battle Honours and is the same operative for any Tac Ops it has already been selected for, etc. The operative is simply a new operative type and will use that new type’s miniature and datacard rules. It will revert back to its original DEVOTEE miniature and datacard after the battle.
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-You can mutate friendly operatives as follows:
-- Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead mutate a number of friendly CHAOS CULT operatives equal to the Turning Point number.
-- At the end of a combat in which a friendly DEVOTEE operative incapacitated an enemy operative and was not incapacitated.
-- When a friendly CULT DEMAGOGUE operative performs the Accursed Benediction action (see Cult Demagogue datacard).
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-When a friendly operative mutates into a new operative:
-- Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to that of the old miniature. This can put it within Engagement Range of enemy operatives, and if the old miniature was, the new miniature must return there if possible.
-- Any wounds it lost are ignored - the new operative type has its full wounds remaining.
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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- One friendly CHAOS CULT operative Visible to and within ⬟ of this operative can mutate. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- One friendly CHAOS CULT operative Visible to and within ⬟ of this operative can immediately perform a free Dash or Charge action (for the latter, it can move no more than ⬛). This operative cannot perform this action while within Engagement Range of an enemy operative.
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- One friendly CHAOS CULT operative Visible to and within ⬟ of this operative can immediately perform a free Fight action. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- 4
- 4+
- 3/6
- -
- Stun
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- 4
- 4+
- 3/6
- Rng ⬤
- Stun
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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- Each time an enemy operative starts a Fall Back action while within Engagement Range of this operative, you can use this ability. If you do so, that enemy operative suffers D3+1 mortal wounds (before it moves).
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- Each time this operative is activated, you can also activate another ready friendly BLESSED BLADE operative within ⬟ of it at the same time. Complete their actions in any order.
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- 4
- 4+
- 4/6
- Lethal 5+
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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- When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
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- Until the start of that operative’s next activation, each time an attack dice would inflict damage on an enemy operative within 2⬤ of this operative, add 1 to the damage inflicted from that attack dice.
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- Until the start of that operative’s next activation, each time an attack dice would inflict damage on a friendly CHAOS CULT operative within 2⬤ of this operative, subtract 1 from the damage inflicted from that attack dice (to a minimum of 3).
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- 6
- 2+
- 2/3
- Rng ⬟, Torrent ⬛
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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- Select one enemy operative in this operative’s Line of Sight. Subtract 1 from its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- Remove your Malefic Vortex token (if any). Then place a Malefic Vortex token in a location that is Visible to this operative, or on a Vantage Point of a terrain feature that is Visible to this operative (treat it as an intended target for the purposes of the Visibility line). Each enemy operative within ⬤ of that token suffers 1 mortal wound. In addition, at the end of each Turning Point, each enemy operative within ⬤ of that token suffers 1 mortal wound. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- Select one enemy operative within ⬟ of this operative and in its Line of Sight. That enemy operative suffers a number of mortal wounds based on the closest distance it is from this operative. Note that these are not cumulative.
-- Within ⬤ - D3+5 mortal wounds
-- Within 2⬤ - D3+3 mortal wounds
-- Within ⬟ - 3 mortal wounds
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-This operative cannot perform this action while it has a Conceal order or while within Engagement Range of an enemy operative.
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- 5+
- 1/2
- -
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- 3⬤
- 2
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- 3
- 5+
- 7
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- 3⬤
- 2
- 1
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- 5+
- 13
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- - This operative cannot perform mission actions or the Pick Up action (when it’s set up, it must drop all objective markers or tokens its former operative type was carrying).
-- Light terrain and operatives with a Wounds characteristic of 11 or less do not provide Cover for this operative.
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- 5
- 4+
- 4/5
- Relentless
- Rending
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so.
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- 4
- 4+
- 3/4
- Ceaseless
- Rending
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+ Each time an attack dice inflicts damage on this operative, roll one D6 separately for each enemy operative within its Engagement Range: on a 3+, that enemy operative suffers 1 mortal wound.
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+ The operative’s melee weapons gain the Stun critical hit rule.
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+ Add 1 to both Damage characteristics of the operative’s melee weapons.
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+ Add ⬤ to the distance of this operative’s Ruinous Deterioration and Ruinous Invigoration abilities.
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+ Each time this operative is activated, it can perform one free unique action during its activation.
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+ When this item of equipment is revealed, select one Accursed Gift for this operative to gain.
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+ 4
+ 3+
+ 2/3
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ -
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+ 4
+ 3+
+ 4/5
+ Rng ⬟, AP1, Indirect, Limited
+ -
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+ Select a crude melee weapon or pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.
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+ At the end of the Scouting step, if this operative is wholly within your drop zone, it can perform a free Dash action.
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+ This operative has a 5+ invulnerable save.
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+
+ Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, you can ignore the damage inflicted on this operative from one attack dice. This must be done before rolling to ignore lost wounds (e.g. the Unnatural Regeneration ability, see Chaos Mutant and Chaos Torment datacards).
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+ 4
+ 4+
+ 2/3
+ Rng ⬟
+ -
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+ 4
+ 4+
+ 2/3
+ Rng ⬟
+ -
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+ This operative can perform the Charge action while within Engagement Range of an enemy operative.
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+ This operative cannot be injured.
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+ Each time this operative performs a Charge action, improve the Weapon Skill characteristic of its melee weapons by 1 until the end of the activation.
+
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+
+
+
+ The first time you select an Accursed Gift for your kill team, also select a different Accursed Gift to be the dark blessing. Each time an operative with this ability would gain an Accursed Gift, they can gain the dark blessing instead (max once per operative).
+
+
+
+
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+ While this operative is not a MUTANT or TORMENT, at the end of each combat or shooting attack in which it lost wounds but was not incapacitated, it can mutate.
+
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+
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+ This operative does not have to be within ⬟ of a CULT DEMAGOGUE for the purposes of that operative’s unique actions.
+
+
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+
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+
+ Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
+
+
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+
+
+ Accursed Gifts are abilities that friendly CHAOS CULT operatives gain when they mutate into other operative types. The first time a friendly DEVOTEE operative mutates into a MUTANT operative during the battle, select your first Accursed Gift. The first time a friendly MUTANT operative mutates into a TORMENT operative during the battle, select your second Accursed Gift. All friendly MUTANT operatives have your first Accursed Gift and all friendly TORMENT operatives have your first and second Accursed Gifts.
+
+You can select Accursed Gifts from those presented below. You cannot select the same Accursed Gift more than once per battle. All Accursed Gifts are removed at the end of the battle.
+
+1. Winged
+Each time this operative performs an action in which it moves:
+- Ignore the first distance of ⬤ it travels for a climb, drop or traverse.
+
+2. Fleet
+Add ▲ to this operative’s Movement characteristic.
+
+3. Chitinous
+Improve this operative’s Save characteristic by 1.
+
+4. Horned
+Each time this operative finishes a Charge action, you can select one enemy operative within its Engagement Range to suffer 1 mortal wound, or D3 mortal wounds if this operative is a TORMENT.
+
+5. Sinewed
+- You can ignore any or all modifiers to the Weapon Skill characteristic of this operative’s melee weapons.
+- This operative’s melee weapons gain the Brutal special rule.
+
+6. Barbed
+This operative’s melee weapons gain the Reap 1 critical hit rule, or Reap 2 if this operative is a TORMENT.
+
+
+ During the battle, friendly CHAOS CULT operatives can ‘mutate’. Each time they do, choose one of the following:
+- If it’s a DEVOTEE operative, turn it into a MUTANT operative.
+- If it’s a MUTANT operative, turn it into a TORMENT operative.
+- It can regain D3+1 lost wounds.
+
+
+If the operative was mutated into a new operative, the new operative has the same wounds remaining as the preceding operative but then regains D3+1 wounds if it’s now a MUTANT operative or D3+3 if it’s now a TORMENT operative; in either case, it cannot go above its maximum wounds.
+
+An operative cannot mutate more than once per Turning Point. In addition, you can never have more than five MUTANT operatives and three TORMENT operatives at once.
+When an operative mutates into another operative, it’s still the same DEVOTEE operative on your roster/dataslate, so has the same Battle Honours and is the same operative for any Tac Ops it has already been selected for, etc. The operative is simply a new operative type and will use that new type’s miniature and datacard rules. It will revert back to its original DEVOTEE miniature and datacard after the battle.
+
+You can mutate friendly operatives as follows:
+- Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead mutate a number of friendly CHAOS CULT operatives equal to the Turning Point number.
+- At the end of a combat in which a friendly DEVOTEE operative incapacitated an enemy operative and was not incapacitated.
+- When a friendly CULT DEMAGOGUE operative performs the Accursed Benediction action (see Cult Demagogue datacard).
+
+When a friendly operative mutates into a new operative:
+- Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to that of the old miniature. This can put it within Engagement Range of enemy operatives, and if the old miniature was, the new miniature must return there if possible.
+- Any wounds it lost are ignored - the new operative type has its full wounds remaining.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ One friendly CHAOS CULT operative Visible to and within ⬟ of this operative can mutate. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ One friendly CHAOS CULT operative Visible to and within ⬟ of this operative can immediately perform a free Dash or Charge action (for the latter, it can move no more than ⬛). This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ One friendly CHAOS CULT operative Visible to and within ⬟ of this operative can immediately perform a free Fight action. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/6
+ -
+ Stun
+
+
+
+
+ 4
+ 4+
+ 3/6
+ Rng ⬤
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ Each time an enemy operative starts a Fall Back action while within Engagement Range of this operative, you can use this ability. If you do so, that enemy operative suffers D3+1 mortal wounds (before it moves).
+
+
+
+
+ Each time this operative is activated, you can also activate another ready friendly BLESSED BLADE operative within ⬟ of it at the same time. Complete their actions in any order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/6
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
+
+
+
+
+ Until the start of that operative’s next activation, each time an attack dice would inflict damage on an enemy operative within 2⬤ of this operative, add 1 to the damage inflicted from that attack dice.
+
+
+
+
+ Until the start of that operative’s next activation, each time an attack dice would inflict damage on a friendly CHAOS CULT operative within 2⬤ of this operative, subtract 1 from the damage inflicted from that attack dice (to a minimum of 3).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 2+
+ 2/3
+ Rng ⬟, Torrent ⬛
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ Select one enemy operative in this operative’s Line of Sight. Subtract 1 from its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ Remove your Malefic Vortex token (if any). Then place a Malefic Vortex token in a location that is Visible to this operative, or on a Vantage Point of a terrain feature that is Visible to this operative (treat it as an intended target for the purposes of the Visibility line). Each enemy operative within ⬤ of that token suffers 1 mortal wound. In addition, at the end of each Turning Point, each enemy operative within ⬤ of that token suffers 1 mortal wound. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ Select one enemy operative within ⬟ of this operative and in its Line of Sight. That enemy operative suffers a number of mortal wounds based on the closest distance it is from this operative. Note that these are not cumulative.
+- Within ⬤ - D3+5 mortal wounds
+- Within 2⬤ - D3+3 mortal wounds
+- Within ⬟ - 3 mortal wounds
+
+This operative cannot perform this action while it has a Conceal order or while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5+
+ 1/2
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 2
+ 3
+ 5+
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 13
+
+
+
+
+ - This operative cannot perform mission actions or the Pick Up action (when it’s set up, it must drop all objective markers or tokens its former operative type was carrying).
+- Light terrain and operatives with a Wounds characteristic of 11 or less do not provide Cover for this operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 4/5
+ Relentless
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Ceaseless
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/2021 - Farstalker Kinband.cat b/2021 - Farstalker Kinband.cat
index 4cf8a66..ee77885 100644
--- a/2021 - Farstalker Kinband.cat
+++ b/2021 - Farstalker Kinband.cat
@@ -1,1887 +1,1892 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 9
-
-
-
-
- Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can select one enemy operative in the killzone. Until the end of the Turning Point, each time a friendly FARSTALKER KINBAND operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can choose one of the following effects:
-- Retain one attack dice as a successful normal hit without rolling it
-- The weapon gains the Ceaseless special rule
-- The weapon gains the P1 critical hit rule
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
- Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows:
-- if that enemy operative is not in this operative's Line of Sight.
-- if that enemy operative is more than ⬟ from this operative.
-On a 2+, subtract ⬤ from that enemy operative's Movement characteristic and it cannot perform Dash actions. This operative can only perform this action once, only if it is equipped with a pulse carbine and cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- 4
- 4+
- 4/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Until the end of the activation, all profiles of the accelerator bow this operative is equipped with gain the Lethal 5+ special rule. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- AP1
- -
-
-
-
-
- 4
- 3+
- 3/4
- Silent
- -
-
-
-
-
- 4
- 3+
- 3/2
- -
- Splash 2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, for each attack dice your opponent discards, the enemy operative in that combat suffers 1 mortal wound.
-
-
-
-
- Perform a free Fight action with this operative. After completing that action's fight sequence, if this operative or the target operative have not been incapacitated, fight in combat with this operative against the same target using the same weapon again.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Balanced, Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 9
-
-
-
-
- Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, each time an attack dice would inflict critical damage on this operative, you can choose for that attack dice to inflict normal damage instead.
-
-
-
-
- This operative is equipped with piercing shot and toxin shot and they do not cost any equipment points for this operative. Those weapons can be selected for this operative's use twice, instead of once.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 4/4
- AP1, Cumbersome*
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4⬤
- 2
- 2
- 3
- 5+
- 7
-
-
-
-
- Perform a free Dash, Fall Back or Normal Move action with this operative. At any point during that move, you can perform the Pick Up action for free with this operative, and any remaining increments of movement can be used after it does so.
-
-
-
-
- This operative cannot perform mission actions and cannot be equipped with equipment.
-
-
-
-
- Each time an enemy operative performs a Fight action, if this operative is a valid target, you can select this operative as the target instead. Each time an enemy operative finishes a Charge action within Engagement Range of another friendly FARSTALKER KINBAND operative within ⬛ of this operative, if this operative is not within Engagement Range of an enemy operative, this operative can perform a free Charge action, but must finish that move within Engagement Range of that enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Until the end of the activation:
-- The Kroot hunting rifle this operative is equipped with gains the Lethal 5+ and Silent special rules.
-- If this operative makes a shooting attack with the Kroot hunting rifle it is equipped with, enemy operatives are not Obscured for that shooting attack.
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 3/3
- Heavy
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Perform a free Shoot action with this operative with the dual Kroot pistols it is equipped with. After that shooting attack, you can make another attack with the dual Kroot pistols this operative is equipped with. This operative cannot perform this action if it has a Conceal order or while within Engagement Range of an enemy operative. It cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs this action.
-
-
-
-
- Once per Turning Point, when this operative is selected as the target of a shooting attack, if this operative is ready, you can interrupt this action to perform a free Shoot action with this operative with the dual Kroot pistols it is equipped with against that enemy operative (that enemy operative must be a valid target). If that enemy operative is not incapacitated or revived as a result, finish its shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, Balanced, Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- This operative can perform this action if it has a Conceal order, is within ▲ of a terrain feature and not within Engagement Range of an enemy operative.
-- Perform a free Charge action with this operative, but do not exceed its Movement characteristic (i.e. do not add ⬤).
-- Perform a free Fight action with this operative.
-- In the Resolve Successful Hits step of that combat, the first time you resolve one of your successful hits, you can immediately resolve another of your successful hits.
-
-
-
-
- This operative can perform a Charge action if it has a Conceal order.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- Balanced
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- The first time this operative is activated during the battle, place your Pech'ra token within ⬟ horizontally and any distance vertically of this operative. Each time this operative is activated thereafter, you can move your Pech'ra token up to ⬟ horizontally and any distance vertically. If this operative is incapacitated and removed from the killzone, remove your Pech'ra token.
-
-
-
-
- Select one enemy operative. Until the end of the Turning Point, while that enemy operative is within ⬟ horizontally and any distance vertically of your Pech'ra token, it is marked for the hunt. Until the end of the Turning Point, each time a friendly FARSTALKER KINBAND operative within ⬟ horizontally and any distance vertically of your Pech'ra token makes a shooting attack against an enemy operative marked for the hunt, that enemy operative cannot use Light terrain as Cover for that shooting attack. This operative cannot perform this action while within ⬟ of an enemy operative.
-
-
-
-
- Select one friendly operative Visible to and within ⬟ of this operative. Add 1 to its APL. This operative cannot perform this action while within ⬟ of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 2
- 3
- 5+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 2
- 3
- 5+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 2+
- 2/3
- Rng ⬟, AP2, Cumbersome*, Torrent ⬤
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- *
- 3/4
- AP1, Limited
- -
-
-
-
-
- The operative is equipped with the weapon below for the battle. Its BS characteristic is the same as the Kroot rifle or Kroot pistol the operative is equipped with.
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
- 4
- *
- 2/2
- Lethal 5+, Limited
- Stun
-
-
-
-
- The operative is equipped with the weapon below for the battle. Its BS characteristic is the same as the Kroot rifle or Kroot pistol the operative is equipped with.
-
-
-
-
-
-
-
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-
-
-
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-
-
-
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-
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-
-
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-
-
-
-
-
-
-
-
-
- Select one Kroot pistol, Kroot rifle, Kroot scattergun or dual Kroot pistols the operative is equipped with. It gains the Lethal 5+ special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform a Charge action if it has a Conceal order.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack during its activation, if it has not yet moved during that activation, ranged weapons it is equipped with (excluding quill grenades) gain the No Cover special rule for that shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes any kind of move, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative would lose a wound as a result of an attack dice that inflicts 4 damage or less, roll one D6: on a 6, that wound is not lost.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as having an Engage order as a result of a Vantage Point.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 1 to the Attacks characteristic of melee weapons this operative is equipped with (to a maximum of 4).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once during the battle, when this operative is activated, you can use this ability. If you do so, this operative regains D3+1 lost wounds.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once during the battle, when this operative is activated, you can use this ability. If you do so, add 1 to this operative's APL. Each Turning Point, only one operative can use this ability.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 2+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 2+
- 4/5
- Balanced
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While a friendly KINSTALKER FARBAND operative is Visible to and within ⬛ of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within ⬛ of this operative).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add ▲ to this operative's Movement characteristic for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time an enemy operative fights in combat with or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of weapons that enemy is equipped with for that combat or shooting attack (to a minimum of 2),
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, you can do one of the following:
-- Retain one additional dice as a successful normal save as a result of Cover.
-- Retain one dice as a successful critical save instead of a normal save as a result of Cover
-In addition, each time a shooting attack is made against this operative, the No Cover special rule has no effect for that shooting attack.
-
-
- An operative cannot move more than 3⬤ in the same activation in which it performs a Shoot action with this ranged weapon.
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- -
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 9
+
+
+
+
+ Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can select one enemy operative in the killzone. Until the end of the Turning Point, each time a friendly FARSTALKER KINBAND operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can choose one of the following effects:
+- Retain one attack dice as a successful normal hit without rolling it
+- The weapon gains the Ceaseless special rule
+- The weapon gains the P1 critical hit rule
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+ Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows:
+- if that enemy operative is not in this operative's Line of Sight.
+- if that enemy operative is more than ⬟ from this operative.
+On a 2+, subtract ⬤ from that enemy operative's Movement characteristic and it cannot perform Dash actions. This operative can only perform this action once, only if it is equipped with a pulse carbine and cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ 4
+ 4+
+ 4/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ Until the end of the activation, all profiles of the accelerator bow this operative is equipped with gain the Lethal 5+ special rule. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ AP1
+ -
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Silent
+ -
+
+
+
+
+ 4
+ 3+
+ 3/2
+ -
+ Splash 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ Each time this operative fights in combat, in the Roll Attack Dice step of that combat, for each attack dice your opponent discards, the enemy operative in that combat suffers 1 mortal wound.
+
+
+
+
+ Perform a free Fight action with this operative. After completing that action's fight sequence, if this operative or the target operative have not been incapacitated, fight in combat with this operative against the same target using the same weapon again.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Balanced, Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 9
+
+
+
+
+ Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, each time an attack dice would inflict critical damage on this operative, you can choose for that attack dice to inflict normal damage instead.
+
+
+
+
+ This operative is equipped with piercing shot and toxin shot and they do not cost any equipment points for this operative. Those weapons can be selected for this operative's use twice, instead of once.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 4/4
+ AP1, Cumbersome*
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Perform a free Dash, Fall Back or Normal Move action with this operative. At any point during that move, you can perform the Pick Up action for free with this operative, and any remaining increments of movement can be used after it does so.
+
+
+
+
+ This operative cannot perform mission actions and cannot be equipped with equipment.
+
+
+
+
+ Each time an enemy operative performs a Fight action, if this operative is a valid target, you can select this operative as the target instead. Each time an enemy operative finishes a Charge action within Engagement Range of another friendly FARSTALKER KINBAND operative within ⬛ of this operative, if this operative is not within Engagement Range of an enemy operative, this operative can perform a free Charge action, but must finish that move within Engagement Range of that enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ Until the end of the activation:
+- The Kroot hunting rifle this operative is equipped with gains the Lethal 5+ and Silent special rules.
+- If this operative makes a shooting attack with the Kroot hunting rifle it is equipped with, enemy operatives are not Obscured for that shooting attack.
+
+This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 3/3
+ Heavy
+ MW3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ Perform a free Shoot action with this operative with the dual Kroot pistols it is equipped with. After that shooting attack, you can make another attack with the dual Kroot pistols this operative is equipped with. This operative cannot perform this action if it has a Conceal order or while within Engagement Range of an enemy operative. It cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs this action.
+
+
+
+
+ Once per Turning Point, when this operative is selected as the target of a shooting attack, if this operative is ready, you can interrupt this action to perform a free Shoot action with this operative with the dual Kroot pistols it is equipped with against that enemy operative (that enemy operative must be a valid target). If that enemy operative is not incapacitated or revived as a result, finish its shooting attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟, Balanced, Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ This operative can perform this action if it has a Conceal order, is within ▲ of a terrain feature and not within Engagement Range of an enemy operative.
+- Perform a free Charge action with this operative, but do not exceed its Movement characteristic (i.e. do not add ⬤).
+- Perform a free Fight action with this operative.
+- In the Resolve Successful Hits step of that combat, the first time you resolve one of your successful hits, you can immediately resolve another of your successful hits.
+
+
+
+
+ This operative can perform a Charge action if it has a Conceal order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Balanced
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ The first time this operative is activated during the battle, place your Pech'ra token within ⬟ horizontally and any distance vertically of this operative. Each time this operative is activated thereafter, you can move your Pech'ra token up to ⬟ horizontally and any distance vertically. If this operative is incapacitated and removed from the killzone, remove your Pech'ra token.
+
+
+
+
+ Select one enemy operative. Until the end of the Turning Point, while that enemy operative is within ⬟ horizontally and any distance vertically of your Pech'ra token, it is marked for the hunt. Until the end of the Turning Point, each time a friendly FARSTALKER KINBAND operative within ⬟ horizontally and any distance vertically of your Pech'ra token makes a shooting attack against an enemy operative marked for the hunt, that enemy operative cannot use Light terrain as Cover for that shooting attack. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ Select one friendly operative Visible to and within ⬟ of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 2
+ 3
+ 5+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 2
+ 3
+ 5+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 2+
+ 2/3
+ Rng ⬟, AP2, Cumbersome*, Torrent ⬤
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/3
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ *
+ 3/4
+ AP1, Limited
+ -
+
+
+
+
+ The operative is equipped with the weapon below for the battle. Its BS characteristic is the same as the Kroot rifle or Kroot pistol the operative is equipped with.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ *
+ 2/2
+ Lethal 5+, Limited
+ Stun
+
+
+
+
+ The operative is equipped with the weapon below for the battle. Its BS characteristic is the same as the Kroot rifle or Kroot pistol the operative is equipped with.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one Kroot pistol, Kroot rifle, Kroot scattergun or dual Kroot pistols the operative is equipped with. It gains the Lethal 5+ special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative can perform a Charge action if it has a Conceal order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative makes a shooting attack during its activation, if it has not yet moved during that activation, ranged weapons it is equipped with (excluding quill grenades) gain the No Cover special rule for that shooting attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative makes any kind of move, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative would lose a wound as a result of an attack dice that inflicts 4 damage or less, roll one D6: on a 6, that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as having an Engage order as a result of a Vantage Point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to the Attacks characteristic of melee weapons this operative is equipped with (to a maximum of 4).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once during the battle, when this operative is activated, you can use this ability. If you do so, this operative regains D3+1 lost wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once during the battle, when this operative is activated, you can use this ability. If you do so, add 1 to this operative's APL. Each Turning Point, only one operative can use this ability.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 4/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 2+
+ 4/5
+ Balanced
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly KINSTALKER FARBAND operative is Visible to and within ⬛ of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within ⬛ of this operative).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add ▲ to this operative's Movement characteristic for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time an enemy operative fights in combat with or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of weapons that enemy is equipped with for that combat or shooting attack (to a minimum of 2),
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, you can do one of the following:
+- Retain one additional dice as a successful normal save as a result of Cover.
+- Retain one dice as a successful critical save instead of a normal save as a result of Cover
+In addition, each time a shooting attack is made against this operative, the No Cover special rule has no effect for that shooting attack.
+
+
+ An operative cannot move more than 3⬤ in the same activation in which it performs a Shoot action with this ranged weapon.
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+ ⚔
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
diff --git a/2021 - Fellgor Ravager.cat b/2021 - Fellgor Ravager.cat
index 264a4b8..6dbdd5e 100644
--- a/2021 - Fellgor Ravager.cat
+++ b/2021 - Fellgor Ravager.cat
@@ -1,1576 +1,1576 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/4
- Brutal
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
- While this operative has fewer than its starting number of wounds remaining, its melee weapons gain the Ceaseless special rule.
-
-
-
-
-
-
-
-
-
-
-
- In the Update Dataslates step, if this operative incapacitated one or more enemy operatives during the battle and was incapacitated itself, you can re-roll its Casualty test.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Before the battle, when selecting equipment, you can equip this operative with war paint for 0EP and it doesn’t have to be in your stash.
-
-
-
-
-
-
-
-
-
-
-
- Each time an enemy operative fights in combat with or makes a shooting attack against this operative, in the Roll Attack Dice step of that combat or shooting attack, keep track of each successful normal hit with a result that equals the selected weapon’s Weapon Skill/Ballistic Skill characteristic (e.g. a result of ‘3’ for a BS of 3+). Such attack dice inflict half damage on this operative (rounding up).
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, for each attack dice result of 1 that your opponent discards, the enemy operative in that combat suffers 1 mortal wound.
-
-
-
-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative, if it’s Visible to and within ⬟ of an enemy operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can use the Animalistic Fury Tactical Ploy for 0CP if this operative is the friendly FELLGOR RAVAGERS operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can use the Wild Rage Tactical Ploy for 0CP if this operative is the friendly FELLGOR RAVAGER operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative is activated, you can use this ability. If you do so, add 1 to this operative's APL.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Manifest Psychic Power action twice during its activation. If it does so, you must select different psychic powers to be resolved.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative cannot be injured and you can ignore any or all modifiers to its characteristics. If it's incapacitated, it automatically passes its Casualty test after the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Improve the Weapon Skill characteristic of the operative's melee weapons by 1 (to a maximum of 2+).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one autopistol the operative is equipped with. That weapon gains the Rending critical hit rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one bludgeon or cleaver the operative is equipped with (note that you cannot select skullcleaver or triple cleavers). That weapon gains the Rending critical hit rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative gains a 5+ invulnerable save for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s Movement and APL characteristics.
-
-
-
-
-
-
-
-
-
- Each time a friendly FELLGOR RAVAGER operative without a Frenzy token would be incapacitated, it gains a Frenzy token instead. If it was fighting in combat, all remaining attack dice (including your opponent’s) are discarded. If it has a Conceal order, change it to Engage.
-
-While a friendly FELLGOR RAVAGER operative has a Frenzy token:
-- It’s only incapacitated as specified below.
-- It cannot have a Conceal order.
-- It’s injured.
-- It cannot perform mission actions or the Pick Up action.
-
-- Treat its APL characteristic as 1 (after all modifiers) for the purposes of determining control (e.g. objective markers).
-
-
-A friendly FELLGOR RAVAGER operative with a Frenzy token is incapacitated when one of the following conditions is met:
-- Its activation ends.
-- An enemy operative strikes it with a critical hit in combat.
-- An enemy operative strikes it a second time with a normal hit in combat. Note that this can be strikes from two different combats.
-- The battle ends.
-
-- Critical damage is inflicted on it in a subsequent shooting attack (i.e. not the same shooting attack in which it gained a Frenzy token).
-
-
-Your opponent treats a FELLGOR RAVAGER operative as being incapacitated (instead of when it would be incapacitated normally) when it gains a Frenzy token for the following purposes:
-- Scoring VPs from Tac Ops that require enemy operatives to be incapacitated.
-- Gaining Pain tokens (HAND OF THE ARCHON) and Blooded tokens (BLOODED).
-- Completing performances of Allegories (VOID-DANCER TROUPE).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 2
- 1
- 3
- 5+
- 11
-
-
-
-
- Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select one friendly FELLGOR RAVAGER operative Visible to this operative. That selected operative, and all friendly FELLGOR RAVAGER operatives Visible to and within ⬤ of it, can immediately perform a free Dash action.
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 4/5
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/5
- Rng ⬟, Balanced
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/6
- Rng ⬟, AP2, Hot
- -
-
-
-
-
- 4
- 4+
- 5/6
- Rng ⬟, AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
- When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
-
-
-
-
- Each time an attack dice would inflict Critical Damage on a friendly FELLGOR RAVAGER operative within ⬛ of this operative, you can choose for that attack dice to inflict Normal Damage instead.
-
-
-
-
- Until the end of the Turning Point, this operative gains a 3+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Relentless
- -
-
-
-
-
- 4
- 3+
- 4/5
- Deflect*
- -
-
-
-
-
- Perform a free Normal Move action with this operative. For that action, it can move an additional ⬤, and can move within Engagement Range of enemy operatives (but cannot finish that move there). Each enemy operative that it moves within Engagement Range of suffers D3+1 mortal wounds (roll separately for each). This operative cannot perform this action if it has a Conceal order.
-
-
-
-
-
- Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so, that successful hit must be used to parry.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 11
-
-
-
-
- At the end of this operative’s activation, you can change its order.
-
-
-
-
- Perform a free Fight action with this operative, then a free Shoot action with this operative (or vice versa). It can perform that Shoot action while within Engagement Range of enemy operatives, but if it does so, it can and must target an enemy operative within its Engagement Range (even if other friendly operatives are within that enemy operative’s Engagement Range).
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Brutal
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- This operative can perform two Fight actions during its activation.
-
-
-
-
- While this operative doesn’t have a Frenzy token, each time it incapacitates an enemy operative in combat, roll one D3.
-- This operative regains a number of wounds equal to the result.
-- Until the end of the battle, add the result to the Critical Damage characteristic of this operative’s skullcleaver (to a maximum of 8).
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- While an enemy operative is Visible to and within ⬛ of this operative, and this operative is not within Engagement Range of any other enemy operatives:
-- Subtract 1 from the Attacks characteristic of that enemy operative’s melee weapons (to a minimum of 1).
-- 1 additional action point must be subtracted for that enemy operative to perform the Fall Back action.
-
-
-
-
- Select one friendly FELLGOR RAVAGER operative (excluding a SHAMAN or IRONHORN operative) Visible to and within ⬛ of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Lethal 4+
- Stun
-
-
-
-
- 4
- 2+
- 2/3
- Rng ⬛, Lethal 4+
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 11
-
-
-
-
- This operative cannot make shooting attacks. Each time this operative would perform a mission action (excluding the Operate Hatch action) or the Pick Up action, you must subtract one additional action point to do so.
-
-
-
-
- Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with this operative again (you do not have to select the same target). You cannot use the Ruthless Rampage Tactical Ploy between those two combats.
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/6
- Relentless
- Tactual Hunter*
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat with this weapon against an operative that is not ready, if you are the attacker, the first time this operative strikes with a critical hit, it can immediately strike with another successful hit.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- Psychic action. Resolve a FELLGOR RAVAGER psychic power. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Select one friendly FELLGOR RAVAGER operative that doesn’t have a Frenzy token and is Visible to and within ⬟ of this operative; that operative regains 2D3 lost wounds. If that operative has incapacitated any enemy operatives while fighting in combat during the battle, it regains 6 lost wounds instead.
-
-
-
-
- Until the end of the Turning Point, while a friendly FELLGOR RAVAGER operative is within ⬛ of this operative, enemy operatives more than ⬟ from that friendly operative always treat it as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-
-
-
-
- Select one enemy operative in this operative’s Line of Sight, then select one ranged weapon they are equipped with. Until the end of the battle, that enemy operative’s selected ranged weapon gains the Hot special rule (if the ranged weapon has more than one profile, all profiles gain the Hot special rule). If that enemy operative’s selected ranged weapon (or its profile) already has the Hot special rule, until the end of the battle, they suffer 1 additional mortal wound for each discarded attack dice result of 1.
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- -
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- - You can ignore any or all modifiers to this operative’s APL and it’s not affected by the Stun critical hit rule.
-- Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
-
-
-
-
- Select one point in the killzone within ⬟ of this operative. Roll one D6 for each other operative within ⬤ of that point:
-- On a 3+, subtract 1 from that operative’s APL.
-- On a 5+, that operative also suffers 3 mortal wounds.
-
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- Each other operative Visible to and within ⬤ of this operative suffers D3+1 mortal wounds. This operative cannot perform this action if it has a Conceal order.
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/5
- Brutal, Vicious Blows*
- Reap 2
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat:
-- If you are the attacker, this weapon gains the Ceaseless special rule for that combat.
-- If this operative performed a Charge action during this activation, this weapon gains the Relentless special rule for that combat.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/4
+ Brutal
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 2/3
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+ While this operative has fewer than its starting number of wounds remaining, its melee weapons gain the Ceaseless special rule.
+
+
+
+
+
+
+
+
+
+
+
+ In the Update Dataslates step, if this operative incapacitated one or more enemy operatives during the battle and was incapacitated itself, you can re-roll its Casualty test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Before the battle, when selecting equipment, you can equip this operative with war paint for 0EP and it doesn’t have to be in your stash.
+
+
+
+
+
+
+
+
+
+
+
+ Each time an enemy operative fights in combat with or makes a shooting attack against this operative, in the Roll Attack Dice step of that combat or shooting attack, keep track of each successful normal hit with a result that equals the selected weapon’s Weapon Skill/Ballistic Skill characteristic (e.g. a result of ‘3’ for a BS of 3+). Such attack dice inflict half damage on this operative (rounding up).
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat, in the Roll Attack Dice step of that combat, for each attack dice result of 1 that your opponent discards, the enemy operative in that combat suffers 1 mortal wound.
+
+
+
+
+
+
+
+
+
+
+
+ Each time a shooting attack is made against this operative, if it’s Visible to and within ⬟ of an enemy operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can use the Animalistic Fury Tactical Ploy for 0CP if this operative is the friendly FELLGOR RAVAGERS operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can use the Wild Rage Tactical Ploy for 0CP if this operative is the friendly FELLGOR RAVAGER operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, when this operative is activated, you can use this ability. If you do so, add 1 to this operative's APL.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative can perform the Manifest Psychic Power action twice during its activation. If it does so, you must select different psychic powers to be resolved.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative cannot be injured and you can ignore any or all modifiers to its characteristics. If it's incapacitated, it automatically passes its Casualty test after the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Improve the Weapon Skill characteristic of the operative's melee weapons by 1 (to a maximum of 2+).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Rng ⬟, AP1, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one autopistol the operative is equipped with. That weapon gains the Rending critical hit rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one bludgeon or cleaver the operative is equipped with (note that you cannot select skullcleaver or triple cleavers). That weapon gains the Rending critical hit rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative gains a 5+ invulnerable save for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can ignore any or all modifiers to this operative’s Movement and APL characteristics.
+
+
+
+
+
+
+
+
+
+ Each time a friendly FELLGOR RAVAGER operative without a Frenzy token would be incapacitated, it gains a Frenzy token instead. If it was fighting in combat, all remaining attack dice (including your opponent’s) are discarded. If it has a Conceal order, change it to Engage.
+
+While a friendly FELLGOR RAVAGER operative has a Frenzy token:
+- It’s only incapacitated as specified below.
+- It cannot have a Conceal order.
+- It’s injured.
+- It cannot perform mission actions or the Pick Up action.
+
+- Treat its APL characteristic as 1 (after all modifiers) for the purposes of determining control (e.g. objective markers).
+
+
+A friendly FELLGOR RAVAGER operative with a Frenzy token is incapacitated when one of the following conditions is met:
+- Its activation ends.
+- An enemy operative strikes it with a critical hit in combat.
+- An enemy operative strikes it a second time with a normal hit in combat. Note that this can be strikes from two different combats.
+- The battle ends.
+
+- Critical damage is inflicted on it in a subsequent shooting attack (i.e. not the same shooting attack in which it gained a Frenzy token).
+
+
+Your opponent treats a FELLGOR RAVAGER operative as being incapacitated (instead of when it would be incapacitated normally) when it gains a Frenzy token for the following purposes:
+- Scoring VPs from Tac Ops that require enemy operatives to be incapacitated.
+- Gaining Pain tokens (HAND OF THE ARCHON) and Blooded tokens (BLOODED).
+- Completing performances of Allegories (VOID-DANCER TROUPE).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 11
+
+
+
+
+ Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select one friendly FELLGOR RAVAGER operative Visible to and within ⬟ of this operative. That selected operative, and all friendly FELLGOR RAVAGER operatives Visible to and within ⬤ of it, can immediately perform a free Dash action.
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 4/5
+ -
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Rng ⬟, Balanced
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 5/6
+ Rng ⬟, AP2, Hot
+ -
+
+
+
+
+ 4
+ 4+
+ 5/6
+ Rng ⬟, AP1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 4+
+ 10
+
+
+
+
+ When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
+
+
+
+
+ Each time an attack dice would inflict Critical Damage on a friendly FELLGOR RAVAGER operative within ⬛ of this operative, you can choose for that attack dice to inflict Normal Damage instead. This ability has no effect when this operative has a Frenzy token.
+
+
+
+
+ Until the end of the Turning Point, this operative gains a 3+ invulnerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Relentless
+ -
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Deflect*
+ -
+
+
+
+
+ Perform a free Normal Move action with this operative. For that action, it can move an additional ⬤, and can move within Engagement Range of enemy operatives (but cannot finish that move there). Each enemy operative that it moves within Engagement Range of suffers D3+1 mortal wounds (roll separately for each). This operative cannot perform this action if it has a Conceal order.
+
+
+
+
+
+ Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so, that successful hit must be used to parry.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 11
+
+
+
+
+ At the end of this operative’s activation, you can change its order.
+
+
+
+
+ Perform a free Fight action with this operative, then a free Shoot action with this operative (or vice versa). It can perform that Shoot action while within Engagement Range of enemy operatives, but if it does so, it can and must target an enemy operative within its Engagement Range (even if other friendly operatives are within that enemy operative’s Engagement Range). You can only select an autopistol for this action's shooting attack.
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Brutal
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ This operative can perform two Fight actions during its activation.
+
+
+
+
+ While this operative doesn’t have a Frenzy token, each time it incapacitates an enemy operative in combat, roll one D3.
+- This operative regains a number of wounds equal to the result.
+- Until the end of the battle, add the result to the Critical Damage characteristic of this operative’s skullcleaver (to a maximum of 8).
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ While an enemy operative is Visible to and within ⬛ of this operative, and this operative is not within Engagement Range of any other enemy operatives:
+- Subtract 1 from the Attacks characteristic of that enemy operative’s melee weapons (to a minimum of 1).
+- 1 additional action point must be subtracted for that enemy operative to perform the Fall Back action.
+
+
+
+
+ Select one friendly FELLGOR RAVAGER operative (excluding a SHAMAN or IRONHORN operative) Visible to and within ⬛ of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Lethal 4+
+ Stun
+
+
+
+
+ 4
+ 2+
+ 2/3
+ Rng ⬛, Lethal 4+
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 11
+
+
+
+
+ This operative cannot make shooting attacks. Each time this operative would perform a mission action (excluding the Operate Hatch action) or the Pick Up action, you must subtract one additional action point to do so.
+
+
+
+
+ Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with this operative again (you do not have to select the same target). You cannot use the Ruthless Rampage Tactical Ploy between those two combats.
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/6
+ Relentless
+ Tactual Hunter*
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat with this weapon against an operative that is not ready, if you are the attacker, the first time this operative strikes with a critical hit, it can immediately strike with another successful hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ Psychic action. Resolve a FELLGOR RAVAGER psychic power. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ Select one friendly FELLGOR RAVAGER operative that doesn’t have a Frenzy token and is Visible to and within ⬟ of this operative; that operative regains 2D3 lost wounds. If that operative has incapacitated any enemy operatives while fighting in combat during the battle, it regains 6 lost wounds instead.
+
+
+
+
+ Until the end of the Turning Point, while a friendly FELLGOR RAVAGER operative is within ⬛ of this operative, enemy operatives more than ⬟ from that friendly operative always treat it as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
+
+
+
+
+ Select one enemy operative in this operative’s Line of Sight, then select one ranged weapon they are equipped with. Until the end of the battle, that enemy operative’s selected ranged weapon gains the Hot special rule (if the ranged weapon has more than one profile, all profiles gain the Hot special rule). If that enemy operative’s selected ranged weapon (or its profile) already has the Hot special rule, until the end of the battle, they suffer 1 additional mortal wound for each discarded attack dice result of 1.
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ -
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ - You can ignore any or all modifiers to this operative’s APL and it’s not affected by the Stun critical hit rule.
+- Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
+
+
+
+
+ Select one point in the killzone within ⬟ of this operative. Roll one D6 for each other operative within ⬤ of that point:
+- On a 3+, subtract 1 from that operative’s APL.
+- On a 5+, that operative also suffers 3 mortal wounds.
+
+
+This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ Each other operative Visible to and within ⬤ of this operative suffers D3+1 mortal wounds. This operative cannot perform this action if it has a Conceal order.
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 5/5
+ Brutal, Vicious Blows*
+ Reap 2
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat:
+- If you are the attacker, this weapon gains the Ceaseless special rule for that combat.
+- If this operative performed a Charge action during this activation, this weapon gains the Relentless special rule for that combat.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/2021 - Hearthkyn Salvager.cat b/2021 - Hearthkyn Salvager.cat
index 362aebc..e8aa933 100644
--- a/2021 - Hearthkyn Salvager.cat
+++ b/2021 - Hearthkyn Salvager.cat
@@ -1,1838 +1,1838 @@
-
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-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- Once in each Strategy phase, when you would use a Strategic Ploy or pass, you can select one enemy operative to gain a Grudge token instead, or two enemy operatives if three or more friendly HEARTHKYN SALVAGER operatives are incapacitated.
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/5
- Rng ⬟, AP1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/6
-
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Lethal 5+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
- Each time this operative fights in combat:
-- Enemy operatives cannot provide combat support.
-- If it’s incapacitated, you can strike with one of your remaining attack dice before it’s removed from the killzone.
-
-
-
-
- Select one enemy operative within this operative’s Engagement Range. You can move that enemy operative up to ⬛, then it suffers D3+1 mortal wounds. If the D3 result is a 3, subtract 1 from that enemy operative’s APL in addition. For the move, the FLY keyword has no effect, and that enemy operative must finish in a location it can be placed. It cannot move over the edge of the killzone, through any part of another operative’s base, or through a terrain feature (unless it has the Insignificant trait).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/4
- Ceaseless, Lethal 5+
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per Turning Point, the first time another friendly HEARTHKYN SALVAGER operative would be incapacitated while Visible to and within ⬛ of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within ▲ of this operative. Subtract 1 from both operatives’ APL.
-
-
-
-
- Select one friendly HEARTHKYN SALVAGER operative Visible to and within ▲ of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Combat Surgery ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/5
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
- Each time this operative would lose a wound as a result of a ranged weapon, if that weapon has the Blast X, Splash X and/ or Torrent X rule, or makes shooting attacks against each operative within range of a specified point (e.g. mines), roll one D6: on a 4+, that wound is not lost.
-
-
-
-
- This operative is equipped with a gravitic concussion grenade and it does not cost any equipment points for this operative.
-
-
-
-
- Place a Utility Grenade token within ⬟ of this operative, then select one of the following effects to last until the end of the Turning Point:
-- It costs operatives an additional ⬤ to move within ⬛ of your Utility Grenade token. If they don’t have sufficient Movement remaining, they cannot move within ⬛ of it. If they begin the move within ⬛ of it, ⬤ must be subtracted first.
-- While an operative is within ⬛ of your Utility Grenade token, its ranged weapons gain the Rng ⬟ special rule.
-- While an operative is within ⬛ of your Utility Grenade token, one additional action point must be subtracted for them to perform mission actions and the Pick Up action.
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Rng ⬤, Blast ▲, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/6
- AP2
- Beam*
-
-
-
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict D3 mortal wounds on each operative along one (and only one) beam line. An operative is along a beam line if a Cover line can be drawn to its base that crosses the base of the original target, but does not cross Heavy terrain.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- Relentless
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 4+
- 3/5
- Ceaseless, Fusillade, Heavy, Scan*
-
-
-
-
-
-
- Each time this operative makes a shooting attack with this weapon, enemy operatives are not Obscured for that shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- Blast ⬤
-
-
-
-
-
- 4
- 4+
- 5/6
- AP1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/4
- AP2, Unwieldy
- MW3
-
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-
-
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-
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-
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-
-
-
-
-
-
- Each time this operative performs a Charge action, its melee weapons gain the Brutal special rule until the end of the activation.
-
-
-
-
- Perform a free Normal Move action with this operative with the following additional rules:
-- It can move up to 2⬟ (instead of its Movement characteristic).
-- It can only move in a straight line and in one direction.
-
-
-
-
- This operative can perform this action while on a Vantage Point and not within Engagement Range of an enemy operative. Place a Climbing Rig token within ▲ of this operative. Until the end of the battle, friendly operatives are treated as being equipped with climbing equipment while within ▲ horizontally and any distance vertically of that token.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
- Select one friendly HEARTHKYN SALVAGER operative Visible to and within ⬟ of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Select one enemy operative in this operative’s Line of Sight that doesn’t have a System Jam token; it gains one. Until the end of the battle, while an operative has a System Jam token, it isn’t eligible to be activated until all other eligible operatives from its kill team have been activated. When that enemy operative is activated, remove its System Jam token. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
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-
-
- Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead place either your Attack token or your Defend token in the killzone.
-- While an enemy operative is within ⬛ of your Attack token, each time a friendly HEARTHKYN SALVAGER operative fights in combat with or makes a shooting attack against it, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
-- While a friendly HEARTHKYN SALVAGER operative is within ⬛ of your Defend token, each time a shooting attack is made against it, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
-- At the end of each Turning Point, remove your Attack token or Defend token.
-
-
-
-
- If your Attack token or Defend token (see above) is in the killzone, remove it, then place either your Attack token or Defend token in the killzone. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
- In the Set Up Operatives step, enemy operatives that are set up in the killzone cannot be outside of their drop zone (unless the mission specifies). In addition, enemy operatives cannot move before the battle begins (although your opponent can still select the Recon scouting option for the purpose of determining initiative).
-
-
-
-
- Place one of your Scan tokens in the killzone. Until the end of the Turning Point, each time a friendly HEARTHKYN SALVAGER operative makes a shooting attack against an enemy operative within ⬛ of that token, that friendly operative’s ranged weapon gains the No Cover special rule for that shooting attack. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this operative is selected for deployment, you can select five additional points worth of equipment for the battle.
-
-
-
-
- Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
-
-
-
-
- Reselect the weapon options of one friendly HEARTHKYN SALVAGER operative Visible to and within ▲ of this operative. For example, if a THEYN operative has a bolt revolver and concussion gauntlet, you could change its bolt revolver, concussion gauntlet or both to another valid option specified here. That operative reverts back to its standard weapon options at the end of the battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time an enemy operative incapacitates a friendly HEARTHKYN SALVAGER operative, that enemy operative gains a Grudge token.
-
-Each time a friendly HEARTHKYN SALVAGER operative fights in combat or makes a shooting attack against an enemy operative, in the Roll Attack Dice step of that combat or shooting attack, for each Grudge token that enemy operative has, you can retain one of your successful normal hits as a critical hit instead.
-
-
- While a friendly HEARTHKYN SALVAGER operative is performing a Normal Move action, add ▲ to its Movement characteristic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- Rng ⬟, Ceaseless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- Ceaseless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- -
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/5
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/4
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is activated, it regains 1 lost wound.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s characteristics.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative has less than half of its wounds remaining, each time it fights in combat with or makes a shooting attack against an enemy operative, that enemy operative has one additional Grudge token for that combat or shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time an attack dice inflicts damage on this operative, Damage characteristics of more than 4 are treated as 4.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative within ⬟ of it, its ranged weapons gain the No Cover special rule for that shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Enemy operatives do not gain a Grudge token for incapacitating this operative. Instead, the first enemy operative that causes this operative to lose any wounds during the battle gains a Grudge token.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/5
- Lethal 5+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
-- This operative does not need to be within ▲ of a physical and climbable part of a terrain feature in order to climb it. Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
-- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While a friendly HEARTHKYN SALVAGER operative is within ⬛ of this operative, that operative has a 4+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- At the end of the Set Up Barricades step, place one of your Clearance tokens within ▲ of a part of a terrain feature with the Traversable trait and more than ⬟ from your opponent’s drop zone. Until the end of the battle, friendly operatives do not have to traverse that terrain feature; they can move through it as if it were not there, so long as they do so within ▲ of that token. Note that they cannot finish the move on that terrain feature.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of the operative’s ranged weapons. Each time the operative makes a shooting attack with that weapon during the battle, you can ignore any or all modifiers to its Ballistic Skill characteristic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once during the battle, in the Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can instead select one enemy operative to gain a Grudge token.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of the operative’s melee weapons. Until the end of the battle, that weapon gains the Rending critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative is within ⬤ of an objective marker, add 1 to its Defence characteristic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Place a Grav-wave token within ⬟ of this operative. Until the end of the battle, each time a friendly HEARTHKYN SALVAGER operative moves within ▲ of that token, it gains the FLY keyword until the end of its activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one ion blaster or ion pistol the operative is equipped with. Add 1 to both of its Damage characteristics for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once in each Strategy phase, when you would use a Strategic Ploy or pass, you can select one enemy operative to gain a Grudge token instead, or two enemy operatives if three or more friendly HEARTHKYN SALVAGER operatives are incapacitated.
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 9
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Rng ⬟, AP1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟
+ P1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 5/6
+
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/6
+ Lethal 5+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+ Each time this operative fights in combat:
+- Enemy operatives cannot provide combat support.
+- If it’s incapacitated, you can strike with one of your remaining attack dice before it’s removed from the killzone.
+
+
+
+
+ Select one enemy operative within this operative’s Engagement Range. You can move that enemy operative up to ⬛, then it suffers D3+1 mortal wounds. If the D3 result is a 3, subtract 1 from that enemy operative’s APL in addition. For the move, the FLY keyword has no effect, and that enemy operative must finish in a location it can be placed. It cannot move over the edge of the killzone, through any part of another operative’s base, or through a terrain feature (unless it has the Insignificant trait). This operative can then perform a free Charge action up to ⬛ (even if it's performed an action during this activation that prevents it from doing so).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/4
+ Ceaseless, Lethal 5+
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per Turning Point, the first time another friendly HEARTHKYN SALVAGER operative would be incapacitated while Visible to and within ⬛ of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within ▲ of this operative. Subtract 1 from both operatives’ APL.
+
+
+
+
+ Select one friendly HEARTHKYN SALVAGER operative Visible to and within ▲ of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Combat Surgery ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+ Each time this operative would lose a wound as a result of a ranged weapon, if that weapon has the Blast X, Splash X and/ or Torrent X rule, or makes shooting attacks against each operative within range of a specified point (e.g. mines), roll one D6: on a 4+, that wound is not lost.
+
+
+
+
+ This operative is equipped with a gravitic concussion grenade and it does not cost any equipment points for this operative.
+
+
+
+
+ Place a Utility Grenade token within ⬟ of this operative, then select one of the following effects to last until the end of the Turning Point:
+- It costs operatives an additional ⬤ to move within ⬛ of your Utility Grenade token. If they don’t have sufficient Movement remaining, they cannot move within ⬛ of it. If they begin the move within ⬛ of it, ⬤ must be subtracted first.
+- While an operative is within ⬛ of your Utility Grenade token, its ranged weapons gain the Rng ⬟ special rule.
+- While an operative is within ⬛ of your Utility Grenade token, one additional action point must be subtracted for them to perform mission actions and the Pick Up action.
+
+This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/6
+ Rng ⬤, Blast ▲, AP1, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/6
+ AP2
+ Beam*
+
+
+
+
+
+ Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict D3 mortal wounds on each operative along one (and only one) beam line. An operative is along a beam line if a Cover line can be drawn to its base that crosses the base of the original target, but does not cross Heavy terrain.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Relentless
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 4+
+ 3/5
+ Ceaseless, Fusillade, Heavy, Scan*
+
+
+
+
+
+
+ Each time this operative makes a shooting attack with this weapon, enemy operatives are not Obscured for that shooting attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/5
+ Blast ⬤
+
+
+
+
+
+ 4
+ 4+
+ 5/6
+ AP1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 5/4
+ AP2, Unwieldy
+ MW3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative performs a Charge action, its melee weapons gain the Brutal special rule until the end of the activation.
+
+
+
+
+ Perform a free Normal Move action with this operative with the following additional rules:
+- It can move up to 2⬟ (instead of its Movement characteristic).
+- It can only move in a straight line and in one direction.
+
+
+
+
+ This operative can perform this action while on a Vantage Point and not within Engagement Range of an enemy operative. Place a Climbing Rig token within ▲ of this operative. Until the end of the battle, friendly operatives are treated as being equipped with climbing equipment while within ▲ horizontally and any distance vertically of that token.
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one friendly HEARTHKYN SALVAGER operative Visible to and within ⬟ of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ Select one enemy operative in this operative’s Line of Sight that doesn’t have a System Jam token; it gains one. Until the end of the battle, while an operative has a System Jam token, it isn’t eligible to be activated until all other eligible operatives from its kill team have been activated. When that enemy operative is activated, remove its System Jam token. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead place either your Attack token or your Defend token in the killzone.
+- While an enemy operative is within ⬛ of your Attack token, each time a friendly HEARTHKYN SALVAGER operative fights in combat with or makes a shooting attack against it, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
+- While a friendly HEARTHKYN SALVAGER operative is within ⬛ of your Defend token, each time a shooting attack is made against it, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
+- At the end of each Turning Point, remove your Attack token or Defend token.
+
+
+
+
+ If your Attack token or Defend token (see above) is in the killzone, remove it, then place either your Attack token or Defend token in the killzone. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In the Set Up Operatives step, enemy operatives that are set up in the killzone cannot be outside of their drop zone (unless the mission specifies). In addition, enemy operatives cannot move before the battle begins (although your opponent can still select the Recon scouting option for the purpose of determining initiative). In addition, enemy operatives cannot move until the Firefight phase of the first Turning Point.
+
+
+
+
+ Place one of your Scan tokens in the killzone. Until the end of the Turning Point, each time a friendly HEARTHKYN SALVAGER operative makes a shooting attack against an enemy operative within ⬛ of that token, that friendly operative’s ranged weapon gains the No Cover special rule for that shooting attack. This operative cannot perform this action while within Engagement Range of an enemy operative. In addition, that enemy operative is not Obscured for that shooting attack.
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this operative is selected for deployment, you can select five additional points worth of equipment for the battle.
+
+
+
+
+ Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
+
+
+
+
+ Reselect the weapon options of one friendly HEARTHKYN SALVAGER operative Visible to and within ▲ of this operative. For example, if a THEYN operative has a bolt revolver and concussion gauntlet, you could change its bolt revolver, concussion gauntlet or both to another valid option specified here. That operative reverts back to its standard weapon options at the end of the battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time an enemy operative incapacitates a friendly HEARTHKYN SALVAGER operative, that enemy operative gains a Grudge token.
+
+Each time a friendly HEARTHKYN SALVAGER operative fights in combat or makes a shooting attack against an enemy operative, in the Roll Attack Dice step of that combat or shooting attack, for each Grudge token that enemy operative has, you can retain one of your successful normal hits as a critical hit instead.
+
+
+ While a friendly HEARTHKYN SALVAGER operative is performing a Normal Move action, add ▲ to its Movement characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Rng ⬟, Ceaseless
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Ceaseless
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ -
+ P1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4+
+ 2/3
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/4
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative is activated, it regains 1 lost wound.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can ignore any or all modifiers to this operative’s characteristics.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this operative has less than half of its wounds remaining, each time it fights in combat with or makes a shooting attack against an enemy operative, that enemy operative has one additional Grudge token for that combat or shooting attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time an attack dice inflicts damage on this operative, Damage characteristics of more than 4 are treated as 4.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative makes a shooting attack against an enemy operative within ⬟ of it, its ranged weapons gain the No Cover special rule for that shooting attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Enemy operatives do not gain a Grudge token for incapacitating this operative. Instead, the first enemy operative that causes this operative to lose any wounds during the battle gains a Grudge token.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Lethal 5+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
+- This operative does not need to be within ▲ of a physical and climbable part of a terrain feature in order to climb it. Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
+- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly HEARTHKYN SALVAGER operative is within ⬛ of this operative, that operative has a 4+ invulnerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At the end of the Set Up Barricades step, place one of your Clearance tokens within ▲ of a part of a terrain feature with the Traversable trait and more than ⬟ from your opponent’s drop zone. Until the end of the battle, friendly operatives do not have to traverse that terrain feature; they can move through it as if it were not there, so long as they do so within ▲ of that token. Note that they cannot finish the move on that terrain feature.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one of the operative’s ranged weapons. Each time the operative makes a shooting attack with that weapon during the battle, you can ignore any or all modifiers to its Ballistic Skill characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once during the battle, in the Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can instead select one enemy operative to gain a Grudge token.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one of the operative’s melee weapons. Until the end of the battle, that weapon gains the Rending critical hit rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this operative is within ⬤ of an objective marker, add 1 to its Defence characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Place a Grav-wave token within ⬟ of this operative. Until the end of the battle, each time a friendly HEARTHKYN SALVAGER operative moves within ▲ of that token, it gains the FLY keyword until the end of its activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one ion blaster or ion pistol the operative is equipped with. Add 1 to both of its Damage characteristics for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+ ⚔
+
+
+
+
diff --git a/2021 - Hierotek Circle.cat b/2021 - Hierotek Circle.cat
index 78fcce6..e1aa213 100644
--- a/2021 - Hierotek Circle.cat
+++ b/2021 - Hierotek Circle.cat
@@ -1,1637 +1,1632 @@
-
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-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 13
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 3/3
- Blast ⬤, Lethal 5+
- Stun
-
-
-
-
- 3
- 3+
- 3/3
- Lethal 5+
- Stun
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/3
- AP1
- MW3
-
-
-
-
- 3
- 3+
- 3/6
- -
- -
-
-
-
-
-
-
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-
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-
-
- Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within ⬟ of this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), that operative has an invulnerable save equal to its unmodified Save characteristic.
-
-
-
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-
-
-
-
-
-
-
-
-
-
- Cryptek action. Place one of your Countertemporal Nanomine tokens within ⬟ of this operative. Each time an enemy operative performs an action in which it moves, if it would move within ⬟ of that token, subtract ⬤ from the distance it can move during that action. At the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), remove that token.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within ⬟ of this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first):
-- Add ⬛ to that operative's Movement characteristic.
-- Each time that operative would lose a wound, roll one D6: on a 5+. that wound is not lost.
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 13
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 2/3
- -
- Reap 3
-
-
-
-
- 5
- 3+
- 2/2
- AP2, Blast ⬤
- Splash 1
-
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-
-
- Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), each time an enemy operative within ⬟ of this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot re-roll their attack dice and cannot retain attack dice as critical hits (they must be retained as normal hits instead).
-
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-
-
-
-
-
-
-
-
-
-
-
- Cryptek action. Select a point in the killzone Visible to this operative (treat that point as an intended target) that a token can be placed flat upon, e.g. the floor of the killzone or a Vantage Point. Place one of your Despair tokens on that point. Each time an enemy operative would perform a mission action or the Pick Up action while within ⬤ of that token, one additional action point must be subtracted for that enemy operative to perform that action. In addition, when determining control of an objective marker that token is within ⬤ of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier. At the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), remove that token.
-
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-
-
-
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-
-
-
-
-
-
- Cryptek action. Select one enemy operative Visible to this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), that operative is treated as being injured, regardless of any rules that say it cannot be injured.
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- 3⬤
- 3
- 1
- 3
- 3+
- 13
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-
-
- 3
- 3+
- 3/5
- Lethal 5+
- -
-
-
-
-
- 6
- 3+
- 3/4
- AP1
- -
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-
- Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), this operative gains the "Rites of Reanimation" ability.
-
-
-
-
- Once in this Turning Point, when another friendly HIEROTEK CIRCLE operative would be incapacitated for the first time during the battle, if it is Visible to and within ⬟ of this operative, this operative can use this ability. If it does so, that friendly HIEROTEK CIRCLE operative attempts reanimation.
-
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-
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-
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-
-
- Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), friendly HIEROTEK CIRCLE operatives cannot be injured. In addition, in the Ready Operatives step of the next Turning Point, friendly HIEROTEK OPERATIVES regain up to 1 additional lost wound as a result of the Living Metal ability and are reanimated with one additional wound remaining.
-
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-
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-
-
- Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within ⬛ of this operative. That friendly operative regains 2D3 lost wounds, or D3 lost wounds if it was successfully reanimated during this Turning Point.
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-
-
-
-
- 3⬤
- 2
- 1
- 2
- 5+
- 5
-
-
-
-
- Once per Turning Point, when another friendly HIEROTEK CIRCLE operative would be incapacitated for the first time during the battle, if it is within ⬟ of this operative, this operative can use this ability. If it does so, that friendly HIEROTEK CIRCLE operative attempts reanimation.
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- 3⬤
- 2
- 1
- 2
- 5+
- 5
-
-
-
-
- Select one friendly DEATHMARK or IMMORTAL operative Visible to and within ⬟ of this operative. Add 1 to its APL.
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- 3⬤
- 2
- 1
- 3
- 3+
- 12
-
-
-
-
- Each time this operative makes a shooting attack if a friendly CRYPTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly CRYPTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
-
-
-
-
- Perform a free Cryptek action with this operative that a friendly CRYPTEK operative from your kill team has gained, but has not performed during this Turning Point (see your selected CRYPTEK operative's datacard). That Cryptek action cannot be performed by friendly operatives again during this Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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-
-
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-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- AP1
- -
-
-
-
-
- 3
- 3+
- 3/5
- -
- -
-
-
-
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- 2⬤
- 2
- 1
- 3
- 3+
- 10
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-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
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- 4
- 2+
- 4/4
- AP1, Heavy
- MW1
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-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- -
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- 2⬤
- 2
- 1
- 3
- 3+
- 12
-
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-
-
- Select one friendly DEATHMARK or IMMORTAL operative Visible to and within ⬟ of this operative. Once during this Turning Point, when the selected friendky operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
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- 2⬤
- 2
- 1
- 3
- 3+
- 10
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- Certain rules can allow friendly HIEROTEK CIRCLE operatives to attempt reanimation (e.g. Reanimation Beam). The first time each friendly HIEROTEK CIRCLE operative is incapacitated, if it attempts reanimation, before removing that operative from the killzone, place one of your Reanimation tokens underneath the operative as close as possible to the centre of its base and leave its order token next to it. Note that the second time each friendly HIEROTEK CIRCLE operative is incapacitated, it cannot attempt reanimation.
-
-In the Ready Operatives step fo each Turning Point, before resolving the Living Metal ability, roll one D6 for each of your Reanimation tokens. On a 1-2, leave that Reanimation token in the killzone. On a 3+, an operative is successfully reanimated.
-
-- Set up the operative that Reanimation token was placed for.
-- It must be placed within ⬛ of that Reanimation token and not within Engagement Range of enemy operatives.
-- It has D3+3 wounds remaining.
-- Give it an order of your choice.
-- Remove that Reanimation token.
-
-In narrative play, operatives that are successfully reanimated are not treated as being incapacitated for the purposes of Casualty tests unless they are incapacitated again during that battle.
-
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-
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-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬛
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 5+
- 1/2
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 3/3
- -
- Splash 1
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs the Command action, you can select one friendly DEATHMARK or IMMORTAL operative anywhere within the killzone (instead of Visible to and within ⬟).
-
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-
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-
-
-
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-
-
- This operative gains the remaining Cryptek action from its datacard.
-
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-
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-
-
-
-
-
-
- In the Select Equipment step, you can equip this operative with one item of equipment for the battle without spending any equipment points.
-
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-
-
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-
-
-
-
-
-
- If this operative was not reanimated during the Turning Point, it can regain up to D3 additional lost wounds as a result of the Living Metal ability. If it does so, it cannot regain any lost wounds as a result of the Canoptek Repair action during the same Turning Point.
-
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-
-
-
-
-
-
-
-
-
-
-
-
- Each time you roll one D6 for a Reanimation token placed for this operative, add 1 to the result. Each time this operative is successfully reanimated, it has 3 wounds remaining, instead of D3.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative's APL and Movement characteristics and it is not affected by the Stun critical hit rule.
-
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-
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-
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-
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-
-
-
- Select one enemy operative. Until the end of this Turning Point, each time this operative makes a shooting attack with a synaptic disintegrator against that enemy operative, at the end of the Roll Attack Dice step of that shooting attack, if you did not retain any critical hits, you can change one of your retained successful normal hits to a critical hit instead (resolving the MWx critical hit rule accordingly).
-
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-
-
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-
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-
-
-
-
-
-
-
-
-
- Select one bayonet this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
-
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-
-
-
-
-
-
-
-
-
-
-
-
- Each time an enemy operative finishes a Charge action within Engagement Range of this operative, roll three D6. For each result of 5+, that enemy operative suffers 1 mortal wound.
-
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-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack with a tesla carbine, for that shooting attack, for the purposes of the Splash X critical hit rule, inflict mortal wounds on the target and each other operative Visible to and within ⬛ of it (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While a friendly HIEROTEK CIRCLE operative is within ⬛ of this operative, each time that operative would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
-
-
-
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-
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-
-
-
-
-
- Select one ranged weapon this operative is equipped with. That weapon gains the MW1 critical hit rule for the battle. If the weapon already has the MWx critical hit rule, increase the x by 1 (e.g. MW1 becomes MW2).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, Indirect, Lethal 5+, Limited
- -
-
-
-
-
-
-
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-
-
-
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-
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-
-
- This operative has a 4+ invunerable save.
-
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-
- Once per Turning Point, before you would roll one D6 for one of your Reanimation tokens, if that token is within ⬟ of this operative, you can treat the result as a 6 without rolling it.
-
-
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-
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-
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-
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-
-
- - While an enemy operative is Visible to and within ⬤ of this operative, subtract 1 from the Attacks characteristic of melee weapons that enemy operative is equipped with.
-- Once per Turning Point, during this operative's activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
-
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-
-
- After the battle, in the Update Dataslates step:
-- If this operative was incapacitated during that battle, it automatically passes its Casualty test.
-- If this operative has any Battle Scars, you can re-roll its Recovery test.
-
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- Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice or add 1 to the result.
-
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-
-
- 5
- 3+
- 1/1
- Indirect, Limited, No Cover
- MW1
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- In the Ready Operatives step of each initiative phase, this operative regains up to 2 lost wounds (or up to 1 lost wound if it is a PLASMACYTE operative).
-
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-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
- Cryptek actions are unique actions this operative can perform. When this operative is added to your roster or dataslate, it gain two Cryptek actions - select them from those opposite. This operative cannot gain the same Cryptek action more than once, and cannot perform a Cryptek action it has not gained.
-
-
-
-
- Each time this operative makes a shooting attack if a friendly APPRENTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly APPRENTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
-
-
-
-
- Select one friendly DEATHMARK or IMMORTAL operative Visible to and within ⬟ of this operative or a friendly IMMORTAL DESPOTEK operative. That selected friendly operative can immediately perform a free Fight, Overwatch, 1AP Pick Up or 1AP mission action. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- - While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-- This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
-- This operative cannot be equipped with equipment.
-
-
-
-
\ No newline at end of file
+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 13
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 3/3
+ Blast ⬤, Lethal 5+
+ Stun
+
+
+
+
+ 3
+ 3+
+ 3/3
+ Lethal 5+
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/3
+ AP1
+ MW3
+
+
+
+
+ 3
+ 3+
+ 3/6
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within ⬟ of this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), that operative has an invulnerable save equal to its unmodified Save characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cryptek action. Place one of your Countertemporal Nanomine tokens within ⬟ of this operative. Each time an enemy operative performs an action in which it moves, if it would move within ⬛ of that token, subtract ⬤ from the distance it can move during that action (to a minimum of 2⬤). At the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), remove that token.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within ⬟ of this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first):
+- Add ⬛ to that operative's Movement characteristic.
+- Each time that operative would lose a wound, roll one D6: on a 5+. that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 13
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 2/3
+ -
+ Reap 3
+
+
+
+
+ 5
+ 3+
+ 2/2
+ AP2, Blast ⬤
+ Splash 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), each time an enemy operative within ⬟ of this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot re-roll their attack dice and cannot retain attack dice as critical hits (they must be retained as normal hits instead).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cryptek action. Select a point in the killzone Visible to this operative (treat that point as an intended target) that a token can be placed flat upon, e.g. the floor of the killzone or a Vantage Point. Place one of your Despair tokens on that point. Each time an enemy operative would perform a mission action or the Pick Up action while within ⬤ of that token, one additional action point must be subtracted for that enemy operative to perform that action. In addition, when determining control of an objective marker that token is within ⬤ of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier. At the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), remove that token.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cryptek action. Select one enemy operative Visible to this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), that operative is treated as being injured, regardless of any rules that say it cannot be injured. In addition, roll one D6. If the result is higher than that enemy operative's APL, subtract 1 from that enemy operative's APL.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 13
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/5
+ Lethal 5+
+ -
+
+
+
+
+ 6
+ 3+
+ 3/4
+ AP1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once in this Turning Point, when another friendly HIEROTEK CIRCLE operative would be incapacitated for the first time during the battle, if it is Visible to and within ⬟ of this operative, this operative can use this ability. If it does so, that friendly HIEROTEK CIRCLE operative attempts reanimation. Subtract 1 from this operative's APL if you use this ability.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), friendly HIEROTEK CIRCLE operatives cannot be injured. In addition, in the Ready Operatives step of the next Turning Point, friendly HIEROTEK OPERATIVES regain up to 1 additional lost wound as a result of the Living Metal ability and are reanimated with one additional wound remaining.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within ⬛ of this operative. That friendly operative regains 2D3 lost wounds, or D3 lost wounds if it was successfully reanimated during this Turning Point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 2
+ 5+
+ 5
+
+
+
+
+ Once per Turning Point, when another friendly HIEROTEK CIRCLE operative would be incapacitated for the first time during the battle, if it is within ⬟ of this operative, this operative can use this ability. If it does so, that friendly HIEROTEK CIRCLE operative attempts reanimation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 2
+ 5+
+ 5
+
+
+
+
+ Select one friendly DEATHMARK or IMMORTAL operative Visible to and within ⬟ of this operative. Add 1 to its APL.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 12
+
+
+
+
+ Each time this operative makes a shooting attack if a friendly CRYPTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly CRYPTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
+
+
+
+
+ Perform a free Cryptek action with this operative that a friendly CRYPTEK operative from your kill team has gained, but has not performed during this Turning Point (see your selected CRYPTEK operative's datacard). That Cryptek action cannot be performed by friendly operatives again during this Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ AP1
+ -
+
+
+
+
+ 3
+ 3+
+ 3/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 4/4
+ AP1, Heavy
+ MW1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 12
+
+
+
+
+ Select one friendly DEATHMARK or IMMORTAL operative Visible to and within ⬟ of this operative. Once during this Turning Point, when the selected friendky operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 3+
+ 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Certain rules can allow friendly HIEROTEK CIRCLE operatives to attempt reanimation (e.g. Reanimation Beam). The first time each friendly HIEROTEK CIRCLE operative is incapacitated, if it attempts reanimation, before removing that operative from the killzone, place one of your Reanimation tokens underneath the operative as close as possible to the centre of its base and leave its order token next to it. Note that the second time each friendly HIEROTEK CIRCLE operative is incapacitated, it cannot attempt reanimation.
+
+In the Ready Operatives step of each Turning Point, before resolving the Living Metal ability, roll one D6 for each of your Reanimation tokens. On a 1-2, leave that Reanimation token in the killzone. On a 2+, an operative is successfully reanimated.
+
+- Set up the operative that Reanimation token was placed for.
+- It must be placed within ⬛ of that Reanimation token and not within Engagement Range of enemy operatives.
+- It has D3+3 wounds remaining.
+- Give it an order of your choice.
+- Remove that Reanimation token.
+
+In narrative play, operatives that are successfully reanimated are not treated as being incapacitated for the purposes of Casualty tests unless they are incapacitated again during that battle.
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 2/3
+ Rng ⬛
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5+
+ 1/2
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ AP1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 3/3
+ -
+ Splash 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative performs the Command action, you can select one friendly DEATHMARK or IMMORTAL operative anywhere within the killzone (instead of Visible to and within ⬟).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative gains the remaining Cryptek action from its datacard.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In the Select Equipment step, you can equip this operative with one item of equipment for the battle without spending any equipment points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this operative was not reanimated during the Turning Point, it can regain up to D3 additional lost wounds as a result of the Living Metal ability. If it does so, it cannot regain any lost wounds as a result of the Canoptek Repair action during the same Turning Point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time you roll one D6 for a Reanimation token placed for this operative, add 1 to the result. Each time this operative is successfully reanimated, it has 3 wounds remaining, instead of D3.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can ignore any or all modifiers to this operative's APL and Movement characteristics and it is not affected by the Stun critical hit rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one enemy operative. Until the end of this Turning Point, each time this operative makes a shooting attack with a synaptic disintegrator against that enemy operative, at the end of the Roll Attack Dice step of that shooting attack, if you did not retain any critical hits, you can change one of your retained successful normal hits to a critical hit instead (resolving the MWx critical hit rule accordingly).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one bayonet this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time an enemy operative finishes a Charge action within Engagement Range of this operative, roll three D6. For each result of 5+, that enemy operative suffers 1 mortal wound.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative makes a shooting attack with a tesla carbine, for that shooting attack, for the purposes of the Splash X critical hit rule, inflict mortal wounds on the target and each other operative Visible to and within ⬛ of it (instead of ⬤).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly HIEROTEK CIRCLE operative is within ⬛ of this operative, each time that operative would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one ranged weapon this operative is equipped with. That weapon gains the MW1 critical hit rule for the battle. If the weapon already has the MWx critical hit rule, increase the x by 1 (e.g. MW1 becomes MW2).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟, Indirect, Lethal 5+, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative has a 4+ invunerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per Turning Point, before you would roll one D6 for one of your Reanimation tokens, if that token is within ⬟ of this operative, you can treat the result as a 6 without rolling it.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - While an enemy operative is Visible to and within ⬤ of this operative, subtract 1 from the Attacks characteristic of melee weapons that enemy operative is equipped with.
+- Once per Turning Point, during this operative's activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ After the battle, in the Update Dataslates step:
+- If this operative was incapacitated during that battle, it automatically passes its Casualty test.
+- If this operative has any Battle Scars, you can re-roll its Recovery test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice or add 1 to the result.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 1/1
+ Indirect, Limited, No Cover
+ MW1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In the Ready Operatives step of each initiative phase, this operative regains up to 2 lost wounds (or up to 1 lost wound if it is a PLASMACYTE operative).
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+ ⚔
+
+
+
+
+ Cryptek actions are unique actions this operative can perform. When this operative is added to your roster or dataslate, it gain two Cryptek actions - select them from those opposite. This operative cannot gain the same Cryptek action more than once, and cannot perform a Cryptek action it has not gained.
+
+
+
+
+ Each time this operative makes a shooting attack if a friendly APPRENTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly APPRENTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
+
+
+
+
+ Select one friendly DEATHMARK or IMMORTAL operative Visible to and within ⬟ of this operative or a friendly IMMORTAL DESPOTEK operative. That selected friendly operative can immediately perform a free Fight, Overwatch, 1AP Pick Up or 1AP mission action. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ - While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
+- This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
+- This operative cannot be equipped with equipment.
+
+
+
+
diff --git a/2021 - Kommando.cat b/2021 - Kommando.cat
index 19f7c35..c4770d6 100644
--- a/2021 - Kommando.cat
+++ b/2021 - Kommando.cat
@@ -1,1781 +1,1788 @@
-
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-
- 3⬤
- 2
- 1
- 3
- 5+
- 5
-
-
-
-
- This operative cannot have an Engage order. In addition, this operative is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-
-
-
-
- Select a point on a terrain feature that is Visible to this operative (treat that point as an intended target). Perform a free Normal Move action with this operative, moving in a single straight line with an unlimited Movement as though it can FLY. It must finish that move within ▲ of that point.
-
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-
-
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-
-
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-
- 3
- 5+
- 1/4
- -
- -
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- 4
- 2+
- 5/6
- -
- -
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- 4
- 4+
- 3/4
- Rng ⬟
- -
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-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if the target is within ⬟ of it, you can re-roll any or all of your attack dice.
-
-
-
-
- Perform a free Shoot action and free Dash action with this operative in any order. You can only select a dakka shoota for this action’s shooting attack.
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-
-
-
- 5
- 4+
- 3/4
- Unload Slugs*
- -
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-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- Perform a free Shoot action with this operative using its scoped big shoota. After making the shooting attack against the target, this operative can make a shooting attack against each other valid target within ⬤ of the original target. Each time this operative makes a shooting attack for this action, subtract 2 from the Attacks characteristic of its scoped big shoota for that shooting attack.
-
-
-
-
- Perform a free Shoot action with this operative using its scoped big shoota, even if it has a Conceal order.
-
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-
-
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-
-
-
- 6
- 3+
- 2/2
- -
- MW2
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-
-
-
-
-
- 4
- 3+
- 5/7
- Brutal
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 10
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- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- Each time after this operative fights in combat, if it lost any wounds in that combat but was not incapacitated, you can roll one D6: on a 4+, the enemy operative that fought it in that combat suffers 2 mortal wounds.
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- 4
- 3+
- 2/5
- Rng ⬟, Silent
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- 4
- 3+
- 4/5
- Relentless
- -
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- Each time this operative fights in combat, if it made a charge move during that activation, its breacha ram gains the Stun critical hit rule for that combat.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- Each time this operative performs a Normal Move, Dash or Charge action, it can move through parts of terrain features that are no more than ▲ thick as if they were not there.
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- 3
- 3+
- 5/5
- Brutal
- -
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- 3
- 3+
- 3/4
- -
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
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-
- Once per Turning Point, during this operative's activation, it can perform a mission or Pick Up action for one less AP (to a minimum of 0AP).
-
-
-
-
- Select one friendly KOMMANDO operative within ⬟ of and Visible to this operative. Add 1 to its APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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- 6
- 4+
- 1/1
- Rng ⬟
- Stun, MW2
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- 3⬤
- 2
- 1
- 3
- 5+
- 10
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- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
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- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
- Each time this operative performs a Shoot action during its activation, in the Roll Attack Dice step of that action's shooting attack, if it has not moved during that activation, you can re-roll any or all of your attack dice.
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- 5
- 4+
- 4/5
- AP1
- Splash 1
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- 3⬤
- 2
- 1
- 3
- 6+
- 6
-
-
-
-
- If this operative is incapacitated, roll one D6: on a 3+, it makes a shooting attack using its dynamite.
-
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-
-
- This operative cannot perform mission actions, cannot perform the Pick Up action and cannot have a Conceal order. It cannot be equipped with equipment. In narrative play, it cannot gain (or lose) experience and automatically passes Casualty tests.
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-
- 4
- 3+
- 5/6
- AP1, Bomb Squig*
- P2
-
-
-
-
- This operative can perform a Shoot action with this weapon if it is within Engagement Range of an enemy operative. When this operative performs a Shoot action and selects this ranged weapon, make a shooting attack against each other operative Visible to and within of it (even if it has friendly operatives within its Engagement Range) with this weapon - each of them is a valid target and cannot be in Cover. After all of those shooting attacks have been made, this operative is incapacitated and does not roll for its BOOM! ability. This operative cannot make a shooting attack with this weapon by performing an Overwatch action.
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- 3
- 4+
- 4/5
- -
- -
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- 4
- 3+
- 4/5
- -
- -
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-
- Each time this operative fights in combat, when you would retain attack dice for that combat, you can select one of your results of 5+ to be retained as a critical hit.
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-
- While this operative has lost any wounds, add 1 to both Damage characteristics of its melee weapons.
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- Each time this operative performs a Fight action, if it made a Charge action during that activation, its melee weapons gain the Relentless special rule for that combat.
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-
- Each time this operative is the target of a shooting attack, before rolling defence dice for that shooting attack, if it is in Cover and either has a Conceal order or is Ready, you can retain 2 dice as successful normal saves as a result of cover (instead of 1).
-
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-
-
-
- Before the battle, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for 1 less EP (to a minimum of 0).
-
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-
- Once per battle, at the start or end of this operative's activation, you can change its order.
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-
- 4
- 4+
- 4/5
- Rng ⬟
- Stun
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-
-
-
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-
-
-
-
-
-
-
- 4
- 3+
- 4/4
- -
- Stun
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-
- Select one point on the battlefield within ⬟ of this operative. Roll one D6 for each operative within ⬤ of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative's APL. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
-
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-
- Place the centre of one Smoke token on a point within ⬟ of this operative. That token creates an area of smoke with a ⬤ radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover Line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
-
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-
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-
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-
-
-
-
-
- 4
- 3+
- 2/4
- Rng ⬟, Blast ⬤, Indirect, Limited
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-
-
-
-
-
-
-
-
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-
-
-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, Blast ⬤, AP1, Indirect, Unwieldy, Limited
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-
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-
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-
-
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-
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-
-
- - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
-- This operative does not need to be within ▲ of a physical and climbable part of a a terrain feature in order to climb it.
-- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
-- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
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-
-
-
-
- Select a slugga, dakka shoota or scoped big shoota the operative is equipped with. That weapon gains the AP1 special rule for te battle. If you selected a slugga, this rare equipment costs 2DP, otherwise it costs 3EP.
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-
-
- Select a slugga, dakka shoota, scoped big shoota or rokkit launcha the operative is equipped with. Improve the Ballistic SKill characteristic of that weapon by 1 for the battle. If you selected a slugga, that weapon loses the Rng ⬟ special rule for the battle and this rare equipment costs 1EP, otherwise, it costs 3EP.
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-
- A slugga the operative is equipped with gains the following improvements for the battle:
-- Lethal 4+ special rule
-- Silent special rule
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- A choppa, big choppa or twin choppas the operative is equipped with gains the Lethal 5+ special rule for the battle.
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-
-
-
-
-
- The operative gains the the following abilities for the battle
-
-- Before the battle, remove one Battle Scar the operative has.
-- During the battle, this operative cannot be injured.
-- After the battle, this operative passes its Casualty test.
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-
-
- Gain 1CP for the battle.
-
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-
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- This operative can perform a Charge action while it has a Conceal order.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 13
-
-
-
-
- Each time this operative is activated, you can select one friendly KOMMANDO💀 operative within ⬟ of and visible to it. Add 1 to the selected operative's APL.
-
-
-
-
\ No newline at end of file
+
+
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+
+
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+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 5
+
+
+
+
+ This operative cannot have an Engage order. In addition, this operative is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
+
+
+
+
+ Select a point on a terrain feature that is Visible to this operative (treat that point as an intended target). Perform a free Normal Move action with this operative, moving in a single straight line with an unlimited Movement as though it can FLY. It must finish that move within ▲ of that point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5+
+ 1/4
+ -
+ -
+
+
+
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+
+
+
+
+
+
+ 4
+ 2+
+ 5/6
+ -
+ -
+
+
+
+
+
+
+
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+
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+
+
+
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+
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+
+
+
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+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if the target is within ⬟ of it, you can re-roll any or all of your attack dice.
+
+
+
+
+ Perform a free Shoot action and free Dash action with this operative in any order. You can only select a dakka shoota for this action’s shooting attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 3/4
+ Unload Slugs*
+ -
+
+
+
+
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+
+
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+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ Perform a free Shoot action with this operative using its scoped big shoota. After making the shooting attack against the target, this operative can make a shooting attack against each other valid target within ⬤ of the original target. Each time this operative makes a shooting attack for this action, subtract 2 from the Attacks characteristic of its scoped big shoota for that shooting attack.
+
+
+
+
+ Perform a free Shoot action with this operative using its scoped big shoota, even if it has a Conceal order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3+
+ 2/2
+ -
+ MW2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/7
+ Brutal
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ Each time after this operative fights in combat, if it lost any wounds in that combat but was not incapacitated, you can roll one D6: on a 4+, the enemy operative that fought it in that combat suffers 2 mortal wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/5
+ Rng ⬟, Silent
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Relentless
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat, if it made a charge move during that activation, its breacha ram gains the Stun critical hit rule for that combat.
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ Each time this operative performs a Normal Move, Dash or Charge action, it can move through parts of terrain features that are no more than ▲ thick as if they were not there.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 5/5
+ Brutal
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ Once per Turning Point, during this operative's activation, it can perform a mission or Pick Up action for one less AP (to a minimum of 0AP).
+
+
+
+
+ Select one friendly KOMMANDO operative within ⬟ of and Visible to this operative. Add 1 to its APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 4+
+ 1/1
+ Rng ⬟
+ Stun, MW2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 2/2
+ Rng ⬟, Torrent ⬤
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 10
+
+
+
+
+ Each time this operative performs a Shoot action during its activation, in the Roll Attack Dice step of that action's shooting attack, if it has not moved during that activation, you can re-roll any or all of your attack dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 4/5
+ AP1
+ Splash 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 6+
+ 6
+
+
+
+
+ If this operative is incapacitated, roll one D6: on a 3+, it makes a shooting attack using its dynamite.
+
+
+
+
+ This operative cannot perform mission actions, cannot perform the Pick Up action and cannot have a Conceal order. It cannot be equipped with equipment. In narrative play, it cannot gain (or lose) experience and automatically passes Casualty tests. This operative's APL characteristic cannot be positively modified.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/6
+ AP1, Bomb Squig*
+ P2
+
+
+
+
+ This operative can perform a Shoot action with this weapon if it is within Engagement Range of an enemy operative. When this operative performs a Shoot action and selects this ranged weapon, make a shooting attack against each other operative within its Engagement Range (even if it has friendly operatives within its Engagement Range) with this weapon - each of them is a valid target and cannot be in Cover. After all of those shooting attacks have been made, this operative is incapacitated and does not roll for its BOOM! ability. This operative cannot make a shooting attack with this weapon by performing an Overwatch action.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4+
+ 4/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat, when you would retain attack dice for that combat, you can select one of your results of 5+ to be retained as a critical hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this operative has lost any wounds, add 1 to both Damage characteristics of its melee weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative performs a Fight action, if it made a Charge action during that activation, its melee weapons gain the Relentless special rule for that combat.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative is the target of a shooting attack, before rolling defence dice for that shooting attack, if it is in Cover and either has a Conceal order or is Ready, you can retain 2 dice as successful normal saves as a result of cover (instead of 1).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Before the battle, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for 1 less EP (to a minimum of 0).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, at the start or end of this operative's activation, you can change its order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/5
+ Rng ⬟
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/4
+ -
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one point on the battlefield within ⬟ of this operative. Roll one D6 for each operative within ⬤ of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative's APL. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Place the centre of one Smoke token on a point within ⬟ of this operative. That token creates an area of smoke with a ⬤ radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover Line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/4
+ Rng ⬟, Blast ⬤, Indirect, Limited
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/6
+ Rng ⬟, Blast ⬤, AP1, Indirect, Unwieldy, Limited
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
+- This operative does not need to be within ▲ of a physical and climbable part of a a terrain feature in order to climb it.
+- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
+- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select a slugga, dakka shoota or scoped big shoota the operative is equipped with. That weapon gains the AP1 special rule for te battle. If you selected a slugga, this rare equipment costs 2DP, otherwise it costs 3EP.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select a slugga, dakka shoota, scoped big shoota or rokkit launcha the operative is equipped with. Improve the Ballistic SKill characteristic of that weapon by 1 for the battle. If you selected a slugga, that weapon loses the Rng ⬟ special rule for the battle and this rare equipment costs 1EP, otherwise, it costs 3EP.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A slugga the operative is equipped with gains the following improvements for the battle:
+- Lethal 4+ special rule
+- Silent special rule
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A choppa, big choppa or twin choppas the operative is equipped with gains the Lethal 5+ special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The operative gains the the following abilities for the battle
+
+- Before the battle, remove one Battle Scar the operative has.
+- During the battle, this operative cannot be injured.
+- After the battle, this operative passes its Casualty test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Gain 1CP for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+⚔
+ 💀
+
+
+
+
+ This operative can perform a Charge action while it has a Conceal order.
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 4+
+ 13
+
+
+
+
+ Each time this operative is activated, you can select one friendly KOMMANDO💀 operative within ⬟ of and visible to it. Add 1 to the selected operative's APL.
+
+
+
+
diff --git a/2021 - Strike Force Justian.cat b/2021 - Strike Force Justian.cat
index 6ee64c7..685fd4b 100644
--- a/2021 - Strike Force Justian.cat
+++ b/2021 - Strike Force Justian.cat
@@ -1,5 +1,5 @@
-
+
@@ -282,7 +282,7 @@
3
1
3
- 5+
+ 3+
12
@@ -428,12 +428,12 @@
-
-
-
-
-
-
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 14
diff --git a/2021 - Veteran Guardsmen.cat b/2021 - Veteran Guardsmen.cat
index ef48ad9..073302c 100644
--- a/2021 - Veteran Guardsmen.cat
+++ b/2021 - Veteran Guardsmen.cat
@@ -1,2373 +1,2373 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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- 3
- 4+
- 2/3
- -
- -
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- 4
- 4+
- 2/3
- -
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Select one friendly VETERAN GUARDSMAN💀 that is within ⬟ of and Visible to this operative. Add 1 to its APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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- Once in each Turning Point, when this operative is issued a Guardsman Order, it can relay it. If an order is relayed, subtract one from this operative's APL and all friendly VETERAN GUARDSMAN💀 operatives in the Kill Team are issued that order.
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Each time this operative would lose a wound, roll one D6; on a 5+, that wound is not lost. You can ignore any or all modifiers to this operative's APL.
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- 3
- 4+
- 4/5
- -
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Once per Turning Point, when this operative fights in combat, in the Resolve Successful Hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
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- 3
- 3+
- 3/3
- -
- Stun
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- 3⬤
- 2
- 2
- 3
- 5+
- 7
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
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- Until the end of the Turning Point, while a friendly VETERAN GUARDSMAN operative is within ⬛ of this operative, that friendly operative is uplifted. While an operative is uplifted, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can select one of your results of 5+ to be retained as a critical hit.
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- 4
- 3+
- 5/6
- Rng ⬟, AP1
- -
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- 4
- 3+
- 5/6
- Rng ⬟, AP2, Hot
- -
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- 4
- 3+
- 4/6
- Lethal 5+
- -
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- 4
- 4+
- 3/4
- Rng ⬟
- -
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- 4
- 3+
- 2/3
- Rng ⬟
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- 4
- 4+
- 3/4
- -
- -
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- 4
- 4+
- 3/4
- Balanced
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Each time this operative is activated, so long as it does not perform a Normal Move, Charge or Fall Back action during that activation, its long-las gains the Silent rule for that activation.
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- 4
- 2+
- 3/3
- -
- MW3
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- 4
- 4+
- 6/3
- Rng ⬟, AP2
- MW4
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- 4
- 4+
- 5/6
- AP1
- -
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- 4
- 4+
- 5/6
- AP2, Hot
- -
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- 4
- 4+
- 2/4
- Blast ⬤
- -
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- 4
- 4+
- 4/5
- AP1
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Place a Mine token within ▲ of and Visible to this operative, then perform a free Dash action. This operative cannot perform this action if it is within Engagement Range of an enemy operative, or if this operative's Mine token is in the killzone. If this operative is incapacitated and removed from the killzone, remove its Mine token.
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- 4
- 2+
- 5/6
- AP1, Detonate*, Silent
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- Each time this operative makes a Shoot action using its remote mine, make a shooting attack against each operative within ⬛ of the centre of its Mine token with that weapon. When making those shooting attacks, each operative (friendly and enemy) within ⬛ is a valid target, but when determining if it is in Cover, treat this operative's Mine token as the active operative. Then remove this operative's Mine token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Mine token is not in the killzone.
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Once per Turning Point, the first time another friendly VETERAN GUARDSMAN operative would be incapacitated while Visible to and within ⬛ of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That other friendly operative can then perform a free Dash action, but must finish that move within ▲ of this operative. Subtract 1 from both operatives' APL.
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-
-
- Select one friendly VETERAN GUARDSMAN operative within ▲ of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
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-
- Select one enemy operative Visible to this operative, then select one other ready friendly VETERAN GUARDSMAN operative with a Group Activation characteristic of 1 within ⬤ of and Visible to this operative. After this activation ends, you can activate that other friendly operative, and during its next activation, it treats that enemy operative as if it has an Engage order. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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- 5
- 4+
- 2/3
- Barrage, Unwieldy, Blast ⬤, Silent
- -
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- Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon's special rules, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
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-
-
- 6
- 5+
- 2/3
- Barrage, Blast ⬤, Indirect
- -
-
-
-
-
- Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon's special rules, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
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- 5
- 4+
- 3/4
- Barrage, Blast ⬤
- -
-
-
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- Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon's special rule, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
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- 4
- 3+
- 4/5
- AP1
- -
-
-
-
-
- 6
- 4+
- 2/3
- -
- -
-
-
-
-
- Select one enemy enemy operative in a friendly VETERAN GUARDMAN operative's Line of Sight to be the mark. Then place a Strafing Run token anywhere in the killzone (if you have a killzone edge, it cannot be placed closer to your edge than the mark is). Draw an imaginary line, 1mm wide, with unlimited height above and below between any part of the base of the mark and the centre of that Strafing Run token. Using the ranged weapon below, make a shooting attack against the mark and each other operative that has a base crossed by that line. For those shooting attacks, when determining if another operative is a valid target and if it is in Cover, draw Visibility and Cover lines from the mark, and if they are in Cover provided by Light terrain or another operative, they are treated as having an Engage order for that attack instead.
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-
-
- Add ▲ to the Movement characteristics of each friendly operative that was issued this order.
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-
-
-
- Each time a friendly operative that was issued this order makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of 1. This order has no effect on shooting attacks made with the mortar barrage and remote mine ranged weapons, or attacks made with tactical assets.
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-
-
- Each time a shooting attack is made against a friendly operative that was issued this order, in the Roll Defence Dice step of that shooting attack, if that Operative is in Cover, you can re-roll any or all of your defence dice results of 1. Friendly operatives that were issued this order cannot perform Dash or Charge actions.
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-
- Each time a friendly operative that was issued this order fights in combat, in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice results of 1.
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- If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.
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- Each time this operative is issued a Guardsman Order, you can select what order it receives (it can be a different order to what other friendly operatives receive).
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- Select one of this operative's ranged weapons. It gains the No Cover special rule.
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- While this operative is within ⬤ of the cenre of an objective marker, increase its Defense characteristic by 1.
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- Improve the Ballistic Skill characteristic of this operative's ranged weapons by 1 (to a maximum of 3+).
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- When this operative is incapacitated, you can use the In Death, Atonement Tactical Ploy without spending any Command Points if this operative is the VETERAN GUARDSMAN selected. If you do, for that operative's next activation, change the Ballistic Skill characteristic of its ranged weapons to 2+.
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- Modify the operative's ranged weapons for the battle as follows:
-- Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with.
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- Once per battle, in the Resolve Successful Hits step of a shooting attack or combat, you can ignore the damage inflicted on this operative from one attack dice.
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-
- 3
- 4+
- 3/5
- -
- -
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-
- While this operative is wholly within your drop zone, each time an enemy operative makes a shooting attack, if it is more than ⬤ from this operative, this operative is treated as being in Cover provided by Light terrain. This operative loses this ability if it performs a Normal Move, Charge, Fall Back or Dash action.
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- 4
- 3+
- 2/3
- Rng ⬟, Limited, Blast ⬤, Indirect
- -
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- 4
- 3+
- 4/5
- Rng ⬟, Limited, Indirect, AP1
- -
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- Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does, you can re-roll your dice.
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- During the mission sequence, if this friendly operative was selected for deployment, after resolving your selected option in the Scouting step, you can select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection.
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- Select a bolt pistol or laspistol the operative is equipped with. It gains the following improvements for the battle.
-
-- Improve its Ballistic Skill characteristic by 1.
-- Add 1 to its Attacks characteristic.
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- Each time this operative performs the Signal action, it can select any friendly operative in the killzone, rather than within ⬟ and Visible to it.
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- Until the end of the Turning Point, while a friendly VETERAN GUARDMAN operative is within ⬟ of this operative, it is inspired by sacrifice. While an operative is inspired by sacrifice, each time it fights in combat or is the target of a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can change one of your opponent's critical hits to a normal hit.
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- At the end of this operative's activation, if it did not perform a Shoot action during that activation, until the start of its next activation it is motivated by honour. While an operative is motivated by honour:
-- When determining control of an objective marker, treat its APL as 1 higher (to a maximum of 3). Note that this is not a modifier.
-- In the Resolve Successful Hits step of a shooting attack or combat, each time damage is inflicted on the operative, halve the damage that is applied (rounding up).
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- - Each time this operative performs the Medikit action, the friendly operative selected regains D3+3 lost wounds, rather than 2D3.
-- After the battle, in the Update Dataslates step of the mission sequence, if this operative was not incapacitated during the battle, you can re-roll two Casualty test as a result of this Medic, rather than 1.
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- Select a power weapon the operative is equipped with. It gains the Balanced special rule for the battle.
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
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-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
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-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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-
- If a friendly SERGEANT VETERAN operative is incapacitated and removed from the killzone, you can nominate this operative for command. If you do, until the end of the battle, it gains the LEADER keyword and the Guardsman Orders abiity.
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-
-
- Each time this operative is activated, if it has not been nominated for command, you can select one other ready friendly VETERAN GUARDSMAN operative within ⬟ of and Visible to it. After this operative's activation ends, activate that operative, and treat its Group Activation characteristic as 1 for that activation.
-
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-
-
- Once in each Strategy phase, when it is your turn to use a Strategic Ploy, if this operative is in the killzone, it can issue a Guardsman Order: if it does, all friendly VETERAN GUARDSMAN operatives within ⬟ of and Visible to it are issued a Guardsman Order.
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-Each time a friendly operative issues a Guardsman Order, select one Guardsman Order to take effect until the end of the Turning Point.
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-If more than one Guardsmen Order could be issued by your kill team during the Turning Point, e.g. the Inspirational Leadership Tactical Ploy (pg 45), they must be different Guardsmen Orders.
-
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-
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+
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+
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+
+
+
+
+
+
+ 3
+ 4+
+ 2/3
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 2/3
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Select one friendly VETERAN GUARDSMAN💀 that is within ⬟ of and Visible to this operative. Add 1 to its APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
+
+
+
+
+ Once in each Turning Point, when this operative is issued a Guardsman Order, it can relay it. If an order is relayed, subtract one from this operative's APL and all friendly VETERAN GUARDSMAN💀 operatives in the Kill Team are issued that order.
+
+
+
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+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Each time this operative would lose a wound, roll one D6; on a 5+, that wound is not lost. You can ignore any or all modifiers to this operative's APL.
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+ 3
+ 4+
+ 4/5
+ -
+ -
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Once per Turning Point, when this operative fights in combat, in the Resolve Successful Hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/3
+ -
+ Stun
+
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+
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+
+
+
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+
+
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+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 2
+ 3
+ 5+
+ 7
+
+
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+
+
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+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
+
+
+
+
+ Until the end of the Turning Point, while a friendly VETERAN GUARDSMAN operative is within ⬛ of this operative, that friendly operative is uplifted. While an operative is uplifted, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can select one of your results of 5+ to be retained as a critical hit.
+
+
+
+
+
+
+
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+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/6
+ Rng ⬟, AP1
+ -
+
+
+
+
+ 4
+ 3+
+ 5/6
+ Rng ⬟, AP2, Hot
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/6
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Rng ⬟
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Balanced
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Each time this operative is activated, so long as it does not perform a Normal Move, Charge or Fall Back action during that activation, its long-las gains the Silent rule for that activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 3/3
+ -
+ MW3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 6/3
+ Rng ⬟, AP2
+ MW4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 5/6
+ AP1
+ -
+
+
+
+
+ 4
+ 4+
+ 5/6
+ AP2, Hot
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 2/4
+ Blast ⬤
+ -
+
+
+
+
+ 4
+ 4+
+ 4/5
+ AP1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Place a Mine token within ▲ of and Visible to this operative, then perform a free Dash action. This operative cannot perform this action if it is within Engagement Range of an enemy operative, or if this operative's Mine token is in the killzone. If this operative is incapacitated and removed from the killzone, remove its Mine token. This operative can only perform this action once.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 5/6
+ AP1, Detonate*, Silent
+
+
+
+
+
+ Each time this operative makes a Shoot action using its remote mine, make a shooting attack against each operative within ⬤ of the centre of its Mine token with that weapon. When making those shooting attacks, each operative (friendly and enemy) within ⬤ is a valid target, but when determining if it is in Cover, treat this operative's Mine token as the active operative. Then remove this operative's Mine token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Mine token is not in the killzone. An operative cannot be a valid target if Heavy terrain is wholly intervening (must be able to draw a Cover line from the centre of the Mine token to any part of the intended target's base without crossing Heavy terrain).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Once per Turning Point, the first time another friendly VETERAN GUARDSMAN operative would be incapacitated while Visible to and within ⬛ of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That other friendly operative can then perform a free Dash action, but must finish that move within ▲ of this operative. Subtract 1 from both operatives' APL.
+
+
+
+
+ Select one friendly VETERAN GUARDSMAN operative within ▲ of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ Select one enemy operative Visible to this operative, then select one other ready friendly VETERAN GUARDSMAN operative with a Group Activation characteristic of 1 within ⬤ of and Visible to this operative. After this activation ends, you can activate that other friendly operative, and during its next activation, it treats that enemy operative as if it has an Engage order unless that enemy operative is in Cover provided by Heavy terrain. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 2/3
+ Barrage, Unwieldy, Blast ⬤, Silent
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon's special rules, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
+
+
+
+
+ 6
+ 5+
+ 2/3
+ Barrage, Blast ⬤, Indirect
+ -
+
+
+
+
+ Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon's special rules, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
+
+
+
+
+ 5
+ 4+
+ 3/4
+ Barrage, Blast ⬤
+ -
+
+
+
+
+ Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon's special rule, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
+
+
+
+
+ 4
+ 3+
+ 4/5
+ AP1
+ -
+
+
+
+
+ 6
+ 4+
+ 2/3
+ -
+ -
+
+
+
+
+ Select one enemy enemy operative in a friendly VETERAN GUARDMAN operative's Line of Sight to be the mark. Then place a Strafing Run token anywhere in the killzone (if you have a killzone edge, it cannot be placed closer to your edge than the mark is). Draw an imaginary line, 1mm wide, with unlimited height above and below between any part of the base of the mark and the centre of that Strafing Run token. Using the ranged weapon below, make a shooting attack against the mark and each other operative that has a base crossed by that line. For those shooting attacks, when determining if another operative is a valid target and if it is in Cover, draw Visibility and Cover lines from the mark, and if they are in Cover provided by Light terrain or another operative, they are treated as having an Engage order for that attack instead.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add ▲ to the Movement characteristics of each friendly operative that was issued this order.
+
+
+
+
+ Each time a friendly operative that was issued this order makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of 1. This order has no effect on shooting attacks made with the mortar barrage and remote mine ranged weapons, or attacks made with tactical assets.
+
+
+
+
+ Each time a shooting attack is made against a friendly operative that was issued this order, in the Roll Defence Dice step of that shooting attack, if that Operative is in Cover, you can re-roll any or all of your defence dice results of 1. Friendly operatives that were issued this order cannot perform Dash or Charge actions.
+
+
+
+
+ Each time a friendly operative that was issued this order fights in combat, in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice results of 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative is issued a Guardsman Order, you can select what order it receives (it can be a different order to what other friendly operatives receive).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one of this operative's ranged weapons. It gains the No Cover special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this operative is within ⬤ of the cenre of an objective marker, increase its Defense characteristic by 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Improve the Ballistic Skill characteristic of this operative's ranged weapons by 1 (to a maximum of 3+).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When this operative is incapacitated, you can use the In Death, Atonement Tactical Ploy without spending any Command Points if this operative is the VETERAN GUARDSMAN selected. If you do, for that operative's next activation, change the Ballistic Skill characteristic of its ranged weapons to 2+.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Modify the operative's ranged weapons for the battle as follows:
+- Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, in the Resolve Successful Hits step of a shooting attack or combat, you can ignore the damage inflicted on this operative from one attack dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4+
+ 3/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this operative is wholly within your drop zone, each time an enemy operative makes a shooting attack, if it is more than ⬤ from this operative, this operative is treated as being in Cover provided by Light terrain. This operative loses this ability if it performs a Normal Move, Charge, Fall Back or Dash action.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Rng ⬟, Limited, Blast ⬤, Indirect
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Rng ⬟, Limited, Indirect, AP1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does, you can re-roll your dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ During the mission sequence, if this friendly operative was selected for deployment, after resolving your selected option in the Scouting step, you can select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select a bolt pistol or laspistol the operative is equipped with. It gains the following improvements for the battle.
+
+- Improve its Ballistic Skill characteristic by 1.
+- Add 1 to its Attacks characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative performs the Signal action, it can select any friendly operative in the killzone, rather than within ⬟ and Visible to it.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Until the end of the Turning Point, while a friendly VETERAN GUARDMAN operative is within ⬟ of this operative, it is inspired by sacrifice. While an operative is inspired by sacrifice, each time it fights in combat or is the target of a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can change one of your opponent's critical hits to a normal hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At the end of this operative's activation, if it did not perform a Shoot action during that activation, until the start of its next activation it is motivated by honour. While an operative is motivated by honour:
+- When determining control of an objective marker, treat its APL as 1 higher (to a maximum of 3). Note that this is not a modifier.
+- In the Resolve Successful Hits step of a shooting attack or combat, each time damage is inflicted on the operative, halve the damage that is applied (rounding up).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Each time this operative performs the Medikit action, the friendly operative selected regains D3+3 lost wounds, rather than 2D3.
+- After the battle, in the Update Dataslates step of the mission sequence, if this operative was not incapacitated during the battle, you can re-roll two Casualty test as a result of this Medic, rather than 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select a power weapon the operative is equipped with. It gains the Balanced special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+⚔
+ 💀
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ If a friendly SERGEANT VETERAN operative is incapacitated and removed from the killzone, you can nominate this operative for command. If you do, until the end of the battle, it gains the LEADER keyword and the Guardsman Orders abiity.
+
+
+
+
+ Each time this operative is activated, if it has not been nominated for command, you can select one other ready friendly VETERAN GUARDSMAN operative within ⬟ of and Visible to it. After this operative's activation ends, activate that operative, and treat its Group Activation characteristic as 1 for that activation.
+
+
+
+
+ Once in each Strategy phase, when it is your turn to use a Strategic Ploy, if this operative is in the killzone, it can issue a Guardsman Order: if it does, all friendly VETERAN GUARDSMAN operatives within ⬟ of and Visible to it are issued a Guardsman Order.
+
+Each time a friendly operative issues a Guardsman Order, select one Guardsman Order to take effect until the end of the Turning Point.
+
+If more than one Guardsmen Order could be issued by your kill team during the Turning Point, e.g. the Inspirational Leadership Tactical Ploy (pg 45), they must be different Guardsmen Orders.
+
+
+
+
diff --git a/2021 - Void-Dancer Troupe.cat b/2021 - Void-Dancer Troupe.cat
index 583c845..a413d4e 100644
--- a/2021 - Void-Dancer Troupe.cat
+++ b/2021 - Void-Dancer Troupe.cat
@@ -1,1248 +1,1252 @@
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- Rending
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-
- 4
- 3+
- 5/3
- Rng ⬛, AP2
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 6+
- 9
-
-
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the Resolve Successful Hits step of that shooting attack, if the target loses any wounds, the target is injured until the end of the Turning Point.
-
-
-
-
- Perform a free Shoot action with this operative using the shrieker cannon it is equipped with. The shrieker cannon has the Torrent ⬤ special rule instead of the Fusillade special rule for that shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Fusillade, Heavy, Humbling Cruelty*
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- Reap 2
-
-
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-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 6+
- 9
-
-
-
-
- Once per battle, in the Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select a different Allegory to be active for your kill team. You can also select a different operative for the pivotal role. The new pivotal role would therefore have the Accolade ability of the new active Allegory instead. Your Performance tally remains unchanged (therefore if the tally was four or more, all friendly VOID-DANCER TROUPE operatives have the Accolade ability of the new active Allegory instead).
-
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- 3⬤
- 3
- 1
- 3
- 6+
- 8
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- 3⬤
- 3
- 1
- 3
- 6+
- 9
-
-
-
-
- Psychic action. Resolve a VOID-DANCER TROUPE psychic power. This operative can perform this action twice during its activation, but cannot perform it while within Engagement Range of an enemy operative.
-
-
-
-
- Select one point on the killzone within ⬟ of this operative. Roll one D6 for each operative within ⬤ of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative's APL; in addition, on a 6, that operative suffers 1 mortal wound. This operative can only perform this action once per battle, and cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Select one friendly VOID-DANCER TROUPE operative Visible to this operative. Until the end of the Turning Point:
-- For the purposes of determining Line of Sight, while that operative is more than ⬟ from the active operative, it is in Cover.
-- Enemy operatives cannot end a Charge action within Engagement Range of that operative unless they began that action within ⬟ of it, or they would also end that action within Engagement Range of another friendly operative from your kill team.
-
-
-
-
- Select one ready enemy operative Visible to this operative and roll one D6. Until the end of the Turning Point, that enemy operative is treated as having a Group Activation of 1, and cannot be activated or perform actions until it is the last enemy operative to be activated, or a number of enemy operatives have been activated equal to the result of the D6 (whichever comes first).
-
-
-
-
- Select one enemy operative within this operative's Line of Sight. Both players roll six D6. Pair your dice with your opponent's dice based on matching results. For each matching pair, that enemy operative suffers 1 mortal wound. For example, if you roll 6, 5, 5, 4, 2, 1 and your opponent rolls 6, 5, 4, 4, 3, 1, that enemy operative would suffer 4 mortal wounds.
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- -
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
- Once per battle, you can use a VOID-DANCER TROUPE Tactical Ploy without spending any Command Points if this operative is the VOID-DANCER TROUPE operative specified by that Tactical Ploy.
-
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-
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-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat, at the end of the Roll Attack Dice step of that combat, if you have retained more normal hits than your opponent has, you can change one of your retained successful normal hits to a critical hit instead.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, this operative can perform two Shoot actions with a shuriken pistol or two Fight actions during its activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs a Fight action in an activation in which it has already performed a Shoot action, or performs a Shoot action in an activation in which is has already performed a Fight action, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is activated, you can use the Capricious Role Tactical Ploy for this operative without spending any Command Points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, if an operative with this Battle Honour is the first friendly operative to be activated during the Turning Point, you can use this Battle Honour. If you do so, until the end of the Turning Point, weapons that operative is equipped with gain the Lethal 5+ special rule. Note that you can only use this Battle Honour once per battle (even if more than one friendly operative has this Battle Honour).
-
-
-
-
-
-
-
-
-
-
-
- This operative performs a Fall Back action.
- This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
-
-
-
-
- This operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step.
- Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
-
-
-
-
- This operative incapacitates an enemy operative in shooting attack by inflicting damage with two or less attack dice in the Resolve Successful Hits step.
- Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
-
-
-
-
- This operative perofmrs a Charge action and ends the move within ⬟ of your opponent's drop zone.
- This operative can move up to a distance equal to its Movement characteristic plus ⬛ for Charge actions, instead of plus ⬤.
-
-
-
-
- The operative loses wounds from a shooting attack made by an enemy operative.
- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is not in Cover, you can retain one as a successful normal save without rolling it.
-
-
-
-
-
- When selecting your kill team for the battle, select an Allegory to be active for it during the battle (reveal it to your opponent when you reveal your kill team). Then, at the start of the first Strategy phase, select one friendly VOID-DANCER TROUPE operative to have the pivotal role for the battle. While a friendly operative has the pivotal role, it has the Accolade ability of the active Allegory.
-
-Keep a Performance tally for your kill team for the battle. Add 1 to the tally as follows:
-- The first time each friendly VOID-DANCER TROUPE operative completes the Performance of an active Allegory during the battle.
-- The first time a friendly pivotal role operative completes the Performance of an active Allegory during the battle (this is cumulative with the above).
-
-Note that this means, for the purposes of your kill team's Performance tally during the battle, each friendly operative can only complete one Performance, and only one pivotal role can complete a Performance (even if you change the active Allegory or pivotal role during the battle. For example, as a result of the LEAD PLAYER operative's Performance Lead ability).
-
-When you add the fourth mark to your Performance tally:
-- All friendly VOID-DANCER TROUPE operatives have the Accolade ability of the active Allegory until the end of the battle.
-- You gain 1 Command Point.
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-
- 5
- 3+
- 4/5
- Balanced
- -
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- 5
- 3+
- 4/5
- -
- Rending
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-
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- 5
- 3+
- 3/7
- -
- -
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- 5
- 3+
- 4/5
- Brutal
- -
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- 5
- 2+
- 4/6
- Lethal 5+
- -
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- Select one shuriken pistol or shrieker cannon the operative is equipped with. That weapon gains the MW1 critical hit rule for the battle. If you selected a shrieker cannon, this equipment costs 4EP, otherwise it costs 3EP.
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- If this operative is incapacitated, at the end of that activation, you gain 1CP.
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- Select one embrace the operative is equipped with. That weapon gains the Reap 1 critical hit rule and Lethal 5+ special rule for the battle.
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- Select one kiss the operative is equipped with. Add 1 to that weapon's Normal Damage characteristic for the battle.
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- Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any Command Points.
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- 4
- 3+
- 3/4
- Rng ⬟, Blast ⬤, Indirect, Limited
- Stun
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- Select one neuro disruptor this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
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- Remove the Heavy special rule from the shrieker cannon that operative is equipped with for the battle. That weapon gains the following special rule for the battle instead.
-
-Cumbersome: An operative cannot move more than 3⬤ in the same activation in which it performs a Shoot action with this ranged weapon.
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- Once per battle, when a shooting attack is made against this operative, at the start of the Roll Defence Dice step of that shooting attack, you can use this ability. If you do so, until the end of the Turning Point, this operative has a 3+ invulnerable save.
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- Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, when damage would be inflicted on this operative from an attack dice, you can use this ability. If you do so, ignore the damage inflicted from that attack dice.
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- At the start of each Firefight phase after the first, if this operative is not within Live of Sight of every enemy operative, it can perform a free Dash action.
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- Each time this operative moves, you can roll one D6 for each enemy operative it moved within ⬤ of during that move. On a 5+, that enemy operative suffers D3 mortal wounds.
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- Once per battle, at the start of the Strategy phase, you can select this operative to have the pivotal role instead.
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- Each time this operative fights in combat, or a shooting attack is made againt it by an enemy operative within ⬟ of it, in the Roll Attack Dice step of that combat or shooting attack, your opponent's attack dice results of 1-3 are failed hits.
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
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-
- This operative has a 4+ invulnerable save.
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-
\ No newline at end of file
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+ 4
+ 3+
+ 4/5
+ Rng ⬟, AP1
+ Stun
+
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+ 4
+ 3+
+ 3/4
+ Rng ⬟
+ Rending
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+ 4
+ 3+
+ 5/3
+ Rng ⬛, AP2
+ MW3
+
+
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+
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+
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+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 6+
+ 9
+
+
+
+
+ Each time a friendly operative makes a shooting attack with this weapon, in the Resolve Successful Hits step of that shooting attack, if the target loses any wounds, the target is injured until the end of the Turning Point.
+
+
+
+
+ Perform a free Shoot action with this operative using the shrieker cannon it is equipped with. The shrieker cannon has the Torrent ⬤ special rule instead of the Fusillade special rule for that shooting attack.
+
+
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+
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+
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+
+
+
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+ 5
+ 3+
+ 4/5
+ Fusillade, Heavy, Humbling Cruelty*
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+ Reap 2
+
+
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+
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+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 6+
+ 9
+
+
+
+
+ Once per battle, in the Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select a different Allegory to be active for your kill team. You can also select a different operative for the pivotal role. The new pivotal role would therefore have the Accolade ability of the new active Allegory instead. Your Performance tally remains unchanged (therefore if the tally was four or more, all friendly VOID-DANCER TROUPE operatives have the Accolade ability of the new active Allegory instead).
+
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+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 6+
+ 8
+
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+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 6+
+ 9
+
+
+
+
+ Psychic action. Resolve a VOID-DANCER TROUPE psychic power. This operative can perform this action twice during its activation, but cannot perform it while within Engagement Range of an enemy operative.
+
+
+
+
+ Select one point on the killzone within ⬟ of this operative. Roll one D6 for each operative within ⬤ of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative's APL; in addition, on a 6, that operative suffers 1 mortal wound. This operative can only perform this action once per battle, and cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ Select one friendly VOID-DANCER TROUPE operative Visible to this operative. Until the end of the Turning Point:
+- For the purposes of determining Line of Sight, while that operative is more than ⬟ from the active operative, it is in Cover.
+- Enemy operatives cannot end a Charge action within Engagement Range of that operative unless they began that action within ⬟ of it, or they would also end that action within Engagement Range of another friendly operative from your kill team.
+
+
+
+
+ Select one ready enemy operative Visible to this operative and roll one D6. Until the end of the Turning Point, that enemy operative is treated as having a Group Activation of 1, and cannot be activated or perform actions until it is the last enemy operative to be activated, or a number of enemy operatives have been activated equal to the result of the D6 (whichever comes first).
+
+
+
+
+ Select one enemy operative within this operative's Line of Sight. Both players roll six D6. Pair your dice with your opponent's dice based on matching results. For each matching pair, that enemy operative suffers 1 mortal wound. For example, if you roll 6, 5, 5, 4, 2, 1 and your opponent rolls 6, 5, 4, 4, 3, 1, that enemy operative would suffer 4 mortal wounds.
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ -
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+ Once per battle, you can use a VOID-DANCER TROUPE Tactical Ploy without spending any Command Points if this operative is the VOID-DANCER TROUPE operative specified by that Tactical Ploy.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat, at the end of the Roll Attack Dice step of that combat, if you have retained more normal hits than your opponent has, you can change one of your retained successful normal hits to a critical hit instead.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, this operative can perform two Shoot actions with a shuriken pistol or two Fight actions during its activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative performs a Fight action in an activation in which it has already performed a Shoot action, or performs a Shoot action in an activation in which is has already performed a Fight action, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative is activated, you can use the Capricious Role Tactical Ploy for this operative without spending any Command Points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, if an operative with this Battle Honour is the first friendly operative to be activated during the Turning Point, you can use this Battle Honour. If you do so, until the end of the Turning Point, weapons that operative is equipped with gain the Lethal 5+ special rule. Note that you can only use this Battle Honour once per battle (even if more than one friendly operative has this Battle Honour).
+
+
+
+
+
+
+
+
+
+
+
+ This operative performs a Fall Back action.
+ This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
+
+
+
+
+ This operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step.
+ Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
+
+
+
+
+ This operative incapacitates an enemy operative in shooting attack by inflicting damage with two or less attack dice in the Resolve Successful Hits step.
+ Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
+
+
+
+
+ This operative perofmrs a Charge action and ends the move within ⬟ of your opponent's drop zone.
+ This operative can move up to a distance equal to its Movement characteristic plus ⬛ for Charge actions, instead of plus ⬤.
+
+
+
+
+ The operative loses wounds from a shooting attack made by an enemy operative.
+ Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is not in Cover, you can retain one as a successful normal save without rolling it.
+
+
+
+
+
+ When selecting your kill team for the battle, select an Allegory to be active for it during the battle (reveal it to your opponent when you reveal your kill team). Then, at the start of the first Strategy phase, select one friendly VOID-DANCER TROUPE operative to have the pivotal role for the battle. While a friendly operative has the pivotal role, it has the Accolade ability of the active Allegory.
+
+Keep a Performance tally for your kill team for the battle. Add 1 to the tally as follows:
+- The first time each friendly VOID-DANCER TROUPE operative completes the Performance of an active Allegory during the battle.
+- The first time a friendly pivotal role operative completes the Performance of an active Allegory during the battle (this is cumulative with the above).
+
+Note that this means, for the purposes of your kill team's Performance tally during the battle, each friendly operative can only complete one Performance, and only one pivotal role can complete a Performance (even if you change the active Allegory or pivotal role during the battle. For example, as a result of the LEAD PLAYER operative's Performance Lead ability).
+
+When you add the fourth mark to your Performance tally:
+- All friendly VOID-DANCER TROUPE operatives have the Accolade ability of the active Allegory until the end of the battle.
+- You gain 1 Command Point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Balanced
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ -
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 3/7
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Brutal
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 4/6
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
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+
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+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one shuriken pistol or shrieker cannon the operative is equipped with. That weapon gains the MW1 critical hit rule for the battle. If you selected a shrieker cannon, this equipment costs 4EP, otherwise it costs 3EP.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this operative is incapacitated, at the end of that activation, you gain 1CP.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one embrace the operative is equipped with. That weapon gains the Reap 1 critical hit rule and Lethal 5+ special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one kiss the operative is equipped with. Add 1 to that weapon's Normal Damage characteristic for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any Command Points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one neuro disruptor this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Remove the Heavy special rule from the shrieker cannon that operative is equipped with for the battle. That weapon gains the following special rule for the battle instead.
+
+Cumbersome: An operative cannot move more than 3⬤ in the same activation in which it performs a Shoot action with this ranged weapon.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, when a shooting attack is made against this operative, at the start of the Roll Defence Dice step of that shooting attack, you can use this ability. If you do so, until the end of the Turning Point, this operative has a 3+ invulnerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, when damage would be inflicted on this operative from an attack dice, you can use this ability. If you do so, ignore the damage inflicted from that attack dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At the start of each Firefight phase after the first, if this operative is not within Live of Sight of every enemy operative, it can perform a free Dash action.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative moves, you can roll one D6 for each enemy operative it moved within ⬤ of during that move. On a 5+, that enemy operative suffers D3 mortal wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, at the start of the Strategy phase, you can select this operative to have the pivotal role instead.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat, or a shooting attack is made againt it by an enemy operative within ⬟ of it, in the Roll Attack Dice step of that combat or shooting attack, your opponent's attack dice results of 1-3 are failed hits.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+⚔
+ 💀
+
+
+
+
+ This operative has a 4+ invulnerable save.
+
+
+
+
+ This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as ⬤.
+
+
+
+
diff --git a/2021 - Warp Coven.cat b/2021 - Warp Coven.cat
index 347816f..12097da 100644
--- a/2021 - Warp Coven.cat
+++ b/2021 - Warp Coven.cat
@@ -1,2050 +1,2050 @@
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When determining control of an objective marker, treat this operative's APL as being 1 higher. Note this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
-
-
-
-
- Once per Turning Point, a friendly SORCERER operative within ⬟ of this operative can perform a free Manifest Psychic Power action during that SORCERER operative's activation.
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-
-
-
-
-
-
-
-
-
-
- 6
- 3+
- 3/4
- AP1, Fusillade
- -
-
-
-
-
-
-
-
-
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-
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-
-
- 4
- 3+
- 3/4
- AP1
- -
-
-
-
-
-
-
-
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-
-
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-
-
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-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/4
- Rng ⬟, AP1, Torrent ⬤
- -
-
-
-
-
-
-
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-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 13
-
-
-
-
- Psychic action. Resolve a WARPCOVEN psychic power. This operative cannot perform this action while within Engagement Range of an enemy operative.
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-
-
- 4
- 3+
- 4/6
- -
- Stun
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-
- 4
- 3+
- 3/4
- Rng ⬟, AP1
- -
-
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- 5
- 2+
- 2/4
- Rng ⬟, AP1, Torrent ▲
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-
- 4
- 3+
- 4/6
- Lethal 5+, Relentless
- -
-
-
-
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-
-
- Once per Turning Point, when this operative is fighting in combat or making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CPs. Each time you do so, roll one D6: on a 1-3, this operative loses this ability for the rest of the battle.
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-
-
-
- Ranged weapons this operative is equipped with gain the Lethal 5+ and No Cover special rules.
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-
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-
-
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-
-
-
-
-
-
- - Add 1 to the Attacks characteristic of melee weapons this operative is equipped with.
-- Add ▲ to this operative's Movement characteristic.
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-
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-
-
-
-
-
-
- This operative gains the FLY keyword.
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-
-
- Improve this operative's Save characteristic by 1.
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-
-
-
-
- This operative has a 4+ invulnerable save.
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-
-
-
-
- Select one friendly WARPCOVEN operative visible to this operative. Until the end of the Turning Point, each time a shooting attack is made against that operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
- Select one enemy operative Visible to this operative. Until the end of the Turning Point:
-- Each time that enemy operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that [combat or] shooting attack, your opponent cannot re-roll their attack dice.
-- That enemy operative ignores all positive modifiers to its APL.
-
-
-
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-
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-
-
-
-
-
-
-
-
- Perform a free Shoot action using the ranged weapon below.
-
-
-
-
- 4
- 3+
- 3/3
- Lethal 5+
- MW2
-
-
-
-
-
-
-
-
-
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-
-
- Perform a free Shoot action using the ranged weapon below.
-
-
-
-
- 5
- 4+
- 2/2
- Barrage, Blast ▲, Indirect
-
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-
-
- Select one friendly WARPCOVEN operative Visible to and within ⬛ of this operative that has not performed an action in which it moved during this Turning Point. Remove it from the killzone and set it back up again within ⬟ of this operative and not within Engagement Range of an enemy operative. That friendly operative cannot perform actions in which it moves during this Turning Point.
-
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-
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-
-
- Select one enemy operative Visible to this operative. Until the end of the Turning Point, each time a friendly WARPCOVEN operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
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-
- Perform a free Shoot action using the ranged weapon below.
-
-
-
-
- 4
- 3+
- 3/4
- Blast ⬤
- Rending
-
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-
-
- Select one friendly WARPCOVEN operative Visible to and within ⬟ of this operative. That operative regains 2D3 lost wounds.
-
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-
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-
-
-
-
- Until the end of the Turning Point, subtract ⬤ from the distance that enemy operatives can move when performing Charge and Dash actions.
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- 4
- 4+
- 2/3
- Rng ⬟
- -
-
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- 4
- 4+
- 4/5
- -
- -
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-
- 4
- 4+
- 4/5
- Relentless
- -
-
-
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-
-
- 3⬤
- 2
- 1
- 3
- 6+
- 8
-
-
-
-
- Perform a free Fight action with this operative. After completing that action's fight sequence, if this operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with this operative again (you do not have to select the same target).
-
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-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Brutal, Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
- 4
- 3+
- 4/5
- Lethal 5+
- Reap 1
-
-
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-
-
-
-
- When determining control of an objective marker, treat this operative's APL as being 1 higher. Note this is not a modifier.
-
-
-
-
- Until the end of the Turning Point, while a friendly TZAANGOR operative is within ⬛ of this operative, that operative is invigorated by the herd banner. While an operative is invigorated by the herd banner, improve its invulnerable save by 1.
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-
-
- Until the end of the Turning Point, add ▲ to the Movement characteristic of friendly TZAANGOR operatives.
-
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-
- The first time an attack dice would inflict damage on this operative in each battle, halve the damage inflicted (rounding up).
-
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-
-
-
-
-
-
-
-
-
-
- This operative has a 4+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Each time this operative is activated, you can ignore any or all modifiers to its APL.
-- This operative is not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This model gains one Boon of Tzeentch.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one psychic power from a discipline this operative has not studied. This operative knows that psychic power.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- For the purposes of this SORCERER operative's Rubric Command ability, remove the distance requirement (the RUBRIC MARINE only needs to be Visible).
-
-
-
-
-
-
-
-
-
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-
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-
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-
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-
-
-
-
-
-
-
-
-
-
- - You can ignore any or all modifiers to this operative's Movement characteristic.
-- Each time this operative climbs or drops, you can ignore the first vertical distance of ⬤ it travels for that climb or drop.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative gains one Boon of Tzeentch.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Weapons this operative is equipped with gain the Rending special rule.
-
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-
-
-
-
-
-
- 4
- 3+
- 4/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When this operative gains this ability, select one psychic power from a discipline this operative has not studied. Once in the battle, when this operative performs the Manifest Psychic Power action, if it is not within Engagement Range of an enemy operative, you can select that power to be resolved for that action.
-
-
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-
-
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-
-
-
-
-
-
- Each time this operatives fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one autopistol the operative is equipped with. Add 1 to that weapon's damage characteristics for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when Critical Damage would be inflicted upon this operative, you can use this ability. If you do so, that attack dice inflicts Normal Damage instead.
-
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-
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-
-
-
-
-
-
-
-
- Select one autopistol, inferno bolt pistol or inferno boltgun the operative is equipped with. That weapon gains the Ceaseless special rule for the battle. If you selected an autopistol, this equipment costs 1EP, otherwise it costs 3EP.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative would lose a wound as a result of a mortal wound, or a shooting attack from a psychic power, roll one D6: on a 5+, that wound is not lost.
-
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-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- This operative has a 5+ invulnerable save.
-
-
-
-
- - Each time a shooting attack is made against this operative, if the ranged weapon has a Normal Damage characteristic of 3 or less, this operative is treated as having a Save characteristic of 2+ for that shooting attack.
-- This operative cannot move more than 3⬤ during its activation.
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 6+
- 8
-
-
-
-
- Add 1 to the Normal Damage characteristic of melee weapons this operative is equipped with.
-
-
-
-
- Once per Turning Point, during this operative's activation, it can perform a mission action or the Pick Up action for one less AP (to a minimum of 0AP).
-
-
-
-
- Each time this operative fights in combat, if it performed a Charge action during this activation, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike with one normal hit as if it were a critical hit.
-
-
-
-
- 4
- 4+
- 3/4
- -
- -
-
-
-
-
- Each time this operative is activated, if it isn’t within ⬟ of a friendly SORCERER operative, subtract 1 from its APL.
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When determining control of an objective marker, treat this operative's APL as being 1 higher. Note this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
+
+
+
+
+ Once per Turning Point, a friendly SORCERER operative within ⬟ of this operative can perform a free Manifest Psychic Power action during that SORCERER operative's activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3+
+ 3/4
+ AP1, Fusillade
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ AP1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 2/4
+ Rng ⬟, AP1, Torrent ⬤
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 13
+
+
+
+
+ Psychic action. Resolve a WARPCOVEN psychic power. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/6
+ -
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟, AP1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 2/4
+ Rng ⬟, AP1, Torrent ▲
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/6
+ Lethal 5+, Relentless
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per Turning Point, when this operative is fighting in combat or making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CPs. Each time you do so, roll one D6: on a 1-3, this operative loses this ability for the rest of the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Ranged weapons this operative is equipped with gain the Lethal 5+ and No Cover special rules.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Add 1 to the Attacks characteristic of melee weapons this operative is equipped with.
+- Add ▲ to this operative's Movement characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative gains the FLY keyword.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Improve this operative's Save characteristic by 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative has a 4+ invulnerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one friendly WARPCOVEN operative visible to this operative. Until the start of this operative's next activation, until it's incapacitated, or until this psychic power is selected again (whichever comes first), each time a shooting attack is made against that operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one enemy operative Visible to this operative. Until the start of this operative's next activation, until it's incapacitated, or until this psychic power is selected again (whichever comes first):
+- Each time that enemy operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that [combat or] shooting attack, your opponent cannot re-roll their attack dice.
+- That enemy operative ignores all positive modifiers to its APL.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Perform a free Shoot action using the ranged weapon below.
+
+
+
+
+ 4
+ 3+
+ 3/3
+ Lethal 5+
+ MW2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Perform a free Shoot action using the ranged weapon below.
+
+
+
+
+ 5
+ 4+
+ 2/2
+ Barrage, Blast ▲, Indirect
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one friendly WARPCOVEN operative Visible to and within ⬛ of this operative that has not performed an action in which it moved during this Turning Point. Remove it from the killzone and set it back up again within ⬟ of this operative and not within Engagement Range of an enemy operative. That friendly operative cannot perform actions in which it moves during this Turning Point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one enemy operative Visible to this operative. Until the start of this operative's next activation, until it's incapacitated, or until this psychic power is selected again (whichever comes first), each time a friendly WARPCOVEN operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Perform a free Shoot action using the ranged weapon below.
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Blast ⬤
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one friendly WARPCOVEN operative Visible to and within ⬟ of this operative. That operative regains 2D3 lost wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Until the start of this operative's next activation, until it's incapacitated, or until this psychic power is selected again (whichever comes first), subtract ▲ from the distance that enemy operatives can move when performing Charge and Dash actions.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 2/3
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/5
+ Relentless
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 6+
+ 8
+
+
+
+
+ Perform a free Fight action with this operative. After completing that action's fight sequence, if this operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with this operative again (you do not have to select the same target).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Brutal, Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Lethal 5+
+ Reap 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When determining control of an objective marker, treat this operative's APL as being 1 higher. Note this is not a modifier.
+
+
+
+
+ Until the end of the Turning Point, while a friendly TZAANGOR operative is within ⬛ of this operative, that operative is invigorated by the herd banner. While an operative is invigorated by the herd banner, improve its invulnerable save by 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Until the end of the Turning Point, add ▲ to the Movement characteristic of friendly TZAANGOR operatives.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The first time an attack dice would inflict damage on this operative in each battle, halve the damage inflicted (rounding up).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative has a 4+ invulnerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Each time this operative is activated, you can ignore any or all modifiers to its APL.
+- This operative is not affected by the Stun critical hit rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model gains one Boon of Tzeentch.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one psychic power from a discipline this operative has not studied. This operative knows that psychic power.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ For the purposes of this SORCERER operative's Rubric Command ability, remove the distance requirement (the RUBRIC MARINE only needs to be Visible).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - You can ignore any or all modifiers to this operative's Movement characteristic.
+- Each time this operative climbs or drops, you can ignore the first vertical distance of ⬤ it travels for that climb or drop.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative gains one Boon of Tzeentch.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Weapons this operative is equipped with gain the Rending special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When this operative gains this ability, select one psychic power from a discipline this operative has not studied. Once in the battle, when this operative performs the Manifest Psychic Power action, if it is not within Engagement Range of an enemy operative, you can select that power to be resolved for that action.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operatives fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one autopistol the operative is equipped with. Add 1 to that weapon's damage characteristics for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per Turning Point, when Critical Damage would be inflicted upon this operative, you can use this ability. If you do so, that attack dice inflicts Normal Damage instead.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one autopistol, inferno bolt pistol or inferno boltgun the operative is equipped with. That weapon gains the Ceaseless special rule for the battle. If you selected an autopistol, this equipment costs 1EP, otherwise it costs 3EP.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative would lose a wound as a result of a mortal wound, or a shooting attack from a psychic power, roll one D6: on a 5+, that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+⚔
+ 💀
+
+
+
+
+ This operative has a 5+ invulnerable save.
+
+
+
+
+ - Each time a shooting attack is made against this operative, if the ranged weapon has a Normal Damage characteristic of 3 or less, this operative is treated as having a Save characteristic of 2+ for that shooting attack.
+- This operative cannot move more than 3⬤ during its activation.
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 12
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 6+
+ 9
+
+
+
+
+ Add 1 to the Normal Damage characteristic of melee weapons this operative is equipped with.
+
+
+
+
+ Once per Turning Point, during this operative's activation, it can perform a mission action or the Pick Up action for one less AP (to a minimum of 0AP).
+
+
+
+
+ Each time this operative fights in combat, if it performed a Charge action during this activation, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike with one normal hit as if it were a critical hit.
+
+
+
+
+ 4
+ 4+
+ 3/4
+ -
+ -
+
+
+
+
+ Each time this operative is activated, if it isn't within ⬟+⬛ of a friendly SORCERER operative, subtract 1 from its APL characteristic.
+
+
+
+
diff --git a/2021 - Wyrmblade.cat b/2021 - Wyrmblade.cat
index 51e0ce1..8626574 100644
--- a/2021 - Wyrmblade.cat
+++ b/2021 - Wyrmblade.cat
@@ -1,1850 +1,1850 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 4+
- 2/2
- Blast ▲, Heavy
- Stun
-
-
-
-
- 4
- 3+
- 4/4
- Rng ⬟, Heavy
- P1, Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 5/6
- AP1, Heavy
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 3⬤ in the same activation in which it performs a Shoot action with any of those ranged weapons.
-
-
-
-
-
-
-
-
- When determining control of an objective marker, treat this operative's APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
-
-
-
-
- Until the end of the Turning Point, for the purposes of the Cult Ambush ability, if this operative is Visible to and within ⬛ of the friendly operative performing the Fight or Shoot action, you can re-roll any or all of your attack dice (rather than attack dice of one result). This operative cannot perform this action while within Engagement Range of enemy operatives.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 2
- 3
- 5+
- 7
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/4
- Blast ⬤
- -
-
-
-
-
- 4
- 4+
- 4/5
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 2/2
- Rng ⬟, Lethal 5+
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Once per Turning Point, you can use either the Slink Into Darkness or Coiled Serpent Tactical Ploy without spending any Command Points if a friendly NEOPHYTE operative Visible to this operative is the friendly WYRMBLADE operative for that ploy.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Once per Turning Point, you can use either the Slink Into Darkness or Coiled Serpent Tactical Ploy without spending any Command Points if a friendly NEOPHYTE operative Visible to this operative is the friendly WYRMBLADE operative for that ploy.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Balanced, Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 2/2
- Rng ⬟
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Ceaseless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- -
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 9
-
-
-
-
- This operative can perform two Shoot actions during each of its activations.
-
-
-
-
- The next time this operative performs a Shoot action during this activation, for that shooting attack, the short range profile of its liberator autostubs gains the Indirect and No Cover special rules but loses the P1 and Rending critical hit rules.
-
-
-
-
- If this operative incapacitates an enemy operative, until the end of the Turning Point, it is a Heroic Inspiration. Each time a friendly WYRMBLADE operative fights in combat or makes a shooting attack, if this operative is a Heroic Inspiration and is Visible to and within ⬛ of that friendly operative, in the Roll Attack DIce step of that combat or shooting attack, you can retain one of your attack dice results of 5+ that is a successful normal hit as a critical hit instead.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- -
- P1, Rending
-
-
-
-
- 5
- 2+
- 3/4
- Rng ⬟
- P1, Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 9
-
-
-
-
- Until the end of the activation, the Sanctus sniper rifle this operative is equipped with gains the Lethal 5+ special rule.
-
-
-
-
- Select one enemy operative. Until the end of the Turning Point, each time this operative makes a shooting attack against that enemy operative:
-- The Sanctus sniper rifle this operative is equipped with gains the No Cover special rule for that attack.
-- That enemy operative cannot be Obscured for that shooting attack.
-- Areas of smoke cannot prevent that enemy operative from being Visible for that shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 3/3
- Heavy, Silent
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 2/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform a Charge action while it has a Conceal order. Each time after this operative fights in combat, it can perform a free Dash action, regardless of any other actions it has performed during this activation, and even if it is within Engagement Range of an enemy operative (but it cannot finish that move within Engagement Range of an enemy operative).
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 9
-
-
-
-
- Select one enemy operative. Until the end of the Turning Point, each time this operative fights in combat with that enemy operative, the Sanctus bio-dagger this operative is equipped with gains the Brutal and Balanced special rules for that combat.
-
-
-Until the end of the Turning Point, each time this operative fights in combat with that enemy operative, in the Resolve Successful Hits step of that combat, the first time you resolve one of your successful critical hits, you can immediately resolve one of your successful normal hits (or a successful critical hit if you have none).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 3/6
- Lethal 4+
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 9
-
-
-
-
- Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the attacker. If you do so, that successful hit must be used to parry.
-
-
-
-
- This operative can perform two Fight actions during each of its activations. Each time after this operative fights in combat, it can perform a free Charge action (even if it has done so during this activation) but can only move up to ⬛.
-
-
-
-
- Once during this Turning Point, while an enemy operative is performing a Normal Move or Dash action and moves within ⬛ of this operative, you can interrupt that action to perform a free Charge action with this operative (it must finish that move within Engagement Range of that enemy operative, and if this operative has a Conceal order, change it to an Engage order to do so). If you do so, that enemy operative's activation without finishing their move, and you must then perform a free Fight action with this operative against that enemy operative. This action is treated as a Fight action for the purposes of action restrictions.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬛, Silent
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/6
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative has a Conceal order, add ▲ to its Movement characteristic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is activated, if it is within Engagement Range of only one enemy operative, roll one D6: on a 4+, it can perform the Fall Back action for one less action point during that activation (to a minimum of 0AP).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative by an enemy operative more than ⬟ away, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can use the Slink Into Darkness Tactical Ploy for this operative twice, instead of once.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- For the purposes of this operative performing mission actions, it only needs to be within the required range of an objective marker or token (it does not need to control it).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 3/4
- Ceaseless, Fusillade, Heavy
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, Blast ▲, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is activated, you can ignore any or all modifiers to its APL.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While an enemy operative is Visible to and within ⬟ of a friendly operative with this ability, that enemy operative cannot be Obscured.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when a shooting attack is made against this operative, in the Resolve Successful Saves step of that shooting attack, you can change one of your retained normal saves to a critical save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels is counted as ⬤ for that climb.
-- The operative does not need to be within ▲ of a physical and climbable part of a terrain feature in order to climb it.
-- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
-- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 2 to the operative's Wounds characteristic for the battle.
-
-
-
-
- This operative ignores the effects of the Heavy special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- Rending
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select an autogun, heavy stubber or shotgun the operative is equipped with. It gains the Lethal 5+ rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The operative gains the FLY keyword for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When the operative is equipped with this item for the battle, add 1CP to your pool. In addition, improve the operative's Save characteristic by 1 for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative is more than ⬟ from the active operative, it is in Cover.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- During the first Turning Point, when this operative activated, you can change its order.
-
-The first time this operative performs either a Fight or Shoot action in each of its activations, if its order was changed from Conceal to Engage during that activation, or it wasn't visible to every enemy operative at the start of that activation, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
-
-
- This operative cannot be equipped with equipment.
-
-This operative has a 4+ invulnerable save.
-
-Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, you can do one of the following:
-- Retain an additional dice as a successful normal save as a result of Cover.
-- Retain one defence dice as a successful critical save instead of a normal save as a result of Cover.
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 4+
+ 2/2
+ Blast ▲, Heavy
+ Stun
+
+
+
+
+ 4
+ 3+
+ 4/4
+ Rng ⬟, Heavy
+ P1, Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 5/6
+ AP1, Heavy
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 3⬤ in the same activation in which it performs a Shoot action with any of those ranged weapons.
+
+
+
+
+
+
+
+
+ When determining control of an objective marker, treat this operative's APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
+
+
+
+
+ Until the end of the Turning Point, for the purposes of the Cult Ambush ability, if this operative is Visible to and within ⬛ of the friendly operative performing the Fight or Shoot action, you can re-roll any or all of your attack dice (rather than attack dice of one result). This operative cannot perform this action while within Engagement Range of enemy operatives.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 2
+ 3
+ 5+
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 2/2
+ Rng ⬟, Torrent ⬤
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 2/4
+ Blast ⬤
+ -
+
+
+
+
+ 4
+ 4+
+ 4/5
+ AP1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 2/2
+ Rng ⬟, Lethal 5+
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ Once per Turning Point, you can use either the Slink Into Darkness or Coiled Serpent Tactical Ploy without spending any Command Points if a friendly NEOPHYTE operative Visible to this operative is the friendly WYRMBLADE operative for that ploy.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
+
+
+
+
+ Once per Turning Point, you can use either the Slink Into Darkness or Coiled Serpent Tactical Ploy without spending any Command Points if a friendly NEOPHYTE operative Visible to this operative is the friendly WYRMBLADE operative for that ploy.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Rng ⬟, Balanced, Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 2/2
+ Rng ⬟
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Ceaseless
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ -
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ -
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 9
+
+
+
+
+ This operative can perform two Shoot actions during each of its activations.
+
+
+
+
+ The next time this operative performs a Shoot action during this activation, for that shooting attack, the short range profile of its liberator autostubs gains the Indirect and No Cover special rules but loses the P1 and Rending critical hit rules.
+
+
+
+
+ If this operative incapacitates an enemy operative, until the end of the Turning Point, it is a Heroic Inspiration. Each time a friendly WYRMBLADE operative fights in combat or makes a shooting attack, if this operative is a Heroic Inspiration and is Visible to and within ⬛ of that friendly operative, in the Roll Attack DIce step of that combat or shooting attack, you can retain one of your attack dice results of 5+ that is a successful normal hit as a critical hit instead.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ -
+ P1, Rending
+
+
+
+
+ 5
+ 2+
+ 3/4
+ Rng ⬟
+ P1, Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/4
+ -
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 9
+
+
+
+
+ Until the end of the activation, the Sanctus sniper rifle this operative is equipped with gains the Lethal 5+ special rule.
+
+
+
+
+ Select one enemy operative. Until the end of the Turning Point, each time this operative makes a shooting attack against that enemy operative:
+- The Sanctus sniper rifle this operative is equipped with gains the No Cover special rule for that attack.
+- That enemy operative cannot be Obscured for that shooting attack.
+- Areas of smoke cannot prevent that enemy operative from being Visible for that shooting attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 3/3
+ Heavy, Silent
+ MW3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 2/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative can perform a Charge action while it has a Conceal order. Each time after this operative fights in combat, it can perform a free Dash action, regardless of any other actions it has performed during this activation, and even if it is within Engagement Range of an enemy operative (but it cannot finish that move within Engagement Range of an enemy operative).
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 9
+
+
+
+
+ Select one enemy operative. Until the end of the Turning Point, each time this operative fights in combat with that enemy operative, the Sanctus bio-dagger this operative is equipped with gains the Brutal and Balanced special rules for that combat.
+
+
+Until the end of the Turning Point, each time this operative fights in combat with that enemy operative, in the Resolve Successful Hits step of that combat, the first time you resolve one of your successful critical hits, you can immediately resolve one of your successful normal hits (or a successful critical hit if you have none).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 3/6
+ Lethal 4+
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 9
+
+
+
+
+ Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the attacker. If you do so, that successful hit must be used to parry.
+
+
+
+
+ This operative can perform two Fight actions during each of its activations. Each time after this operative fights in combat, it can perform a free Charge action (even if it has done so during this activation) but can only move up to ⬛.
+
+
+
+
+ Once during this Turning Point, while an enemy operative is performing a Normal Move or Dash action and moves within ⬛ of this operative, you can interrupt that action to perform a free Charge action with this operative (it must finish that move within Engagement Range of that enemy operative, and if this operative has a Conceal order, change it to an Engage order to do so). If you do so, that enemy operative's activation without finishing their move, and you must then perform a free Fight action with this operative against that enemy operative. This action is treated as a Fight action for the purposes of action restrictions.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬛, Silent
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 4/6
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4+
+ 2/3
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 2/3
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/3
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this operative has a Conceal order, add ▲ to its Movement characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative is activated, if it is within Engagement Range of only one enemy operative, roll one D6: on a 4+, it can perform the Fall Back action for one less action point during that activation (to a minimum of 0AP).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time a shooting attack is made against this operative by an enemy operative more than ⬟ away, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can use the Slink Into Darkness Tactical Ploy for this operative twice, instead of once.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ For the purposes of this operative performing mission actions, it only needs to be within the required range of an objective marker or token (it does not need to control it).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 3/4
+ Ceaseless, Fusillade, Heavy
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟, Blast ▲, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative is activated, you can ignore any or all modifiers to its APL.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While an enemy operative is Visible to and within ⬟ of a friendly operative with this ability, that enemy operative cannot be Obscured.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, when a shooting attack is made against this operative, in the Resolve Successful Saves step of that shooting attack, you can change one of your retained normal saves to a critical save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels is counted as ⬤ for that climb.
+- The operative does not need to be within ▲ of a physical and climbable part of a terrain feature in order to climb it.
+- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
+- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 2/3
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 2 to the operative's Wounds characteristic for the battle.
+
+
+
+
+ This operative ignores the effects of the Heavy special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Rending
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select an autogun, heavy stubber or shotgun the operative is equipped with. It gains the Lethal 5+ rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The operative gains the FLY keyword for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When the operative is equipped with this item for the battle, add 1CP to your pool. In addition, improve the operative's Save characteristic by 1 for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this operative is more than ⬟ from the active operative, it is in Cover.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ During the first Turning Point, when this operative activated, you can change its order.
+
+The first time this operative performs either a Fight or Shoot action in each of its activations, if its order was changed from Conceal to Engage during that activation, or it wasn't Visible to enemy operatives at the start of that activation, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
+
+
+ This operative cannot be equipped with equipment.
+
+This operative has a 4+ invulnerable save.
+
+Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, you can do one of the following:
+- Retain an additional dice as a successful normal save as a result of Cover.
+- Retain one defence dice as a successful critical save instead of a normal save as a result of Cover.
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+⚔
+ 💀
+
+
+
+