diff --git a/2024 - Blades of Khaine.cat b/2024 - Blades of Khaine.cat
deleted file mode 100644
index 8073966..0000000
--- a/2024 - Blades of Khaine.cat
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- 4
- 3+
- 3/4
- Rng ⬟
- Rending
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- 4
- 3+
- 3/4
- Lethal 5+
- -
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- 4
- 3+
- 3/4
- -
- Rending
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- 3
- 3+
- 3/4
- -
- -
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- 5
- 2+
- 4/5
- Lethal 5+
- Rending
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- If this operative is equipped with a shimmershield, while a friendly BLADES OF KHAINE operative is within ⬤ of this operative, that friendly operative has a 4+ invulnerable save.
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- 4
- 3+
- 2/3
- Rng ⬟, Torrent ⬛
- Rending
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- Once per battle, during this operative's activation, you can use the Bladewind Tactical Ploy without spending any Command points.
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- Once per battle, during this operative's activation, you can use the Starfall Tactical Ploy without spending any Command points.
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- Once per battle, at the start of the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, before rolling your defence dice, you can retain one as a successful critical save without rolling it.
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- Add ▲ to this operative's Movement characteristic.
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- - You can ignore any or all modifiers to this operative's Movement characteristic.
-- Each time this operative is activated, ignore the first distance of ⬤ it travels for a climb, drop or traverse during that activation.
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- 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.
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- Use this Aspect Technique during a friendly DIRE AVENGER operative’s Normal Move action. Perform one Shoot action with that operative during that Normal Move action (it must do so in a location it can be placed, and any remaining increments of movement can be used after it does so). You must select a shuriken catapult, shuriken pistol or twin shuriken catapult for that shooting attack.
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- Use this Aspect Technique when a friendly DIRE AVENGER operative is performing the Shoot action with a shuriken catapult or twin shuriken catapult. Until the end of that action, that weapon has the Torrent ⬤ special rule, but you can only perform a shooting attack against one other valid target.
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- Use this Aspect Technique when a friendly DIRE AVENGER operative performs the Shoot action. Until the end of that shooting attack, that operative’s shuriken catapult, shuriken pistol or twin shuriken catapult gains the No Cover special rule, and that operative must make a shooting attack with it against an enemy operative in Cover.
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- Use this Aspect Technique in the Roll Defence Dice step of a shooting attack made against a friendly DIRE AVENGER operative, if you retain any critical saves and discard one or more failed saves. Select one of your failed saves to be retained as a successful normal save instead.
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- Use this Aspect Technique when a friendly DIRE AVENGER operative that’s injured or has its APL characteristic negatively modified is activated. Until the start of that operative’s next activation, ignore those modifiers and that operative cannot be injured.
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- Use this Aspect Technique in the Resolve Successful Hits step of a combat, after an active friendly HOWLING BANSHEE operative strikes with a critical hit. Immediately perform a free Dash or Fall Back action with that operative up to ⬛ as though it can FLY (any remaining attack dice are discarded). Do so even if that operative has performed an action during that activation that prevents it from performing the Dash or Fall Back action (e g. the Charge action).
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- Use this Aspect Technique when a friendly HOWLING BANSHEE operative performs an action in which it moves. It performs that action as though it can FLY, but cannot move more than 3⬤ (normal Movement characteristics still apply, e.g. if the operative is injured).
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- Use this Aspect Technique during a friendly HOWLING BANSHEE operative’s activation, after it has performed the Charge action, incapacitated an enemy operative in combat and is no longer within Engagement Range of an enemy operative. Perform a free Charge action with that friendly operative using any remaining increments of movement from the first Charge action. This Aspect Technique allows that operative to perform two Charge actions to do so.
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- Use this Aspect Technique at the start of the Resolve Successful Hits step of a combat involving a friendly HOWLING BANSHEE operative, if you retained any successful hits. Resolve one successful hit before the Attacker; it must be used to parry.
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- Use this Aspect Technique when a friendly HOWLING BANSHEE operative performs the Shoot action. Until the end of that shooting attack, that operative is equipped with and must use the Shriek-that-kills weapon.
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- 6
- 3+
- 1/2
- Rng ⬟, Indirect, No Cover, Torrent ▲
- Stun
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- Use this Aspect Technique when a friendly STRIKING SCORPION operative with a Conceal order performs the Normal Move action. During that action, that operative can and must move within Engagement Range of one or more enemy operatives (but it cannot finish that move there). One enemy operative that it moved within Engagement Range of suffers D3+2 mortal wounds.
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- Use this Aspect Technique after a friendly STRIKING SCORPION operative with an Engage order incapacitates an enemy operative in combat, and is now more than ⬛ from enemy operatives. Change that friendly operative’s order to Conceal, and you can immediately perform a free Dash action with it. You can do so even if it has performed an action during that activation that prevents it from performing the Dash action (e.g. the Charge action).
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- Use this Aspect Technique when a friendly STRIKING SCORPION operative performs the Shoot action. Until the end of that shooting attack, that operatives twin shuriken pistols or shuriken pistol gains the Indirect special rule, and that operative must make a shooting attack with it against an enemy operative in Cover.
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- Use this Aspect Technique at the start of the Resolve Successful Hits step of a Fight action performed by a friendly STRIKING SCORPION operative, if you retained any critical hits. Until the end of that combat, that operative’s melee weapons gain the Stun critical hit rule.
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- Use this Aspect Technique when a friendly STRIKING SCORPION operative moves within ▲ of a Light or Heavy terrain feature. Until the start of its next activation, while that operative has a Conceal order, it’s always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
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- Each time this operative performs the Fight action, at the end of the Select Valid Target step of that combat, the target suffers 2 mortal wounds.
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- Each time this operative performs the Fight action, worsen the Weapon Skill characteristic of the target operative's weapons by 1 for that combat. This is not cumulative with being injured.
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- Each time this operative performs the Overwatch action, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing the Overwatch action for that shooting attack.
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- This operative can perform two Shoot or Fight actions during its activation.
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- 3⬤
- 3
- 1
- 3
- 4+
- 8
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- 3⬤
- 3
- 1
- 3
- 4+
- 8
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- 3⬤
- 3
- 1
- 3
- 4+
- 8
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- 4
- 3+
- 4/5
- -
- Rending
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- 3⬤
- 3
- 1
- 3
- 3+
- 9
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- 4
- 3+
- 3/3
- Relentless
- Rending
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- 3
- 3+
- 2/3
- -
- -
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- 3⬤
- 3
- 1
- 3
- 3+
- 9
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- 5
- 2+
- 5/6
- -
- Rending
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- 5
- 2+
- 4/6
- Brutal, Lethal 5+
- -
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- 4
- 4+
- 3/4
- Rng ⬟, Relentless
- Rending
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- 5
- 2+
- 4/5
- Relentless
- Rending
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- 3⬤
- 3
- 1
- 3
- 3+
- 9
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- 5
- 2+
- 4/6
- Lethal 5+, Relentless
- -
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- 5
- 2+
- 3/7
- Lethal 5+
- -
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- Aspect Techniques are unique abilities that are available to BLADES OF KHAINE operatives with the relevant keyword.
-- You cannot use more than one technique per activation.
-- You cannot use each technique more than once per Turning Point.
-- If every friendly BLADES OF KHAINE operative selected for deployment has the same Aspect keyword (e.g. Striking Scorpion), you cannot use each technique more than twice per Turning Point instead.
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- Select fists or gun butts the operative is equipped with. Add 1 to that weapon's Attacks characteristic for the battle.
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- Once per battle, when 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, you can ignore the damage inflicted on it from one attack dice.
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- When you reveal this equipment, select one of your opponent's Strategic or Tactical Ploys (excluding Command Re-roll). The first time your opponent uses that ploy, you gain 1CP.
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- Once per battle, after rolling off to determine initiative, you can add or subtract 1 from your result.
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- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy (see the Kill Team Core Book) without spending any Command points.
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- Place the centre of one of your Shadow-wave tokens within _ of this operative. That token creates an area of smoke with a _ radius and unlimited upward height (but not below). 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 while within Engagement Range of an enemy operative.
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- 4
- 3+
- 3/4
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
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- The target suffers 3 mortal wounds as a result of this operative's Mindiblasters ability (instead of 2).
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- While an enemy operative is within this operative's Engagement Range, subtract 1 from the Attacks characteristic of that enemy operative's weapons.
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- Each time this operative fights in combat or a shooting attack is made against it, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot regain attack dice results of less than 6 as critical hits (e.g. as a result of the Lethal X or Rending rules).
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- Once per battle, at the start or end of this operative's activation, you can use this ability. If you do so, this operative regains two D3 lost wounds.
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- After the battle, in the Update Dataslates step, this operative passes Casualty and Recovery tests.
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- Select a shuriken catapult the operative is equipped with (note that you cannot select a twin shuriken catapult). That weapon gains the Lethal 5+ special rule for the battle.
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diff --git a/2024 - Blooded.cat b/2024 - Blooded.cat
deleted file mode 100644
index 999adc7..0000000
--- a/2024 - Blooded.cat
+++ /dev/null
@@ -1,2371 +0,0 @@
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- This operative is equipped with frag and krak grenades and they do not cost any equipment points.
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- If this operative is incapacitated, you can use this ability. If you do so, roll one D6, subtracting 1 from the result if this operative is within Engagement Range of an enemy operative: on a 3+, each operative Visible to and within ⬤ of this operative suffers D3 mortal wounds.
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- 4
- 3+
- 3/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- Splash 2
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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- Each time this operative fights in combat, if it incapacitates an enemy operative, it regains D3 lost wounds.
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- 4
- 3+
- 4/6
- Lethal 5+, Blood Offering*
- -
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- Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, the first time you strike with a critical hit, add one Blooded token to your pool.
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- Select one friendly BLOODED 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.
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- You can select one friendly BLOODED operative Visible to and within ⬟ of this operative, remove its Blooded token (if any) and return it to your pool. It cannot be a token that operative is only treated as having. Select one friendly BLOODED operative that does not have a Blooded token that is Visible to and within ⬟ of this operative. Assign one Blooded token to it from your pool. This operative cannot perform this action while within Engagement Range of an enemy operative, or if you cannot assign a Blooded token.
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
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-
- Select one friendly BLOODED operative Visible to and within ▲ of this operative, then select one of the stimm effects below. You can only select each stimm effect for each operative once per battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
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-- The selected operative regains 2D3 lost wounds.
-- Until the end of the battle, the melee weapons this operative is equipped with gain the Relentless special rule.
-- Until the end of the battle, each time the selected operative would lose a wound, roll one D6: on a 6, that wound is not lost.
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-
- At the end of the Select a Kill Team step of the mission sequence, if this operative is selected for deployment, you can select one friendly BLOODED operative to gain a stimm effect (see below).
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-
- 3
- 5+
- 1/4
- Lethal 5+
- -
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- 3⬤
- 2
- 1
- 3
- 4+
- 8
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- While a friendly BLOODED 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 with ⬛ of this operative).
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- Select one other friendly BLOODED operative that is not ready and is Visible to and within ⬛ of this operative. Then select one of the following:
-- That operative immediately performs a free Dash action.
-- If that operative has an Engage order, it can perform an Overwatch action.
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-This operative cannot perform this action while within Engagement Range of an enemy operative.
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- 4
- 4+
- 5/7
- Brutal
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- This operative can perform a Charge action while it has a Conceal order. If this operative is incapacitated in combat, if you have any remaining attack dice, you can strike with one attack dice before this model is removed from the killzone.
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- 4
- 3+
- 3/4
- Ceaseless, Stalk*
- -
-
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- Each time this operative fights in combat with this weapon, if it is within ⬤ of Light or Heavy terrain, this weapon gains the Lethal 5+ special rule for that combat.
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- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
- -
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- 4
- 4+
- 2/4
- Blast ⬤
- -
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- 4
- 4+
- 4/5
- AP1
- -
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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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- 3⬤
- 2
- 1
- 3
- 5+
- 16
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- Each time this operative finishes a Charge action, select one enemy operative within Engagement Range of it to suffer D3 mortal wounds.
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- You can ignore any or all modifiers to this operative's APL and it is not affected by the Stun critical hit rule.
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- This operative cannot perform mission actions or the Pick Up action. Unless otherwise specified, this operative cannot be equipped with equipment.
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- 4
- 3+
- 5/6
- -
- Rending, Stun
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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, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
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- 4
- 3+
- 3/3
- Silent
- MW1
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- 3⬤
- 2
- 1
- 3
- 4+
- 7
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- Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from the Normal Damage characteristic of the enemy operative's weapons for that combat or shooting attack (to a minimum of 1).
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- 4
- 3+
- 4/4
- Brutal
- -
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- 3⬤
- 2
- 1
- 3
- 4+
- 7
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- Each time this operative is activated, you can use this ability. If you do so, until this operative is next activated:
-- 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.
-- Subtract ⬤ from this operative's Movement characteristic.
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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- Once per Turning Point, when a friendly BLOODED operative with a Blooded token is incapacitated within ⬟ of this operative, you can add that token to your pool. This has no effect if the operative is only treated as having a Blooded token.
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- Each time this operative fights in combat or makes a shooting attack, if it has a Blooded token and is more than ⬟ from your drop zone, treat it as if it's under the gaze of the gods for that combat or shooting attack.
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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
- 4+
- 2/3
- -
- -
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- 3
- 4+
- 2/3
- -
- -
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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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- Each time this operative makes a shooting attack against a target within ⬟ of it, 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).
-
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- Each time this operative performs a Charge action, it can move an additional ▲ for that action.
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- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if this operative has less than its starting number of wounds, you can re-roll one of your defence dice.
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- Once per Turning Point, one friendly operative with this Battle Honour (excluding a TRAITOR OGRYN operative) can perform one mission action or the Pick Up action for one less action point (to a minimum of 0AP).
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- If this operative is incapacitated, if it has a Blooded token and incapacitated one or more enemy operatives during the battle, add that token to your pool.
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- In each Firefight phase, while this operative does not have a Blooded token and is within ⬟ of your opponent's drop zone, treat it as if it has a Blooded token.
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- 4
- 3+
- 3/4
- Rng ⬟
- -
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-
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-
-
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-
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-
- 3
- 3+
- 2/3
- Shield*
- -
-
-
-
-
- Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).
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- 4
- 2+
- 3/3
- Rng ⬟
- -
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- 4
- 3+
- 2/3
- Rng ⬟
- -
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- 4
- 3+
- 2/3
- Rng ⬟
- -
-
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- 4
- 3+
- 3/4
- Balanced
- -
-
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- 4
- 3+
- 4/6
- Lethal 5+
- -
-
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- 4
- 3+
- 2/3
- -
- -
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- 3⬤
- 2
- 2
- 3
- 5+
- 7
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- 4
- 3+
- 3/4
- -
- -
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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 results of 1.
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- You can ignore any or all modifiers to this operative's APL and it is not affected by the Stun critical hit rule.
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- While an enemy operative is within Engagement Range of this operative, subtract 1 from the Attacks characteristic of melee weapons it is equipped with.
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- A shotgun this operative is equipped with gains the following special rule for the battle:
-
-Incendiary Shells: Each time this weapon is selected to shoot with, you can choose for it to fire incendiary shells. If you do so, for that shooting attack:
-- This weapon gains the Blast ▲ special rule.
-- Subtract 1 from this weapon's Normal Damage characteristic
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- Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice. This operative is unaffected by the Splash special rule.
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- Select a bayonet, bayonet and shield or improvised blade the operative is equipped with. Add 1 to that weapon's Normal Damage characteristic for the battle.
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- 4
- 3+
- 3/4
- Rng ⬟, Blast ⬤, Indirect, No Cover, Limited
- Rending
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-
- Each time this operative is activated, you can use this ability. If you do so, until the end of that activation:
-- If this operative does not have a Blooded token, treat it as if it has a Blooded token.
-- If this operative has a Blooded token, treat it as if it's under the gaze of the gods. This has no effect if the operative is only treated as having a Blooded token.
-- At the end of this operative's activation, if this operative has not caused an enemy operative to lose any wounds, this operative suffers D3 mortal wounds.
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-
- For the purposes of this operative's Blooded Icon ability or Sacrilegious Actuation action, you can select any friendly operatives in the kill zone, instead of one Visible to and/or within ⬟ of this operative.
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- A bolt pistol or boltgun this operative is equipped with gains the following improvements for the battle.
-- Add 1 to its Critical Damage characteristic.
-- It gains the AP1 special rule.
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-
- Until the end of the Turning Point, each time a friendly BLOODED operative Visible to and within ⬛ of this operative is activated, or while a friendly BLOODED operative is Visible to and within ⬛ of this operative, that friendly operative is motivated by a diabolic icon during that activation. Each time an operative motivated by a diabolic icon fights in combat, if it has a Blooded token, in the Roll Attack Dice step of that combat, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. This is in addition to any retained as a result of the Blooded ability.
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-
- The flamer the operative is equipped with gains the following improvements for the battle:
-- Add 1 to its Critical Damage characteristic.
-- it gains the AP1 special rule.
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-
-
-
-
-
-
- Keep a pool of Blooded tokens. Add a Blooded token to your pool as follows:
-- At the start of each Initiative phase.
-- The first time an enemy operative is incapacitated in each Turning Point.
-- The first time a friendly operative is incapacitated within ⬟ of an enemy operative in each Turning Point.
-
-Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can assign any or all of your Blooded tokens from your pool to friendly BLOODED operatives in the killzone. Each operative can have no more than one Blooded token.
-
-In each Strategy phase, after assigning your Blooded tokens (if any), if four or more friendly operatives in the killzone have Blooded tokens, you can select one of them to be under the gaze of the gods until the end of the Turning Point.
-
-Each time a friendly BLOODED operative that has a Blooded token fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. If that friendly operative is under the gaze of the gods, you retain a successful critical hit instead.
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
diff --git a/2024 - Brood Brother.cat b/2024 - Brood Brother.cat
deleted file mode 100644
index 6b263e2..0000000
--- a/2024 - Brood Brother.cat
+++ /dev/null
@@ -1,2395 +0,0 @@
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Once in each Strategy phase, when it's your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do, select one enemy operative Visible to this operative to gain a Crossfire token (pg 39).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Balanced
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Ceaseless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Lethal 5+, Balanced
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
- 4
- 4+
- 4/4
- -
- Stun
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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.
-
-
-
-
- Each time a friendly BROOD BROTHER operative fights in combat or makes a shooting attack against an enemy operative within ⬟ of this operative, in the Roll Attack Dice step of that combat or shooting attack, you can spend one Crossfire token (pg 39) for free, even if that enemy operative has none.
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-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/4
- Blast ⬤
- -
-
-
-
-
- 4
- 4+
- 4/5
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 6/3
- Rng ⬟, AP2
- MW4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/6
- AP1
- -
-
-
-
-
- 4
- 4+
- 5/6
- AP2, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- When determining control of an objective marker within ⬟ of this operative, treat the total APL characteristic of friendly BROOD BROTHER operatives within the required distance of that objective marker as being 1 higher. Not that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
-
-
-
-
- Once per Turning Point, when a ready friendly BROOD BROTHER operative would be incapacitated within ⬟ of this operative, you can use this ability. If you do, before that operative is incapacitated, it can perform one free action (excluding Fight, Explosives on page 44, and Mind Control on page 48) and you can change its order to do so. It's then incapacitated as normal. You cannot use this ability on the Medic! ability (see MEDIC datacard) on the same operative at the same time.
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-
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-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- This operative can perform the Charge action while it has a Conceal order.
-
-
-
-
- Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time your opponent resolves a successful normal hit, the enemy operative suffers 1 mortal wound.
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Lethal 5+, Relentless
- -
-
-
-
-
-
-
-
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-
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-
-
-
- Once per Turning Point, the first time another friendly BROOD BROTHER operative (excluding a PATRIARCH) 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.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- Select one friendly BROOD BROTHER operative (excluding a PATRIARCH) 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 Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 1
- 4+
- 5/7
- Lethal 5+, Limited
- -
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
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-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- If this operative's wounds are reduced to 0 or less, it can perform a free Explosives action before it's incapacitated.
-
-
-
-
- This operative is equipped with frag and krak grenades and they do not cost any equipment points for this operative.
-
-
-
-
- The first time this operative performs this action during the battle, place your Explosives token Visible to and within ▲ of this operative. The second time this operative performs this action during the battle, each operative within ⬤ of that token suffers 2D6 mortal wounds. This operative can only perform this action twice, and cannot perform it while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, Blast ⬤, AP1, Indirect, Limited, Unwieldy
- -
-
-
-
-
-
-
-
-
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-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 3/3
- Heavy, Silent
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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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 use the Unquestioning Loyalty Tactical Ploy (pg 40) for 0CP if this operative is the friendly BROODGUARD operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/4
- Rng ⬟
- -
-
-
-
-
- 4
- 5+
- 2/2
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- Balanced
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- Select one friendly BROODGUARD 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, or Visible to this operative if you subtract one additional action point. Roll one D6. Until the end of the Turning Point, that enemy operative is treated as having a Group Activation characteristic of 1, and cannot be activated or perform actions until it's 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). This operative cannot perform this action while within Engagement Range of an enemy operative.
-
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-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 2
- 2
- 5+
- 3
-
-
-
-
- This operative cannot be equipped with equipment. 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 1 AP).
-
-
-
-
- This operative can perform mission actions while within Engagement Range of an enemy operative (this takes precedence over cannot). It can move through operatives (it cannot finish a move on their bases), can move within Engagement Range of enemy operatives (it must still finish the move following all requirements for that move), and can finish the Charge action within Engagement Range of any enemy operative.
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 9
-
-
-
-
- Friendly BROOD BROTHER operatives have a 5+ invulnerable save, cannot be injured and their APL cannot be negatively modified.
-
-
-
-
- Psychic Action. Select one enemy operative Visible to this operative. Subtract 1 from its APL.
-
-
-
-
- Psychic Action. Select one enemy operative in this operative's Line of Sight to suffer 2 mortal wounds (or 4 mortal wounds if it's within ⬟ of this operative). Then roll one D6; if the result is greater than that enemy operative's APL, it suffers another 2 mortal wounds (or 4 mortal wounds if it's within ⬟ of this operative). Keep rolling one D6 in this manner until you roll equal to or less than that enemy operative's APL, or it has suffered 8 mortal wounds during this action. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2
- 4+
- 3/6
- Lethal 4+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/6
- -
- Stun
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
- 3⬤
- 4
- 1
- 3
- 4+
- 21
-
-
-
-
- This operative has a 4+ invulnerable save. Its APL cannot be modified. You can activate it twice during the Turning Point so long as it has the action points to spend (it stays ready while it has), but it cannot move more than ⬟+⬛ per Turning Point. Each time you activate it, generate as many action points for that activation as you wish from its APL (you cannot generate more over the Turning Point than its APL).
-
-
-
-
- This operative cannot be equipped with equipment. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
-
-
-
-
- Psychic action. Select one enemy operative Visible to and within ⬤ of this operative. Both players roll one D6 and add their respective operative's APL to the total. If your total is higher than your opponent, you can resolve this action's effect:
-
-Until the end of the activation, that enemy operative doesn’t treat your operatives as enemy operatives (and vice versa), and it treats your opponent’s operatives as enemy operatives. You can change its order and perform a free action with it. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move the operative to). You can only resolve this action's effect once per battle.
-
-
-
-
- Change this operative's order. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 5/6
- Relentless
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 9
-
-
-
-
- This operative can perform two Fight or Shoot actions during its activation.
-
-
-
-
- Once per Turning Point, after rolling off to determine initiative, you can do one of the following:
-- Add 1 to your roll.
-- If you didn't have initiative in the previous Turning Point, re-roll your dice.
-
-
-
-
- You gain 1CP. This operative cannot perform this action while within ⬛ of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 2/4
- Rng ⬟, Lethal 5+, Silent
- -
-
-
-
-
- 4
- 3+
- 2/4
- Lethal 5+
- Silent
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/5
- Lethal 5+
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
- Each time after a friendly BROOD BROTHER operative fights in combat as the active operative or makes a shooting attack, if the enemy operative isn't incapacitated, that enemy operative gains one of your Crossfire tokens.
-Each time a friendly BROOD BROTHER operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can spend any number of Crossfire tokens the enemy operative has. For each Crossfire token you spend, you can re-roll one of your attack dice (then remove the spent Crossfire token).
-
-
-
-
-
-
-
-
-
-
- Select one enemy operative within ⬟ of a killzone edge (excluding your opponent's killzone edge) and roll one D6; if the result is equal to or greater than that enemy operative's APL, subtract 1 from its APL.
-
-
-
-
- Select one enemy operative. That operative and all enemy operatives within ⬤ of it gain a Crossfire token.
-
-
-
-
- Set up one new friendly BROOD BROTHER TROOPER operative with an order of your choice wholly within ⬟ of your killzone edge and not within Engagement Range of an enemy operative. Activate it, and it's treated as having performed the Normal Move action (subtract action points accordingly) then continue its activation as normal. You cannot use this Tactical Asset more than once per battle.
-That friendly TROOPER operative doesn't need to be on your roster and can't have any equipment. For narrative play, it counts as being selected for deployment (e.g. for Recovery tests), and it doesn't need to be on your dataslate (if it isn't, it's removed from your kill team at the end of the battle).
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
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-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
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- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
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- 3⬤
- 2
- 2
- 3
- 5+
- 7
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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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-
-
-
-
-
-
-
-
-
-
- In the Select Equipment Step, when selecting equipment from your stash, you can equip this operative with Covert Guise for 1 EP.
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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, if it's in Cover, you can retain one dice as a successful critical save instead of a normal save as a result of Cover.
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-
- Each time this operative fights in combat or makes a shooting attack against an enemy operative that has a Crossfire token, its weapons gain the Lethal 5+ special rule for that combat or shooting attack.
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-
- Each time this operative fights in combat or makes a shooting attack against an enemy operative that has a Crossfire token, in the Roll Attack Dice step of that combat or shooting attack, you can spend one Crossfire token for free. This is not cumulative with the Psiren Caster ability.
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- While this operative has a Conceal order, add ▲ to its Movement characteristic.
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
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- 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.
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- At the end of the Scouting step, if this operative is wholly within your drop zone and has a Conceal order, it can perform a free Dash action. If it does so, its order cannot be changed during the first Turning Point (e.g. as a result of the Infiltrate option in the Scouting step).
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-
- Add 1 to both Damage characteristics of lasguns and laspistols the operative is equipped with for the battle.
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-
- 4
- 4+
- 2/3
- -
- -
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-
- You can use the Idolisation Tactical Ploy for 0CP if this is the BROOD BROTHER operative the attack dice were rolled for, and it doesn't have to be within ⬟.
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-
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-
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-
-
-
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-
-
- Select one friendly BROODGUARD operative Visible to and within ▲ of this operative. Roll one D6:
-- On a 1, that operative suffers D6 mortal wounds.
-- On a 2+, until the end of the battle, add 1 to both Damage characteristics of that operative's melee weapons.
-- On a 4+, until the end of the battle, each time that operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of the enemy operative's weapons for that combat or shooting attack (to a minimum of 2).
-This operative cannot perform this action while within Engagement Range of an enemy operative.
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-
-
-
-
-
- 4
- 2+
- 3/5
- Lethal 5+
- -
-
-
-
-
-
-
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-
-
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-
-
-
-
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-
- Each time this operative performs the Signal action, it can select any friendly operative in the killzone, rather than Visible to and within ⬟ of it.
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-
-
- Each time after this operative makes a shooting attack, every other enemy operative within ⬤ of the target gains a Crossfire token.
-
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-
-
- Add ⬤ to the distance of the operative’s Psiren Caster ability for the battle.
-
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-
diff --git a/2024 - Chaos Cult.cat b/2024 - Chaos Cult.cat
deleted file mode 100644
index 536b037..0000000
--- a/2024 - Chaos Cult.cat
+++ /dev/null
@@ -1,1194 +0,0 @@
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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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The operative’s melee weapons gain the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 1 to both Damage characteristics of the operative’s melee weapons.
-
-
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-
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-
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-
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-
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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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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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-
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-
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-
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-
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-
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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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-
-
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-
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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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-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Charge action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
- This operative cannot be injured.
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
- Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
-
-
-
-
-
- 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.
-
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-
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-
-
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-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/6
- -
- Stun
-
-
-
-
- 4
- 4+
- 3/6
- Rng ⬤
- Stun
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
- 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.
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-
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-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/6
- Lethal 5+
- -
-
-
-
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-
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-
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-
- 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).
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-
-
-
-
-
- 6
- 2+
- 2/3
- Rng ⬟, Torrent ⬛
- -
-
-
-
-
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-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Psychic action. 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.
-
-
-
-
- Psychic action. 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.
-
-
-
-
- Psychic action. 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
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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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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-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 4/5
- Relentless
- Rending
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
- 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.
-
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-
-
-
-
-
-
- 4
- 4+
- 3/4
- Ceaseless
- Rending
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/2024 - Corsair Voidscarred.cat b/2024 - Corsair Voidscarred.cat
deleted file mode 100644
index 141d111..0000000
--- a/2024 - Corsair Voidscarred.cat
+++ /dev/null
@@ -1,1887 +0,0 @@
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-
- Until the end of this operative's activation, the ranger long rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within ⬛ of an enemy operative.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
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-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
- 4
- 2+
- 3/3
- Heavy, Silent
- MW3
-
-
-
-
- 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, one additional dice can be retained as a successful normal save as a result of Cover.
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-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
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-
- Until the end of this operative's activation, the shuriken rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within ⬛ of an enemy operative.
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-
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-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Psychic action. Resolve a CORSAIR VOIDSCARRED psychic power. This operative can perform this action twice during its activation. This operative cannot perform this action while within Engagement Range of an enemy operative.
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-
-
-
- Perform a free Shoot action using the ranged weapon below.
-
-
-
-
- 4
- 3+
- 4/5
- AP1
- -
-
-
-
-
- Select one friendly CORSAIR VOIDSCARRED operative Visible to and within ⬟ of this operative. Until the end of the Turning Point, that operative has a 3+ invulnerable save.
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-
-
-
- Select one enemy operative Visible to this operative. Until the end of the Turning Point, subtract ⬤ from that operative's Movement characteristic and it cannot perform the Dash action.
-
-
-
-
- Select one other friendly CORSAIR VOIDSCARRED operative Visible to and within ⬟ of this operative. That friendly operative and this operative both drop any objective markers they are carrying. That friendly operative then swaps positions with this operative; remove both operatives from the kill zone and set them back up in their new positions.
-
-
-
-
- The first time a friendly CORSAIR VOIDSCARRED PSYKER operative performs the Manifest Psychic Power action in each of its activations, select one psychic power from the list below to be resolved.
-
-The second time a friendly CORSAIR VOIDSCARRED operative performs the Manifest Psychic Power action in each of its activations, roll one D6; on a 1-2, that operative suffers 3 mortal wounds. On a 3+, select another psychic power from the list below to be resolved.
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-
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-
-
-
-
-
-
- 4
- 3+
- 3/5
- -
- -
-
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-
-
- Each time this operative is activated, you can select one ready friendly CORSAIR VOIDSCARRED operative Visible to and within ⬛ of this operative. After this operative's activation ends, activate that ready friendly operative.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 9
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-
-
- 4
- 2+
- 4/5
- Rng ⬟, AP1
- Stun
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-
-
-
-
- Until the end of this operative's activation, the shuriken rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within ⬛ of an enemy operative.
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-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
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-
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-
-
- 4
- 3+
- 5/6
- AP2
- -
-
-
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-
-
-
-
- 5
- 3+
- 3/4
- Blast ⬤
- Rending
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- 3⬤
- 2
- 1
- 3
- 4+
- 8
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-
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-
- 5
- 3+
- 4/5
- Fusillade, Heavy, Unwieldy
- Rending
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-
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-
- 4
- 3+
- 6/3
- AP2, Heavy, Unwieldy
- MW4
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-
- Each time this operative fights in combact, 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
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Lethal 5+, Relentless
- -
-
-
-
-
-
-
-
-
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-
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-
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-
-
-
-
-
- Select one enemy operative with a Conceal order that is Visible to this operative and roll one D6, adding one to the result for each of the following:
-- That enemy operative is within ⬟ of this operative.
-- That enemy operative is not ready.
-- That enemy operative is not within ▲ of Heavy terrain.
-
-On a 6+, until the end of the Turning Point, friendly CORSAIR VOIDSCARRED operatives treat 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.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
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-
-
-
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-
-
- Perform a free Normal Move action with this operative. Select one enemy operative this operative moved within Engagement Range of during that move. Roll one attack dice as if this operative is fighting in combat (that dice can be re-rolled as a result of the Relentless special rule). If the result is a successful hit, you can immediately strike that enemy operative.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- Lethal 5+, Relentless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/4
- Rng ⬟, Silent
- -
-
-
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-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Psychic action. Select one friendly CORSAIR VOIDSCARRED operative Visible to and within ⬟ of this operative. Add 1 to that operative's APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
-
-
-
-
- Psychic action. Select one friendly CORSAIR VOIDSCARRED operative Visible to and within ⬟ of this operative. That operative regains D3 lost wounds. This operative can perform this action twice during its activation, but cannot perform this action if it is within Engagement Range of an enemy operative.
-
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-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- This operative can perform the Pistol Barrage and Shoot actions while within Engagement Range of an enemy operative. If if does, in the Select Valid Target step of that shooting attack(s), you can only select enemy operatives within this operative's Engagement Range as the target(s).
-
-
-
-
- Make a shooting attack with the fusion pistol and make a shooting attack with the shuriken pistol this operative is equipped with (in any order). This action is treated as a Shoot action. This operative cannot perform this action if it has a Conceal order.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/3
- Rng ⬛, AP2
- MW3
-
-
-
-
-
-
-
-
-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs a Charge action or moves as a result of the Deadly Ambush Tactical Ploy, it can move an additional ▲ for that action or ploy.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, you can use the Light Fingers, Deadly Ambush or Opportunistic Fighters Tactical Ploy without spending any CPs if this operative is the CORSAIR VOIDSCARRED operative specified by that Tactical Ploy.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You do not need to subtract any action points for this operative to perform the Take Aim action.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if you are the Attacker and either friendly operatives are supporting this operative or the target is not ready, the melee weapons this operative is equipped with gain the Rending critical hit rule for that combat.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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, the first attack fice that inflicts Critical Damage on this operative inflicts Normal Damage instead.
-
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-
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-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative, if the ranged weapon has the Torrent or Blast special rule, this operative is treated as having a Save characteristic of 3+ for that shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Ranged weapons this operative is equipped with gain the Ceaseless special rule for the battle.
-
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-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
- This operative gains the FLY keyword for the battle.
-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Soul Channel action twice during its activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Change the operative's Save characteristic to 3+ for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The power weapon this operative is equipped with gains the Balanced special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The second time this operative performs the Manifest Psychic Power action in each of its activations, you can re-roll the D6 when determining the result of that action.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The second time this operative performs the Manifest Psychic Power action in each of it activations, it does not suffer any mortal wounds as a result of rolling a 1-2 (note this does not allow you to select a psychic power to be resolved).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While a friendly CORSAIR VOIDSCARRED operative is within ⬤ of this operative, that operative has a 5+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if that shooting attack was made as a result of the Manifest Psychic Power action, you can re-roll any or all of your defence dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Until the end of this operative's activation, the ranged weapons it is equipped with gain the No Cover special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- Each time this operative is activated, it can perform a free Dash action during that activation.
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diff --git a/2024 - Elucidian Starstriders.cat b/2024 - Elucidian Starstriders.cat
deleted file mode 100644
index 0e57761..0000000
--- a/2024 - Elucidian Starstriders.cat
+++ /dev/null
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- 3⬤
- 2
- 1
- 3
- 4+
- 8
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- This operative has a 4+ invulnerable save.
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- Each time this operative is activated, it can perform a free Fight or Shoot action during that activation.
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- Each time this operative fights in combat or makes a shooting attack, if it's against an enemy operative that has fewer than its starting number of wounds remaining, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
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- 4
- 3+
- 0/0
- Rng ⬛, Lethal 3+, Indirect, Limited
- MW2
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- 4
- 3+
- 4/5
- Rng ⬟, Indirect
- P1
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- 4
- 3+
- 3/6
- Lethal 5+
- -
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- 4⬤
- 2
- 1
- 3
- 5+
- 6
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- This operative cannot perform mission actions and cannot be equipped with equipment (unless CANID operative is specified). Each time this operative is activated, it can ignore the first distance of ⬤ it travels for a climb, drop or traverse during that activation.
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- 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 ELUCIDIAN STARSTRIDER 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.
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- 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.
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- 4
- 3+
- 3/4
- -
- Rending
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- You can ignore any or all modifiers to this operative's Movement characteristic. In addition, the vicious bite this operative is equipped with gains the Relentless special rule for the battle.
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- 3⬤
- 3
- 1
- 3
- 6+
- 8
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- This operative has a 5+ invulnerable save.
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- 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.
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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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- Change this operative's order. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- 4
- 3+
- 1/1
- Rng ⬟, Lethal 5+, Silent
- Stun
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- 5
- 2+
- 4/6
- Lethal 5+
- -
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- 3⬤
- 2
- 1
- 3
- 4+
- 8
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- Each time a shooting attack is made against a friendly ELUCIDIAN STARSTRIDERS operative within 2⬤ of this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
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- Once per Turning Point, during this operative's activation, it can perform a mission action for one less action point (to a minimum of 0AP).
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- Until the end of the Turning Point, each time an enemy operative ends a move within ⬤ of this operative, inflict D6 mortal wounds on that operative. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Voltagheist Charge action during this Turning Point.
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- Until the end of the Turning Point, the voltaic pistol this operative is equipped with gains the Lethal 4+ special rule. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Voltagheist Field action during this Turning Point.
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- 4
- 4+
- 4/4
- Rng ⬟
- Rending, Splash 1
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- While a friendly ELUCIDIAN STARSTRIDERS operative is 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 within ⬟ of this operative).
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- Once per Turning Point, the first time another friendly ELUCIDIAN STARSTRIDERS 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 3 wounds 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 operative's APL.
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- Select one friendly ELUCIDIAN STARSTRIDERS operative Visible to and within ▲ of this operative. That operative regains D3+3 lost wounds. An operative cannot be selected for this if it was revived using the Battlefield Surgery ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- 3
- 4+
- 3/4
- -
- Rending
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- While a friendly VOIDSMAN operative is within 2⬤ of this operative, weapons that friendly operative is equipped with gain the Balanced special rule.
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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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.
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- Make a shooting attack with the laspistol and make a shooting attack using the close range profile of the artificer shotgun this operative is equipped with (in any order). This action is treated as a Shoot action. This operative cannot perform this action if it has a Conceal order or while within Engagement Range of an enemy operative.
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- 4
- 2+
- 4/4
- Rng ⬟
- -
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- 4
- 4+
- 2/3
- -
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- 6
- 4+
- 3/4
- Fusillade, Heavy, Relentless
- -
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- 3
- 4+
- 2/3
- -
- -
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- 4
- 4+
- 2/3
- Rng ⬟
- -
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- 4
- 4+
- 2/3
- -
- -
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- Each time this operative fights in combat or makes a shooting attack, if it is within ⬟ of a friendly ELUCIA VHANE operative, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
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- Each time this operative makes a shooting attack against an enemy operative within ⬟ of it, ranged weapons that operative is equipped with have the No Cover special rule for that shooting attack.
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- Ranged weapons this operative is equipped with gain the Balanced special rule.
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- Once per battle, when this operative is activated, you can use the Daring Tactical Ploy without spending any Command points.
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- Each time a shooting attack is made against this operative, if this operative is within ⬟ of an enemy operative and more than ⬛ from all other friendly operatives, in the Roll Defence Dice step of that shooting attack, you can retain one successful normal save as a critical save instead.
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- In the Select Equipment step, when selecting equipment from your stash, you can select one piece of equipment. Every operative with this Battle Honour that can be equipped with that item can do so for one less equipment point each (to a minimum of 0EP).
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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 one point in the kill zone 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. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
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- You can ignore any or all modifiers to this operative's APL and it is not affected by the Stun critical hit rule.
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- Improve the operative's Save characteristic to 4+ for the battle.
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- Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with for the battle.
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- 4
- 3+
- 2/2
- Rng ⬟, Indirect, Lethal 4+, Limited
- MW3
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- Select a rotor cannon the operative is equipped with. That weapon gains the Relentless special rule for the battle.
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- For the purposes of this operatve's Healing Serum action, you can select one friendly ELUCIDIAN STARSTRIDER operative within ⬟ of this operative (instead of Visible to and within ▲).
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- This operative has a 3+ invulnerable save.
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- Each time you make a shooting attack with a Privateer Support Asset, you can determine Line of Sight from this operative (even if it isn't a NAVIS or ELUCIA VHANE operative). If you do so, enemy operatives are not Obscured for that shooting attack.
-
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
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-
\ No newline at end of file
diff --git a/2024 - Exaction Squad.cat b/2024 - Exaction Squad.cat
deleted file mode 100644
index ca58742..0000000
--- a/2024 - Exaction Squad.cat
+++ /dev/null
@@ -1,1758 +0,0 @@
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- 3⬤
- 2
- 1
- 3
- 4+
- 9
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- Each time an enemy operative would perform a mission action or the Pick Up action, if that enemy operative is within ⬛ of your Nuncio-aquila token (or this operative if that token has not been placed), one additional action point must be subtracted to perform that action. See the Deploy Nuncio-aquila action opposite for how that token is placed.
-• When determining control of an objective marker your Nuncio-aquila token (or this operative if that token has not been placed) is within ⬛ of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.
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- The first time this operative performs this action during a battle, place one of your Nuncio-aquila tokens within ⬟ horizontally and any distance vertically of this operative. Each time this operative performs this action thereafter, you can move that Nuncio-aquila token up to ⬟ horizontally and up to any distance vertically. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- 4
- 3+
- 4/4
- Repress*, Shield*, Lethal 5+
- Stun
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- If this operative is equipped with a dominator maul & assault shield, it has a 3+ Save characteristic.
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- -
- -
- -
- Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- -
-
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-
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-
-
-
-
-
-
- 4
- 3+
- 4/4
- Rng ⬟
- -
-
-
-
-
-
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-
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- 4
- 5+
- 2/2
- -
- -
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- 3
- 4+
- 2/2
- -
- -
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- Defence dice results of 5+ rolled for this operative that are successful saves are critical saves.
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- Improve the Weapon Skill characteristic of melee weapons this operative is equipped with by 1 (to a maximum of 2+).
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- You can ignore any or all modifiers to this operative's Movement characteristics and to the Ballistic Skill and Weapon Skill characteristics of weapons it is equipped with.
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-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, ranged weapons it is equipped with have the Lethal 5+ special rule for that shooting attack.
-
-
-
-
-
-
-
-
-
-
-
- In the Select Equipment Step, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for one less equipment point (to a minimum of OEP).
-
-
-
-
-
-
-
-
-
-
-
- For the purposes of the Ruthless Efficiency ability, enemy operatives do not need to be within ⬟ of this operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 2/2
- Rng ⬟, Lethal 5+
- Stun
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- You can ignore any or all modifiers to this operative's characteristics (including modifiers to the weapons it is equipped with, but excluding its Defence characteristic).
-
-
-
-
- Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
-
-
-
-
- Perform a free Fight action with this operative against a valid target with a Wounds characteristic of 10 or less. At the end of that combat, if neither operative has been incapacitated, the target is arrested until the end of the battle. While a friendly EXACTION SQUAD operative is within Engagement Range of no more than one arrested enemy operative and no other enemy operatives, that arrested enemy operative cannot perform any actions other than Pass. Operatives that can perform this action cannot themselves be arrested.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/4
- -
- Rending, Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Once per Turning Point, the first time another friendly EXACTION SQUAD 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' API.
-
-
-
-
- Select one friendly 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 Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/6
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 3/4
- Ceaseless, Fusillade, Heavy
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Each time this operative is activated, you can also activate a ready friendly R-VR CYBER-MASTIFF operative at the same time. Complete their actions in any order.
-
-
-
-
- When this operative is selected for deployment, select one of the following attack patterns for a friendly R-VR CYBER-MASTIFF operative to have for the battle:
-• Aggressive: Melee weapons it is equipped with gain the Relentless special rule.
-• Swift: Add ⬤ to its Movement characteristic.
-• Defensive: Improve its Save characteristic by 1.
-
-
-
-
- Select one friendly R-VR CYBER-MASTIFF operative within ⬟ of this operative and change its attack pattern.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- 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 OAP).
-
-
-
-
- Select one enemy operative in this operative's Line of Sight. Until the end of the Turning Point, each time a friendly EXACTION SQUAD 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 retain one of your successful normal hits as a critical hit instead. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Until the end of the activation, the executioner shotgun this operative is equipped with gains the Balanced and No Cover special rules. This operative cannot perform this action while within ⬛ of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/1
- Heavy, Lethal 5+, Silent
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Other than the Gather Evidence mission action, this operative cannot perform mission actions and cannot be equipped with equipment.
-
-
-
-
- Select one enemy operative within this operative's Engagement Range. That enemy operative suffers D3 mortal wounds, and until it's no longer within this operative's Engagement Range, it's apprehended. Each time an apprehended enemy operative would perform a Fall Back action, your opponent must roll one D6, adding 1 to the result for each wound it has remaining that's greater than this operative's remaining wounds. If the result is less than this operative's remaining wounds, that enemy operative cannot perform that action (the action points are refunded).
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/5
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- At the end of the Initiative phase of the first Turning Point, if this operative is wholly within your drop zone, it can perform a free Normal Move action as if it can FLY.
-
-
-
-
- Select one enemy operative Visible to and within ⬟ of this operative. Until the end of the Turning Point, friendly operatives Visible to and within ⬛ of this operative treat that enemy operative as if it has an Engage order.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/1
- Lethal 5+
- MW2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/4
- Repress*, Shield*
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Select one friendly EXACTION SQUAD operative (excluding R-VR CYBER-MASTIFF operatives) Visible to this operative. Add 1 to its APL This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
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-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative's APL and it is not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Perform a free Fight action with this operative against a valid target with a Wounds characteristic of 7 or less. At the end of that combat, if neither operative has been incapacitated, the target is arrested until the end of the battle. While a friendly EXACTION SQUAD operative is within Engagement Range of no more than one arrested enemy operative and no other enemy operatives, that arrested enemy operative cannot perform any actions other than Pass. Operatives that can perform this action cannot themselves be arrested.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time an enemy operative Visible to and within ⬟ of this operative fights in combat or makes a shooting attack against a friendly EXACTION SQUAD operative within ⬤ of this operative, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot re-roll their attack dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one point in 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. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
-
-
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-
-
-
-
-
-
-
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-
-
-
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-
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-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of weapons the enemy operative is equipped with for that combat or shooting attack.
-
-
-
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-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
- In the Set Up Operatives step, select a type of ammunition for this operative to have loaded into its combat shotgun for the battle: cartridges or executioner rounds. If it has loaded cartridges, it uses either profile of its combat shotgun as normal. If it has loaded executioner rounds, it can only use the long range profile of its combat shotgun, but it gains the following benefits for the battle:
-- Its Damage characteristics are 3/4.
-- It gains the No Cover special rule.
-- Improve its Ballistic Skill characteristic by 1.
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- No Cover
- -
-
-
-
-
- Change the type of ammunition loaded into the combat shotgun this operative is equipped with.
-
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-
-
-
-
- Select a shotpistol or scoped shotpistol the operative is equipped with. That weapon gains the Silent special rule for the battle. If you selected a scoped shotpistol, this equipment costs 3EP; otherwise, it costs 2EP.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 1/3
- Rng ⬟, Blast ⬛, Indirect, Lethal 5+, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While an enemy operative is within ⬛ of this operative, worsen the Ballistic Skill and Weapon Skill characteristics of weapons that enemy operative is equipped with by 1.
-
-
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-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
- Select a webber the operative is equipped with. That weapon gains the Torrent ⬤ special rule for the battle.
-
-
-
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-
-
-
-
-
- Each time a friendly operative with this ability makes a shooting attack with a weapon that doesn't have the Blast special rule or the word 'grenade' in its name, in the Select Valid Target step of that shooting attack, enemy operatives within ⬟ of it can have other friendly operatives within Engagement Range and still be selected as a valid target (they must still be a valid target by all other means).
-
-Each time a friendly operative with this ability makes a shooting attack with a weapon that doesn’t have the Blast special rule or the word ‘grenade’ in its name, if the target is within ⬤ of another friendly EXACTION SQUAD operative, that ranged weapon has the P1 critical hit rule for that shooting attack.
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
- Each time this operative fights in combat with this weapon, you are the Attacker (i.e. even if this operative is not the active operative). If both operatives have this special rule, it has no effect.
-
-
-
-
- Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).
-
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diff --git a/2024 - Farstalker Kinband.cat b/2024 - Farstalker Kinband.cat
deleted file mode 100644
index ee77885..0000000
--- a/2024 - Farstalker Kinband.cat
+++ /dev/null
@@ -1,1892 +0,0 @@
-
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-
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-
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-
-
-
-
-
- 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
-
-
-
-
-
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-
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-
-
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-
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-
-
-
-
-
-
-
-
-
-
- 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
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
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-
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-
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-
-
-
-
-
-
-
-
- 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+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
- 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.
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-
-
-
- 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.
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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-
- 5
- 4+
- 4/4
- AP1, Cumbersome*
- Rending
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- 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.
-
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-
-
- This operative cannot perform mission actions and cannot be equipped with equipment.
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-
-
-
- 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.
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-
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-
-
-
-
- 4
- 3+
- 3/4
- -
- Rending
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
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-
-
- 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.
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- 4
- 2+
- 3/3
- Heavy
- MW3
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
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-
-
- 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.
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-
-
- 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.
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- 4
- 3+
- 3/4
- Rng ⬟, Balanced, Lethal 5+
- -
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- 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.
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-
- This operative can perform a Charge action if it has a Conceal order.
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- 4
- 3+
- 3/4
- Balanced
- Rending
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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 Engagement Range of an enemy operative.
-
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-
- 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.
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- 3⬤
- 2
- 2
- 3
- 5+
- 8
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- 3⬤
- 2
- 2
- 3
- 5+
- 8
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- 3⬤
- 2
- 1
- 3
- 5+
- 8
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- 6
- 2+
- 2/3
- Rng ⬟, AP2, Cumbersome*, Torrent ⬤
- -
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- 4
- 3+
- 3/4
- -
- -
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- 4
- 3+
- 3/3
- Rng ⬟
- -
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- 4
- *
- 3/4
- AP1, Limited
- -
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-
- 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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- 4
- *
- 2/2
- Lethal 5+, Limited
- Stun
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-
- 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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- 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.
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-
- This operative can perform a Charge action if it has a Conceal order.
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- 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.
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- 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).
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-
- 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.
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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 having an Engage order as a result of a Vantage Point.
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- Add 1 to the Attacks characteristic of melee weapons this operative is equipped with (to a maximum of 4).
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- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
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-
- 4
- 4+
- 3/4
- Rng ⬟
- -
-
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-
- 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.
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-
- 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.
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-
- 4
- 2+
- 4/5
- -
- -
-
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-
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-
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-
-
-
- 3
- 2+
- 4/5
- Balanced
- Rending
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-
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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.
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-
- 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).
-
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-
- Add ▲ to this operative's Movement characteristic for the battle.
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-
- 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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-
- 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/2024 - Fellgor Ravager.cat b/2024 - Fellgor Ravager.cat
deleted file mode 100644
index f04d6e9..0000000
--- a/2024 - Fellgor Ravager.cat
+++ /dev/null
@@ -1,1575 +0,0 @@
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-
-
-
-
-
- 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.
-
-
-
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-
-
-
-
-
-
-
-
- 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.
-
-
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-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
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-
-
- 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), Soul Harvest tokens (MANDRAKE) 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
- Ceaseless
- -
-
-
-
-
- 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+
- 10
-
-
-
-
- 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+
- 10
-
-
-
-
- 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
- Ceaseless
- 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 Ceaseless special rule for that combat.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/2024 - Forge World.cat b/2024 - Forge World.cat
deleted file mode 100644
index b447661..0000000
--- a/2024 - Forge World.cat
+++ /dev/null
@@ -1,1488 +0,0 @@
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-
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-
-
-
-
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-
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-
-
-
-
-
-
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-
-
-
-
-
-
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-
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-
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-
-
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-
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-
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-
-
-
-
-
-
-
-
-
-
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-
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-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
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-
-
-
-
-
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-
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-
-
-
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-
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-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 5/4
- AP1, Heavy, Unwieldy
- MW2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- AP1
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/6
- AP2, Hot
- -
-
-
-
-
- 4
- 3+
- 5/6
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Heavy
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 4/5
- Rng ⬟, AP1
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 4/5
- Rng ⬟, Blast ▲
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 2/3
- Rng ⬟
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- -
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/6
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- Lethal 5+
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 5/4
- AP1, Heavy, Unwieldy
- MW2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Balanced
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/6
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 11
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 2/3
- Relentless, Fusillade, Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Ceaseless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 11
-
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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, you can re-roll any or all of your defence dice results of 1.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one friendly FORGE WORLD operative within ⬛ of and Visible to this operative, then select one enemy operative. Until the end of the Turning Point, each time that friendly operative makes a shooting attack, for that shooting attack:
-- That enemy operative is not Obscured.
-- If that enemy operative is the target, that friendly operative's ranged weapons have the No Cover special rule.
-
-This operative cannot perform a Shoot or Fight action in the same activation in which it performs this action. An operative cannot perform this action while within Engagement Range of enemy operatives.
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a friendly FORGE WORLD operative within ⬤ of and Visible to this operative is activated, if it is injured, do not subtract ⬤ from its Movement characteristic for that activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform mission actions for one less AP (to a minimum of 0AP).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You gain 1CP. This operative cannot perform this operative while within Engagement Range of enemy operatives.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
\ No newline at end of file
diff --git a/2024 - Gellerpox Infected.cat b/2024 - Gellerpox Infected.cat
deleted file mode 100644
index c6c80d7..0000000
--- a/2024 - Gellerpox Infected.cat
+++ /dev/null
@@ -1,1401 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 19
-
-
-
-
- Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
-
-
-
-
- In the Generate Command Points step of each Strategy phase, if this operative is within ⬤ of an objective marker it has not tainted, it taints that objective marker and you gain 1CP.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 2+
- 3/3
- Rng ⬟, Torrent ⬤
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Engineered*
- -
-
-
-
-
- When this operative is selected for deployment, select up to two of the following improvements for this weapon to gain for the battle:
-- Add 1 to the Normal Damage.
-- Add 1 to the Critical Damage.
-- Gain the Balanced special rule.
-- Gain the Brutal special rule.
-- Gain the Lethal 5+ special rule.
-- Gain the Rending special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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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+
- 18
-
-
-
-
- Each time an enemy operative would perform a Fall Back action while within Engagement Range of this operative, roll one D6, adding one to the result if that operative has a Wounds characteristic of 8 or less. On a 4+, that enemy operative cannot Fall Back, but the action points subtracted are not refunded.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 4+
- 3/4
- Rng ⬛, Fusillade
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 4+
- 3/4
- -
- -
-
-
-
-
- 3
- 4+
- 3/4
- Swipe*
- -
-
-
-
-
- Each time after this operative fights in combat with this profile, if it has not been incapacitated, you can fight in combat with this weapon profile against another enemy operative within Engagement Range of it that has not fought during the action. Note that this means each enemy operative within this operative's Engagement Range can only be fought once per action.
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 18
-
-
-
-
- Each time an enemy operative would perform a mission action or the Pick-up action while within ⬛ of this operative, one additional action point must be subtracted for that enemy operative to perform that action. When determining control of an objective marker this operative is within ⬤ of, treat enemy operatives' total APL as being 1 less. Note this is not a modifier.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 5/6
- -
- -
-
-
-
-
- 1
- 3+
- 8/9
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 18
-
-
-
-
- Perform a free Charge action with this operative. When it finishes that action, each enemy operative within its Engagement Range suffers D3 mortal wounds (roll separately for each).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 6/7
- Brutal
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 4/5
- Brutal
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Relentless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
- 3⬤
- 2
- 2
- 2
- 5+
- 3
-
-
-
-
- This operative has a 5+ invulnerable save.
-
-
-
-
- This operative cannot be equipped with equipment. 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).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 1/2
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 1/2
- -
- -
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
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-
-
-
-
-
-
-
-
- 5
- 5+
- 1/2
- -
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 6+
- 0/0
- Rng ⬟, No Cover
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 2
- 2
- 5+
- 2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/2
- Rng ⬟, AP1
- Splash 1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2
- 4+
- 1/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2⬤
- 2
- 2
- 2
- 5+
- 2
-
-
-
-
- If this operative is incapacitated, roll one D6 for each enemy operative Visible to and within ⬤ of it: on a 4+, that enemy operative suffers 1 mortal wound.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2
- 4+
- 2/3
- Feast*
- Rending
-
-
-
-
-
- Each time this operative fights in combat with this weapon against an enemy operative that has fewer than its starting number of wounds, this weapon gains the following improvements for that combat:
-- Add 1 to its Attacks characteristic.
-- Gain the Lethal 5+ special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 2
- 2
- 5+
- 2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative's Movement and APL characteristics.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative by an enemy operative more than ⬟ from it, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of 1.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this operative is a GLITCHLING, melee weapons this operative is equipped with gain the Lethal 5+ special rule. Otherwise, melee weapons this operative is equipped with gain the Brutal special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time an enemy operative is activated within ⬛ of this operative, that enemy operative is treated as being injured for the purposes of its Movement characteristic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this operative is ready, it can be activated to fulfil the Group Activation requirement of another friendly GELLERPOX INFECTED operative it could not normally be activated with (e.g. even if it is not of the same type, and even if it has a Group Activation characteristic of 1).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- For the purposes of the Revoltingly Resilient ability, you can re-roll results of 1 for this operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one friendly MUTOID VERMIN operative that is incapacitated and removed from the kill zone. Set it up again with all of its wounds remaining, Visible to and within ⬛ of this operative. This operative can only perform this action once per battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative loses a wound, roll one D6 for each enemy operative within its Engagement Range. On a 6, that enemy operative suffers 1 mortal wound.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative has a 5+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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 must re-roll one of their successful critical hits.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time an enemy operative is incapacitated by this operative while within its Engagement Range, this operative regains D3 lost wounds.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While a friendly MUTOID VERMIN operative is within ⬛ of this operative, improve the Weapon Skill and Ballistic Skill characteristics of weapons that friendly operative is equipped with by 1.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
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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. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
-
-
-
-
- 2⬤
- 2
- 2
- 3
- 5+
- 7
-
-
-
-
- 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.
-
-
-
-
-
-
-
- Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. GLITCHLING AND GELLERPOX MUTANT operatives ignore lost wounds on a 6 (instead of a 5+).
-
-
- While an enemy operative is within ⬤ of friendly operatives with this ability or within ⬛ of friendly GLITCHLING operatives with this ability, subtract 1 from the Attacks characteristic of ranged weapons that enemy operative is equipped with.
-
-
-
-
-
diff --git a/2024 - Hand of the Archon.cat b/2024 - Hand of the Archon.cat
deleted file mode 100644
index ea99bc8..0000000
--- a/2024 - Hand of the Archon.cat
+++ /dev/null
@@ -1,1650 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 9
-
-
-
-
- In the Play Strategic Ploys step of each Strategy phase, if you pass at the first opportunity, you gain 1 CP.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP2
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 3/6
- Brutal, Lethal 5+
- Reap 1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 4/6
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack:
-
-• Attack dice results (excluding 1) that are less than the target's Save characteristic inflict 1 mortal wound on the target.
-• Attack dice results of 1 inflict 3 mortal wounds on the target instead.
-• At the end of the Roll Attack Dice step, that shooting attack ends (no defence dice are rolled and no further damage is inflicted).
-
-Note that it is the target's Save characteristic, not an invulnerable save.
-
-
-
-
- Each time an enemy operative is incapacitated by this weapon, before it is removed from the killzone, each operative Visible to and within ⬤ of it suffers D3 mortal wounds. Note that each operative subsequently incapacitated as a result of this special rule will cause this to happen again.
-
-
-
-
- Select one point in the killzone floor or a Vantage Point within ⬟ of this operative. Roll one D6 for each other operative within ⬤ of that point. For each roll:
-
-• Add 1 to the result if that other operative has a Save characteristic of 4+ or worse.
-• Subtract 1 from the result if that other operative is not Visible to this operative.
-
-On a 3+, that other operative is poisoned until the end of the battle (operatives can only be poisoned once):
-• At the end of the Ready Operatives step of each Turning Point, poisoned operatives suffer 2 mortal wounds.
-• Poisoned operatives are treated as being injured, regardless of any rules that say they cannot be injured.
-• The effects of being poisoned remain, even if this operative is incapacitated.
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- *
- 0/0
- Rng ⬟, Stinger*
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative incapacitates an enemy operative in combat, select one other enemy operative Visible to and within ⬟ of this operative or the incapacitated enemy operative. Until the start of the next Turning Point, that other enemy operative cannot perform mission actions or the Pick Up action, or control objective markers.
-
-
-
-
- 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).
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 4/5
- Brutal, Flail*
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- If this operative is selected for deployment, select one of the following abilities for friendly HAND OF THE ARCHON operatives to gain until the end of the battle:
-- Painbringer: Each time this operative would lose a wound as a result of an attack dice that inflicts damage, roll one D6: on a 6, that wound is not lost.
-- Hypex: Add ▲ to this operative's Movement characteristic.
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Select one friendly HAND OF THE ARCHON operative Visible to and within ⬛ of this operative.
-Then select one of the following:
-- That operative regains D3+1 lost wounds.
-- Select a different Combat Drugs ability for that operative to gain until the end of the battle (this replaces its previous Combat Drugs ability).
-
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 0/0
- Rng ⬛, Lethal 3+
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of weapons the enemy operative is equipped with for that combat or shooting attack (to a minimum of 1).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- Relentless
- Flay*
-
-
-
-
- Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, the first time it strikes with a critical hit, you can select one friendly HAND OF THE ARCHON operative within ⬟ of this operative to gain 1 Pain token.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/6
- AP2
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 3/4
- Blast ⬤
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 6/7
- AP2, Heavy, Unwieldy
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- In the Select Equipment step, you can select one enemy operative or one other friendly HAND OF THE ARCHON operative (reveal your selection when you reveal equipment). Each time attack or defence dice are rolled for that operative:
-• If it is an enemy operative, your opponent must re-roll dice results of 6.
-• If it is a friendly operative, you can re-roll dice results of 1.
-
-
-
-
- So long as this operative does not perform a Mark action during its activation, it can perform two Shoot actions during its activation if a razorwing is selected for one (and only one) of those shooting attacks.
-
-
-
-
- Select one enemy operative Visible to this operative that is not more than ⬤ higher than them. Until the end of the Turning Point, while that enemy operative is not in Cover from Heavy terrain, this operative treats it as having an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative, or in an activation in which it makes a shooting attack with a razorwing.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 1/2
- Indirect, No Cover, Silent
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/4
- Rng ⬟, Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 4/4
- Lethal 4+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/4
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
- Until the end of the activation, the splinter rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action while within ⬛ of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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 and more than ⬟ from the active operative, you can retain one additional dice as a successful normal save as a result of Cover.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this operative incapacitates an enemy operative while fighting in combat, it gains 1 additional Pain token.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative climbs, drops or traverses, you can ignore the first distance of ⬤ it travels for that climb, drop or traverse.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is activated, you can use the Cruel Deception Tactical Ploy for it without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat or makes a shooting attack against an enemy operative that is not ready, your opponent cannot re-roll their attack or defence dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The first time you would spend a Pain token to re-roll one of your attack or defence dice for this operative in each battle, the effect takes place but that Pain token is not spent.
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 3/5
- Fusillade, Heavy, Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/2
- Ceaseless, Lethal 5+
- MW2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
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-
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-
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-
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-
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-
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-
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-
-
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-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While only one enemy operative is within Engagement Range of this operative, that enemy operative is snared. Each time a snared enemy operative would perform a Fall Back action, roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is injured. On a 4+, that enemy operative cannot perform that action, but no action points are subtracted.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Operative equipped with an array of blades only. Add 1 to that weapon's Attacks characteristic for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one melee weapon the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle. If you selected array of blades, this equipment costs 1 EP; otherwise, it costs 2EP.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one shardcarbine, splinter cannon, splinter pistol or splinter rifle the operative is equipped with. Add 1 to the Normal Damage characteristic of that weapon for the battle. If you selected a splinter pistol or splinter rifle, this equipment costs 2EP; otherwise, it costs 3EP.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While a friendly HAND OF THE ARCHON operative is Visible to and within of this operative, when determining control of an objective marker, treat that friendly operative's APL characteristic as being 1 higher. Note that this is not a modifier.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The operative has a Save characteristic of 3+ for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once during the battle, when this operative is activated, you can use this ability. If you do so, this operative regains D3+3 lost wounds.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once during the battle, when this operative is selected as the target of a combat or shooting attack, you can use this ability. If you do so, this operative can immediately perform a free Dash action as though it can FLY (and can do so even if it is within Engagement Range of an enemy operative). If it is no longer a valid target, that combat or shooting attack immediately ends (the action points subtracted are not refunded).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a friendly HAND OF THE ARCHON operative within ⬟ of this operative would gain a Pain token, you can select another friendly HAND OF THE ARCHON operative within ⬟ of this operative to gain it instead.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The operative gains 1 Pain token for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When you select this item of equipment, also select one enemy operative. Until the end of the battle, each time this operative fights in combat with 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- See p41 of Kill Team: Soulshackle
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
diff --git a/2024 - Hearthkyn Salvager.cat b/2024 - Hearthkyn Salvager.cat
deleted file mode 100644
index c195ac8..0000000
--- a/2024 - Hearthkyn Salvager.cat
+++ /dev/null
@@ -1,1882 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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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
-
-
-
-
- The first time an attack dice inflicts 4 or more damage on this operative during the battle, ignore that inflicted damage.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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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-
-
-
-
-
-
-
-
-
-
-
-
-
-
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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). 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+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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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, even if this operative is incapacitated:
-- 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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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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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-
-
-
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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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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. 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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 only needs to be within ▲ horizontally 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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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
- Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within ⬤ of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
-
-
-
-
diff --git a/2024 - Hernkyn Yaegir.cat b/2024 - Hernkyn Yaegir.cat
deleted file mode 100644
index a951258..0000000
--- a/2024 - Hernkyn Yaegir.cat
+++ /dev/null
@@ -1,1467 +0,0 @@
-
-
-
-
- Keep a pool of Resourceful points. In the Ready Operatives step of each Turning Point after the first, add Resourceful points to your pool determined by the number of friendly HERNKYN YAEGIR operatives in the killzone within Engagement Range of an enemy operative. At the end of each Turning Point, discard the Resourceful points in your pool.
-Operatives | Resourceful points
---- | ---
-6+ | 2
-3-5 | 1
-0-2 | 0
-
-Each time a friendly HERNKYN YAEGIR operative that isn't within Engagement Range of an enemy operative is activated, you can spend one of your Resourceful points to do one of the following effects:
-- Add 1 to its APL.
-- It regains D3+1 lost wounds.
-
-
- If you are not using the Close Quarters rules, in the Set Up Operatives step, up to three friendly HERNKYN YAEGIR operatives can be set up with a Conceal order wholly within 2⬤ of your drop zone, and more than ⬛ from enemy operatives and your opponent's drop zone*. Operatives set up in this manner cannot make shooting attacks or perform the Charge action during the first Turning Point.
-*In ordinary circumstances, this will always be more than ⬛ from your opponent's drop zone, but some mission maps may differ (e.g. Shadow Operations).
-
-If you are using the Close Quarters rules, at the end of the Set Up Operatives step, in an order of your choice, up to three friendly HERNKYN YAEGIR operatives that have a Conceal order and are wholly within your drop zone can perform up to two different actions from the following for free:
-- Normal Move
-- Operate Hatch
-- Dash
-
-
-Operatives that do so cannot make shooting attacks or perform the Charge action during the first Turning Point.
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-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/5
- Lethal 5+
- -
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-
- 4
- 4+
- 3/5
- Rng ⬟
- -
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-
-
- 4
- 3+
- 4/4
- Rng ⬟
- -
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-
- 4
- 5+
- 2/2
- -
- -
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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 results of 1.
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- You can ignore any or all modifiers to this operative’s characteristics.
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- In the first Turning Point, up to three friendly operatives with this Battle Honour that have been set up using the Dauntless Explorers ability are not restricted from making shooting attacks and/or performing the Charge action.
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- Each time you activate this operative, if you spend a Resourceful point, you can select both effects for this operative.
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- Ignore Engagement Range when determining if this operative generates Resourceful points and when spending them.
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- Each time this operative fights in combat or makes a shooting attack against an enemy operative that isn't ready, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
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-
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-
- 2⬤
- 2
- 1
- 3
- 4+
- 9
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-
- In the Ready Operatives step of each Turning Point after the first, if this operative isn't within Engagement Range of an enemy operative, add 1 Resourceful point (pg 58) to your pool.
-
-
-
-
- The first time this operative would be incapacitated during the battle, it is left with 1 wound remaining instead and cannot be incapacitated for the remainder of that action. All remaining attack dice are discarded (including yours if this operative is fighting in combat).
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- 4
- 3+
- 3/5
- Rng ⬟, Lethal 5+
- -
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-
- 2⬤
- 2
- 1
- 3
- 4+
- 8
-
-
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-
- This operative can perform the Charge action while it has a Conceal order.
-
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-
-
- If this operative is incapacitated in combat, you can strike with one of your remaining attack dice before it's removed from the killzone.
-
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-
- 4
- 3+
- 3/5
- Rng ⬟, Lethal 5+, Limited, Silent
- -
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- 4
- 3+
- 3/5
- Lethal 5+, Relentless
- -
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- 2⬤
- 2
- 1
- 3
- 4+
- 8
-
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-
- At the start of the Firefight phase, before operatives are activated, this operative can perform a free Shoot action (if it has a Conceal order, you can change it to Engage to do so).
-
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-
-
- Each time this operative incapacitates an enemy operative, roll one D6 separately for each other enemy operative Visible to and within ⬤ of that enemy operative. If the result is greater than that other enemy operative's APL, subtract 1 from its APL.
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- 4
- 3+
- 3/5
- Rng ⬟+⬛, Balanced, Lethal 5+
- -
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- 5
- 4+
- 4/5
- AP1, Cumbersome*
- -
-
-
-
-
- 5
- 4+
- 3/5
- Blast ⬤, Cumbersome*
- -
-
-
-
-
- 5
- 4+
- 2/4
- Blast ⬛, Cumbersome*
- -
-
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-
-
- An operative cannot move more 3⬤ in the same activation in which it performs the Shoot action with this ranged weapon.
-
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-
- 2⬤
- 2
- 1
- 3
- 4+
- 8
-
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-
-
- Each time this operative makes a shooting attack with its APM launcher, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during the Turning Point, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
-
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- 2⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- You have five Minefield tokens for the battle. On the reverse side, three of them are HY-Pex mines (see ability) and two are blank. At the end of the Set Up Operatives step, you can set up any number of your Minefield tokens reverse-side down (their specifics are not revealed). Each token must be more than ⬤ from objective markers, enemy operatives and access points, and more than ⬟ from your opponent's drop zone and your other Minefield tokens. Each time this operative is readied, if it's not within Engagement Range of an enemy operative you can reset one of your flipped Minefield tokens within ⬤ of it (flip the token back over again).
-
-
-
-
- Each time an enemy operative or is set up within ⬤ of one of your reverse-side down Minefield tokens, long as no friendly HERNKYN YAEGIR operatives are within ⬤ of that token, interrupt that action and flip the token over. If it's blank, there's no effect. If it's a HY-Pex Mine that enemy operative suffers 3 mortal wounds and roll one D6. If the result is under the target's Save characteristic or invulnerable save (your opponent's choice of which), it suffers additional mortal wounds equal to the dice result. In any case, leave the token where it is and the enemy operative then continues its action.
-
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-
- 3
- 4+
- 3/4
- -
- -
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-
- 2⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- 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's 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.
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- 4
- 2+
- 3/3
- AP1, Heavy, Silent
- MW3
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-
- 2⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- When determining Line of Sight for this operative, enemy operatives within ⬟ of it that aren't ready:
-- Cannot be Obscured.
-- Are treated as having an Engage order.
-
-
-
-
- Each time this operative fights in combat or makes a shooting attack against an enemy operative that is within ⬟ of it, if that enemy operative isn't ready, in the Roll Attack Dice step of that combat or shooting attack, you can reroll any rolls of attack dice of one result (e.g. results of 2).
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-
- 4
- 3+
- 3/5
- Rng ⬟, Limited, Silent
- Rending
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-
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-
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-
- 4
- 4+
- 3/5
- Silent
- -
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-
- 4
- 3+
- 4/5
- -
- -
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- 2⬤
- 2
- 1
- 3
- 4+
- 8
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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 only needs to be within ▲ horizontally 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.
-
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-
-
-
- 4
- 3+
- 2/4
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
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-
-
-
-
-
-
-
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-
-
-
-
-
-
-
- Operative equipped with a bolt shotgun only. In the Set Up Operatives step, select a type of ammunition for this operative to have loaded into its bolt shotgun for the battle: standard shells or stabilised shells. If it has loaded standard shells, it uses either profile of its bolt shotgun as normal. If it has loaded stabilised shells, it can only use the long range profile of its bolt shotgun, but add 1 to both Damage characteristics of that profile and improve its Ballistic Skill characteristic by 1 for that operative.
-
-
-
-
- Change the type of ammunition loaded into the bolt shotgun this operative is equipped with (see Stabilised Shells).
-
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-
-
- 4
- 3+
- 2/4
- Rng ⬟, Blast ▲
- -
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice. This operative is unaffected by the Splash critical hit rule.
-
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-
-
-
-
- Select a throwing plasma knife or one of the operative's melee weapons. That weapon gains the Rending critical hit rule for the battle.
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-
-
- This operative has a 4+ invulnerable save for the battle.
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- When determining Line of Sight for this operative, enemy operatives are not Obscured.
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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 retain one of your successful normal saves as a critical save instead.
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- Select a bolt revolver or the short range profile of a bolt shotgun the operative is equipped with. That weapon or weapon profile gains the Stun critical hit rule for the battle.
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-
-
- In the Ready Operatives step of each Turning Point, if this operative is in the killzone and more than ⬟ from enemy operatives, add one Resourceful point to your pool.
-
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-
-
-
-
-
-
-
-
-
diff --git a/2024 - Hierotek Circle.cat b/2024 - Hierotek Circle.cat
deleted file mode 100644
index 5e670d7..0000000
--- a/2024 - Hierotek Circle.cat
+++ /dev/null
@@ -1,1632 +0,0 @@
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- 3⬤
- 3
- 1
- 3
- 3+
- 13
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- 5
- 3+
- 3/3
- Blast ⬤, Lethal 5+
- Stun
-
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-
- 3
- 3+
- 3/3
- Lethal 5+
- Stun
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- 4
- 3+
- 5/3
- AP1
- MW3
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- 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.
-
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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 (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.
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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):
-- 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
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-
- 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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-
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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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-
-
-
- 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.
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-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 13
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-
-
-
-
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-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/5
- Lethal 5+
- -
-
-
-
-
- 6
- 3+
- 3/4
- AP1
- -
-
-
-
-
-
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- 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.
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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⬤
- 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.
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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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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
- 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 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+2 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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-
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-
-
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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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-
-
-
-
-
-
- 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.
-
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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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-
-
-
-
- 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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-
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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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-
-
-
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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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-
-
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-
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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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-
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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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 1/1
- Indirect, Limited, No Cover
- MW1
-
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-
-
-
-
-
-
-
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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 1AP).
-- This operative cannot be equipped with equipment.
-
-
-
-
diff --git a/2024 - Hunter Clade.cat b/2024 - Hunter Clade.cat
deleted file mode 100644
index cf895e7..0000000
--- a/2024 - Hunter Clade.cat
+++ /dev/null
@@ -1,2337 +0,0 @@
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-
- In the Strategy phase of the first Turning Point, when it is your turn to use a Strategic Ploy or pass, you must select one Doctrina Imperative below to become active for your kill team instead. That Imperative is active until the end of the battle, or until you change it to a different Imperative, whichever comes first.
-
-In the Strategy phase of a subsequent Turning Point, when it is your turn to use a Strategic Ploy or pass, you may select one different Imperative below to become active for your kill team instead. That Imperative is active until the end of the battle, or until you change it to a different Imperative, whichever comes first.
-
-Each Imperative has an Optimisation and a Deprecation effect. Ignore each Imperative’s Deprecation effect during the first Turning Point that it is active for your kill team during the battle.
-
-
-
-
- Each time a friendly HUNTER CLADE operative fights in combat, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
- Each time a friendly HUNTER CLADE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, before any other re-rolls, you must re-roll one of your critical hits (if any).
-
-
-
-
- Each time a friendly HUNTER CLADE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, before any other re-rolls, if you rolled two or more failed hits, you can re-roll one of your attack dice.
- Each time a friendly HUNTER CLADE operative fights in combat, in the Roll Attack Dice step of that combat, before any other re-rolls, you must re-roll one of your critical hits (if any).
-
-
-
-
- Each time a shooting attack is made against a friendly HUNTER CLADE operative, in the Roll Defense Dice step of that shooting attack, before any other rules take effect, if you rolled two or more failed saves, you can re-roll one of your defence dice.
- Subtract ⬤ from the Movement characteristic of friendly HUNTER CLADE operatives.
-
-
-
-
- Add ▲ to the Movement characteristic of friendly HUNTER CLADE operatives.
- Each time a shooting attack is made against a friendly HUNTER CLADE operative, defence dice cannot be retained automatically as a result of Cover (they must be rolled instead).
-
-
-
-
- No effect
- No effect
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- AP1
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/6
- AP2, Hot
- -
-
-
-
-
- 4
- 3+
- 5/6
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
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-
-
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-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Once per Turning Point, when a ready friendly HUNTER CLADE operative is activated within ⬛ of this operative, you can select another ready friendly HUNTER CLADE operative within ⬛ of this operative that is eligible to be activated. After that first friendly operative has been activated, you can immediately activate that other friendly operative.
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- 4
- 2+
- 4/5
- Rng ⬟, AP1
- Stun
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- 4
- 2+
- 4/5
- Rng ⬟, Blast ▲, No Cover
- -
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- 4
- 2+
- 2/4
- Rng ⬟, Balanced
- Rending
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- 4
- 4+
- 4/5
- -
- Stun
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- 4
- 4+
- 4/6
- Lethal 5+
- -
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- 4
- 4+
- 3/4
- Lethal 5+
- Stun
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- 4
- 3+
- 2/4
- -
- Rending
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- 3⬤
- 2
- 1
- 3
- 4+
- 10
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- 5
- 3+
- 4/5
- Balanced
- -
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- 5
- 3+
- 4/6
- -
- Rending
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- 3⬤
- 2
- 1
- 3
- 4+
- 11
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- 5
- 2+
- 4/6
- Balanced
- Rending
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- 3⬤
- 2
- 1
- 3
- 4+
- 10
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- 5
- 3+
- 2/3
- Relentless, Fusillade, Rng ⬟
- -
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- 4
- 3+
- 3/4
- Ceaseless
- -
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-
- 3⬤
- 2
- 1
- 3
- 4+
- 11
-
-
-
-
- Once per Turning Point, during this operative's activation, it can perform a mission action for one less AP (to a minimum of 0AP). This is not cumulative with the Servo-skull equipment.
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- 4
- 3+
- 3/4
- Heavy
- P1
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- 3
- 4+
- 2/3
- -
- -
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- 4
- 2+
- 5/3
- AP1, Heavy, Unwieldy
- MW3
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-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Once per Turning Point, when a ready friendly HUNTER CLADE operative is activated within ⬛ of this operative, you can select another ready friendly HUNTER CLADE operative within ⬛ of this operative that is eligible to be activated. After that first friendly operative has been activated, you can immediately activate that other friendly operative.
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-
- The first time you roll attack dice for this operative in each battle, you can select one successful normal hit to be retained as a critical hit instead. That retained hit cannot cause any futher critical hits to be retained (e.g. as a result of the Rending critical hit rule).
-
-
-
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-
-
- Each time this operative is activated, you can ignore any or all modifiers to its APL.
-
-
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-
-
- You can re-roll Recovery tests taken for this operative.
-
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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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-
-
- At the start of each Firefight phase, roll one D6 for this operative: on a 4+, this operative is not affected by the Deprecation effect of your active Imperative.
-
-
-
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-
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-
-
-
-
- Once per battle, when this operative is activated, you can use the Command Override Tactical Ploy without spending any CPs.
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-
-
-
- Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
-
-
-
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-
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-
-
-
-
-
-
- Each time a friendly HUNTER CLADE operative within ⬛ of this operative is activated, you can ignore any or all modifiers to that friendly operative's Movement characteristic for that activation (excluding the modifier from the Bulwark Imperative).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per Turning Point, during this operative's activation, it can perform a mission action for one less AP (to a minimum of 0AP).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per Turning Point, during this operative's activation, it can perform the Pick-Up action for one less AP (to a minimum of 0AP).
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 1CP to your pool. This operative cannot perform this action while within ⬟ of an enemy operative.
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-
-
-
-
-
-
-
- Select one radium carbine or master-crafted radium pistol this operative is equipped with. Add 1 to that weapon's normal damage characteristic for the battle.
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-
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-
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-
-
-
-
-
-
- Each time this operative is activated, it can ignore the first distance of ⬤ it travels for a climb, drop or traverse during that activation.
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-
-
-
- This operative has a 4+ invulnerable save.
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-
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-
-
-
-
-
-
- Select a master-crafted radium pistol this operative is equipped with. It gains the following improvements for the battle:
-- Lethal 5+ special rule
-- Add 1 to its Normal damage characteristic. This is not cumulative with the Enriched Round equipment.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Change this operative's Save characteristic to 3+ for the battle.
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-
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-
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-
-
-
-
-
-
-
-
- Each time the operative is activated, you can use the Motive Force Vitality Tactical Ploy without spending any CPs.
-
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-
-
- Each time the operative performs the Enhanced Data Tether action, you can select any friendly HUNTER CLADE operative in the kill zone (instead of one Visible to and within ⬟ of it).
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-
-
-
- For the battle, for the purposes of the operative's Omnispex action, add the following bullet point to the list of effects for the shooting attack specified by that action:
-- That friendly operative's ranged weapons have the Relentless special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, AP1, Limited, Indirect
- Stun
-
-
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-
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- Select one friendly HUNTER CLADE 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.
-
-
-
-
- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is activated, Visible to and within ⬤ of friendly operatives with this ability).
-
-
-
-
- Select one friendly HUNTER CLADE operative Visible to and within ⬛ of this operative, then select one enemy operative. Until the end of the Turning Point, each time that friendly model makes a shooting attack, for that shooting attack:
-- Areas of smoke have no effect when determining line of sight.
-- That enemy operative is not obscured.
-- If that enemy operative is the target, that friendly operative's ranged weapons have the No Cover special rule.
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
-
-
-
-
diff --git a/2024 - Imperial Navy Breacher.cat b/2024 - Imperial Navy Breacher.cat
deleted file mode 100644
index cb2ee9a..0000000
--- a/2024 - Imperial Navy Breacher.cat
+++ /dev/null
@@ -1,2132 +0,0 @@
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-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- At the start of the first Strategy phase, select the Attack Order or Defence Order Strategic Ploy. Until the end of the battle, while this operative is in the killzone, you can use that Strategic Ploy without spending any Command points.
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
- 4
- 5+
- 1/2
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Balanced, Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Ceaseless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative always treats the Close Assault Strategic Ploy as having been used.
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-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative, if this operative is within range of an objective marker or one of your Tac Ops tokens, or is carrying an objective marker or one of your Tac Ops tokens, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, you can retain one of them as a successful normal save without rolling it.
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-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs the Operate Hatch action, roll one D6: on a 3+, the action point subtracted to perform that action is refunded.
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-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat, if it is the active operative, its melee weapons have the Brutal special rule for that combat.
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-
-
-
-
-
-
-
-
-
-
-
-
- Improve the Weapon Skill characteristic of melee weapons this operative is equipped with by 1 (to a maximum of 2+).
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-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat or makes a shooting attack, if it is within ⬟ of your opponent's drop zone or killzone edge, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 2
- 3
- 4+
- 7
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- If this operative performs a Charge action, it is emboldened until the end of the Turning Point. While this operative is emboldened, each time it would lose a wound, roll one D6: on a 5+, that wound is not lost.
-
-
-
-
- Perform a free Charge action with this operative. Then perform a free Fight action with this operative. If this operative performs both actions, its power weapon gains the Reap 2 critical hit rule for that combat.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4⬤
- 1
- 1
- 2
- 5+
- 5
-
-
-
-
- In the Scouting step, after resolving your selection, you can perform a free Dash action with this operative if it is wholly within your drop zone.
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-
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-
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-
-
-
-
-
-
-
-
- 2⬤
- 2
- 1
- 3
- 2+
- 10
-
-
-
-
- Each time another friendly IMPERIAL NAVY BREACHER operative finishes an action in which it moved and ended that move with its base touching this operative's, if this operative has an Engage order, and is not already shielding a friendly operative, it can shield that friendly operative until their bases are no longer touching or this operative no longer has an Engage order. While a friendly operative is shielded, it is not in an enemy operative's Line of Sight if a Cover line drawn to it crosses this operative's base, unless the enemy operative is at least ⬤ higher than it.
-
-
-
-
- Perform a free Fall Back action with this operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/3
- Rng ⬟, Relentless
- -
-
-
-
-
- 4
- 5+
- 1/2
- Relentless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 1/1
- Brutal, Shield*
-
-
-
-
-
-
- Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4⬤
- 1
- 1
- 2
- 5+
- 5
-
-
-
-
- Select a point in the killzone 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. It must finish that move within ▲ of the selected point. This operative can only perform this action once, and cannot perform it during the first Turning Point.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- This operative is equipped with frag, krak and stun grenades and they do not cost any equipment points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Rng 2⬤, Blast ⬤, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 4+
- 3/4
- Fusillade, Heavy, Relentless
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 6/3
- Rng ⬟, AP2
- MW4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/6
- AP1
- -
-
-
-
-
- 4
- 4+
- 5/6
- AP2, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- Each time this operative would perform the Operate Hatch action, no more than one action point needs to be subtracted.
-
-
-
-
- This operative can perform this action while within ▲ of a closed Hatchway. Until it is opened, that Hatchway is welded shut. While a Hatchway is welded shut, operatives must subtract one additional action point to perform the Operate Hatch action on that Hatchway. This operative cannot perform this action while witihn Engagement Range of an enemy operative.
-
-
-
-
- Place your Breach Point token so it is within ▲ of this operative and a terrain feature no more than ▲ thick. Friendly IMPERIAL NAVY BREACHER operatives can move through parts of that terrain feature that are no more than ▲ wide as if they were not there, so long as they do so within ▲ of that token.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/6
- Brutal
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- Select one friendly IMPERIAL NAVY BREACHER operative within ⬟ of either this operative or a friendly NAVIS C.A.T. UNIT operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Place your Surveillance token within ⬟ of a friendly NAVIS C.A.T. UNIT operative. Until the end of the Turning Point, while an enemy operative is Visible to a friendly NAVIS C.A.T. UNIT operative and within ⬛ of that token, that enemy operative is under surveillance. Each time a friendly IMPERIAL NAVY BREACHER operative makes a shooting attack, enemy operatives under surveillance are treated as having an Engage order for that shooting attack. This operative cannot perform this action while within Engagement Range of an enemy operative or if a friendly NAVIS C.A.T. UNIT operative is not in the killzone.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- Select one enemy operative Visible to and within ⬟ of a friendly NAVIS GHEISTSKULL operative. Roll one D6, adding 1 to the result if that enemy operative is in that friendly NAVIS GHEISTSKULL operative's Line of Sight. On a 3+, subtract 1 from that enemy operative's APL. This operative cannot perform this action while within Engagement Range of an enemy operative or if a friendly NAVIS GHEISTSKULL operative is not in the killzone.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Detonate*, EMP*, Silent
- -
-
-
-
-
-
- Each time this operative performs a Shoot action with this weapon, make a shooting attack against each operative within ⬤ of a friendly NAVIS GHEISTSKULL operative (they are all valid targets). After all of those shooting attacks have been made, that friendly NAVIS GHEISTSKULL operative is incapacitated. This operative cannot make a shooting attack with this weapon by performing an Overwatch action or if a friendly NAVIS GHEISTSKULL operative is not in the killzone.
-
-
- Each time a friendly operative makes a shooting attack with this weapon, this weapon has the Lethal X special rule for that shooting attack. X is the target's unmodified Save characteristic.
-
-
-
-
-
-
-
-
-
-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative's APL, and it is not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- In the Set Up Operatives step, select a type of ammunition for this operative to have loaded into its Navis shotgun for the battle: cartridges or slugs. If it has loaded cartridges, it uses either profile of the Navis shotgun as normal. If it has loaded slugs, it can only use the long range profile of the Navis shotgun, but add 1 to both Damage characteristics of that profile and improve its Ballistic Skill characteristic by 1 for that operative.
-
-
-
-
- Change the type of ammunition loaded into the Navis shotgun this operative is equipped with.
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 1 to this operative's Wounds characteristic for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- In the Scouting step, after resolving your selection, you can open one Hatchway. If both players have this or a similar ability, the Defender resolves this ability first.
-
-
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-
-
-
- Select one power weapon the operative is equipped with. That weapon gains the Balanced special rule for the battle.
-
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-
-
-
-
-
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-
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-
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-
-
-
-
-
-
-
-
-
- Each time an enemy operative fights in combat or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of weapons that enemy operative is equipped with for that combat or shooting attack (to a minimum of 2). This is not cumulative with the Brace for Counter-attack Strategic Ploy.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a Navis las-volley the operative is equipped with. That weapon gains the Rending special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Operate Hatch action while within ⬟ of a Hatchway's access point (instead of ▲) and can do so even if that Hatchway is open and an enemy operative is within ▲ of its access point. An operative cannot use this ability and the Deckhand Battle Honour and/or Hatchcutter ability at the same time.
-
-
-
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-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
- Once per Turning Point, during this operative's activation, it can perform a mission action for one less action point (to a minimum of 0AP).
-
-
-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
- After the battle, in the Update Dataslates step, if this operative was not incapacitated during the battle, you can re-roll one Casualty test.
-
-
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-
-
-
-
-
-
-
-
-
-
- - This operative is unaffected by the Splash critical rule unless it is the target of the shooting attack.
-- Each time a shooting attack is made against this operative if the ranged weapon has the Blast x or Torrent x special rule, or makes a shooting attack against each operative within range of a specified point (e.g. Detonate), in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice (or up to two of your defence dice if this operative has the NAVIS GRENADIER keyword).
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
- This operative cannot:
-- Perform any actions other than Dash, Fall Back, Normal Move or Pass.
-- Climb, jump or traverse.
-- Make shooting attacks, fight in combat (do not select a weapon or roll any attack dice for it) or provide combat support.
-- Be equipped with equipment or carry anything.
-
-
-
-
- - When drawing a Visibility line from this operative, draw it from any part of the miniature.
-- This operative cannot earn (or lose) experience points and automatically passes Casualty tests.
-- This operative's APL cannot be modified.
-- This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
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diff --git a/2024 - Inquisitorial Agents.cat b/2024 - Inquisitorial Agents.cat
deleted file mode 100644
index edb4a39..0000000
--- a/2024 - Inquisitorial Agents.cat
+++ /dev/null
@@ -1,7096 +0,0 @@
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 2*
- 3
- 5+
- 8
-
-
-
-
- Once per Turning Point, at any point during this operative's activation, if a friendly TOME-SKULL operative is within ▲ of this operative, and neither of them are within Engagement Range of an enemy operative, you can swap their Consecrated Tome abilities.
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟
- -
-
-
-
-
- 4
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 1
- 2*
- 2
- 5+
- 5
-
-
-
-
- This operative cannot:
-• Perform any actions other than Dash, Fall Back, Normal Move or Pass.
-• Make shooting attacks, fight in combat (do not select a weapon or roll any attack dice for it) or provide combat support.
-• Be equipped with equipment or carry anything.
-
-
-
-
- • This operative cannot earn (or lose) experience points and automatically passes Casualty tests.
-• This operative's APL cannot be modified.
-• This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
- Each subsequent time your opponent uses each Strategic or Tactical Ploy (excluding Command Re-roll) during the battle, you gain 1 CP.
-
-
-
-
- In narrative play, in the Update Dataslates step, if this operative was not incapacitated, you can select one other friendly INQUISITORIAL AGENT® operative that was in that battle to gain D3 experience points
-
-
-
-
- Select one objective marker. Until this operative performs this action again, while this operative is within ⬛ of that objective marker, it dominates it. A friendly operative that dominates an objective marker always controls it, regardless of any other rules or the API of enemy operatives within the required distance of it. If an enemy operative would also dominate that objective marker, control is determined as normal. This operative can only perform this action once per battle, and cannot perform it while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 5+
- 1/2
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this operative is incapacitated in combat, you can strike with one of your remaining attack dice before it's removed from the killzone.
-
-
-
-
- Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/6
- Brutal, Unrelenting*
- -
-
-
-
-
-
-
-
-
- Each time a friendly operative fights in combat with this weapon, if you are the attacker, you can re-roll one of your attack dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- This operative can perform a Charge action while it has a Conceal order.
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 1
- 2+
- 5/7
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- -
- Reap 2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- Each time an enemy operative performs a Fall Back action while within Engagement Range of this operative, roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is injured. On a 4+, that enemy operative cannot perform that action, but the action points subtracted are not refunded.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- Balanced
- Rending, Cripple*
-
-
-
-
-
- Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if it strikes with a critical hit, that enemy operative is injured until
-the end of the battle (regardless of any rules that say it cannot be injured).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 1
- 1
- 3
- 4+
- 11
-
-
-
-
- Each time this operative is activated, if it's Visible to and within ⬛ of a friendly INQUISITORIAL AGENT operative (or vice versa), add 1 to this operative's APL.
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 4/5
- Ceaseless, Fusillade, Heavy
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 6/3
- AP2, Heavy
- MW4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/6
- AP1, Blast ⬤, Heavy
- -
-
-
-
-
- 4
- 4+
- 5/6
- AP2, Blast ⬤, Heavy, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- Each time an enemy operative is Visible to and within ⬟ of this operative, your opponent cannot re-roll their attack or defense dice for it.
-
-
-
-
- Select one enemy operative within this operative's Line of Sight and within ⬟ of it, then select one unique action or ability that operative has. Until the end of that enemy operative's next activation, it's treated as not having that unique action or ability. This operative cannot perform this action while within Engagement Range of an enemy operative. Note that weapon rules explained in the abilities section of an operative's datacard with a * are not themselves abilities, e.g. Unrelenting.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- 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.
-
-
-
-
- Psychic action. Select one friendly INQUISITORIAL AGENT operative within ⬟ of this operative. Until the end of the Turning Point, each time that operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can retain one failed hit as a successful normal hit, or one successful normal hit as a critical hit. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Divine Protection action during this activation.
-
-
-
-
- Psychic action. Select one friendly INQUISITORIAL AGENT operative within ⬟ of 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 retain one failed save as a successful normal save, or one successful normal save as a critical save. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Divine Guidance action during this activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 2/3
- Rng ⬟, Indirect
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- You can ignore any or all modifiers to this operative's characteristics and it's not affected by the Stun critical hit rule.
-
-
-
-
- Each time this operative fights in combat with or makes a shooting attack against an enemy operative that has fewer than its starting number of wounds, you can re-roll any or all of your attack dice.
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/2
- Rng ⬟, Torrent ▲
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- You can ignore any or all modifiers to the Ballistic Skill characteristic of this operative's ranged weapons.
-
-
-
-
- Make a shooting attack with the scoped plasma pistol and the suppressed autopistol this operative is equipped with (in any order). This action is treated as a Shoot action. This operative cannot perform this action if it has a Conceal order.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- AP1
- -
-
-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, AP1
- -
-
-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, AP2, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Silent
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 3+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Select one friendly INQUISITORIAL AGENTS operative in the killzone. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative. This operative can perform this action more than once during its activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Select one friendly INQUISITORIAL AGENT 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 Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Once per Turning Point, the first time another friendly INQUISITORIAL AGENTS 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 of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 3/4
- Fusillade
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
- While an operative is within ⬟ of this operative, it cannot perform psychic actions. This operative cannot be targeted or affected by psychic actions.
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- -
- -
-
-
-
- Sisters
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 2/3
- -
- -
-
-
-
- Scions
-
-
-
-
-
- 4
- 4+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/6
- AP1
- -
-
-
-
-
- 4
- 4+
- 5/6
- AP2, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 6/3
- Rng ⬟, AP2
- MW4
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/4
- Blast ⬤
- -
-
-
-
-
- 4
- 4+
- 4/5
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
-
-
-
-
-
-
-
-
-
-
-
- Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
-
-
-
-
-
-
-
-
-
-
-
- When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than ⬛ from it to be in Cover (instead of ⬤).
-
-
-
-
-
-
-
-
-
-
-
- You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
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- Each time a friendly INQUISITORIAL AGENTS operative fights in combat with or makes a shooting attack against an enemy operative within ⬤ of this operative, add 1 to the Attacks characteristic of that friendly operative's weapon for that combat or shooting attack.
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- Each time an enemy operative fights in combat with or makes a shooting attack against a friendly INQUISITORIAL AGENTS operative within ⬤ of this operative, subtract 1 from the Attacks characteristic of that enemy operative's weapon for that combat or shooting attack.
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- When this operative is selected for deployment, also select either the Denunciation or Sanctification ability for it to have for the battle. The friendly TOME-SKULL operative has the other ability for the battle.
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- Consecrated Tome: This operative gains a Consecrated Tome ability (see INTERROGATOR datacard).
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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 retain one of your defence dice results of '4' as a successful normal save.
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- This operative has a 4+ invulnerable save.
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- Once per Turning Point, during this operative's activation, it can perform a mission action for one less action point (to a minimum of 0AP).
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- Select one autopistol or extended stock autopistol the operative is equipped with (note that you cannot select a suppressed autopistol). Add 1 to both Damage characteristics of that weapon for the battle.
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- 3
- 4+
- 3/5
- Lethal 5+
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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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- 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). 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 while within Engagement Range of an enemy operative.
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- Select one point in 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. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
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- Select one enemy operative Visible to and within ⬟ of this operative, then roll one D6, adding 1 to the result if that enemy operative is in this operative's Line of Sight. On a 3+, that enemy operative is tangled until it performs the Pass action or the battle ends (whichever comes first). A tangled operative cannot perform any actions other than Pass.
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- Select one autopistol or extended stock autopistol the operative is equipped with (note that you cannot select a suppressed autopistol). That weapon gains the Splash 1 critical hit rule for the battle.
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- 4
- 3+
- 0/0
- Rng ⬛, Lethal 3+, Limited
- MW2
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- Select one of the operative's ranged weapons. That weapon gains the No Cover special rule for the battle. In addition, each time the operative makes a shooting attack with that weapon during the battle, enemy operatives are not Obscured for that shooting attack.
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- Each time an enemy operative fights in combat with or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of that enemy operative's weapons for that combat or shooting attack (to a minimum of 2).
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- 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).
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- INTERROGATOR and TOME-SKULL operatives fulfil each other’s Group Activation requirements.
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-
diff --git a/2024 - Intercession Squad.cat b/2024 - Intercession Squad.cat
deleted file mode 100644
index 286ec1e..0000000
--- a/2024 - Intercession Squad.cat
+++ /dev/null
@@ -1,1754 +0,0 @@
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- 3⬤
- 3
- 1
- 3
- 3+
- 15
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- 3⬤
- 3
- 1
- 3
- 3+
- 15
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- 3⬤
- 3
- 1
- 3
- 3+
- 14
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- 3⬤
- 3
- 1
- 3
- 3+
- 14
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- 4
- 3+
- 2/4
- Blast ⬤
- -
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- 4
- 3+
- 4/5
- AP1
- -
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- 3⬤
- 3
- 1
- 3
- 3+
- 14
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- 3⬤
- 3
- 1
- 3
- 3+
- 14
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- 5
- 3+
- 4/5
- -
- -
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- 4
- 4+
- 5/7
- Brutal
- -
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- 4
- 3+
- 4/6
- Lethal 5+
- -
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- 4
- 4+
- 5/6
- -
- Stun
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- 5
- 2+
- 2/2
- Rng ⬟, Torrent ▲
- -
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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+
- 3/4
- Rng ⬟
- P1
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- 4
- 3+
- 3/4
- -
- -
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- 4
- 3+
- 3/4
- Rng ⬟
- -
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- 4
- 3+
- 3/4
- Ceaseless
- -
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- 4
- 3+
- 3/4
- -
- P1
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- 4
- 3+
- 3/4
- Heavy, AP1
- -
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- 4
- 3+
- 4/5
- Rng ⬟, Limited, AP1, Indirect
- -
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- 4
- 3+
- 2/3
- Rng ⬟, Limited, Blast ⬤, Indirect
- -
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- Select one of this operative's ranged weapons. Improve the Ballistic Skill characteristic of that weapon by 1 (to a maximum of 2+).
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- Select one of this operative's nelee weapons. Improve the Weapon Skill characteristic of that weapon by 1 (to a maximum of 2+).
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- This operative gains an additional Chapter Tactics abiltiy. This must be an ability from the category of one of its existing Chapter Tactics abilities.
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- You can re-roll Recovery tests taken for this operative. In addition, each time this operative gains a Battle Scar, you can roll an extra D6 and select which result to use.
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- Select one Battle Honour for this operative from the Combat, Staunch, Marksman or Scout specialisms. Note that you can select a Battle Honour from that specialism even if the operative couldn't normally progress in it.
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- In the Select Equipment step, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for one less equipment point (to a minimum of 0EP).
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- Select one enemy operative Visible to or within ⬟ of this operative. Until the end of the Turning Point:
-- That enemy operative is not Obscured.
-- Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
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-This operative cannot perform this action while within Engagement Range of an enemy operative.
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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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- Select a bolt rifle or stalker bolt rifle this operative is equipped with. That rifle gains the Lethal 5+ special rule for the battle.
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- Select one bolt weapon the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.
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- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, your opponent cannot retain dice results of less than 6 as critical hits (as a result of the Lethal X or Rending rules).
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- 4
- 3+
- 3/5
- -
- -
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- 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.
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- Each time this operative makes a shooting attack, in the Select Valid Target step of that shooting attack, enemy operatives are not Obscured.
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- 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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- Change the operative's Save characteristic to 2+ for the battle.
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- When determining control of an objective, 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.
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- This operative has a 4+ invulnerable save.
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
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-
- This operative can perform two Fight actions during its activation.
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- This operative can perform two Shoot actions during its activation if a bolt weapon is selected for at least one of those shooting attacks.
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- Each time this operative makes a shooting attack with a bolt weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, that weapon gains the No Cover special rule for that shooting attack.
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- Each time this operative fights in combat in an activation in which it performed a Charge action, its melee weapons gain the Rending critical hit rule for that combat.
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- For the bolt weapon this operative is equipped with:
-- Subtract 1 from its Critical Damage characteristic.
-- It gains the MW1 critical hit rule.
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- Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time it parries with a critical hit, you can select an additional normal hit of your opponent’s to be discarded.
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- 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, one critical hit inflicts one less damage on this operative (to a minimum of 3).
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- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, retained defence dice results of 5+ are critical saves (instead of just 6).
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- Do not worsen the Ballistic Skill characteristic of this operative’s ranged weapons as a result of performing the Overwatch action.
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-
- This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
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-
- This operative can perform the Charge action while within Engagement Range of an enemy operative. In addition, each time this operative performs a Normal Move action, it can move within Engagement Range of an enemy operative (but cannot finish its move there).
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- While this operative is performing a Normal Move action, add ▲ to its Movement characteristic.
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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’s in Cover and more than ⬟ from the active operative, 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.
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- Add 1 to this operative's Wounds characteristic.
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diff --git a/2024 - Kasrkin.cat b/2024 - Kasrkin.cat
deleted file mode 100644
index 340b991..0000000
--- a/2024 - Kasrkin.cat
+++ /dev/null
@@ -1,1854 +0,0 @@
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- 3⬤
- 2
- 1
- 3
- 4+
- 9
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-
- In each Strategy phase, add 2 Elite points to your pool.
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- 4
- 3+
- 3/4
- Rng ⬟
- -
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- 4
- 3+
- 4/5
- Ceaseless
- -
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- 4
- 3+
- 5/6
- Rng ⬟, AP1
- -
-
-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, AP2, Hot
- -
-
-
-
-
- -
- -
- -
- Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- -
-
-
-
-
-
-
-
-
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-
-
-
- 4
- 4+
- 3/4
- -
- -
-
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-
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-
-
-
-
-
-
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-
- 3
- 4+
- 2/3
- -
- -
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-
-
- 4
- 4+
- 3/4
- Rng ⬟
- -
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-
-
- 4
- 3+
- 4/6
- Lethal 5+
- -
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- The first time an enemy operative is incapacitated by this operative in each battle, add 1 Elite point to your pool.
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- Each time this operative fights in combat or makes a shooting attack against an enemy operative that does not have the IMPERIUM keyword, before rolling your attack dice, you can retain one as a successful hit without rolling it.
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- While this operative is carrying or within ⬤ of an objective marker, 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.
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- Select one of the ranged weapons this model is equipped with (if the weapon has more than one profile, select one of those profiles). Add 1 to its Critical Damage characteristic.
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- Each time this operative makes a shooting attack, enemy operatives must be more than 2⬤ (instead of ⬤) from this operative to be in Cover.
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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 one less equipment point (to a minimum of 0EP).
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-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Once per Turning Point, the first time another friendly KASRKIN 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 operative's APL.
-
-
-
-
- Select one friendly KASRKIN 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 Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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-
- 3⬤
- 2
- 1
- 3
- 4+
- 9
-
-
-
-
- Each time a shooting attack is made against this operative, if theranged weapon has the Blast special rule, or makes a shooting attack against each operative within range of a specified point (e.g. melta mine), in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice. In addition, this operative is unaffected by the Splash X critical hit rule, unless it is selected as the target of the shooting attack.
-
-
-
-
- Place your Melta Mine token in a location Visible to and within ▲ of this operative and more than ⬤ from any enemy operatives. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
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-
- 4
- 2+
- 4/2
- AP2, Proximity*
- MW3
-
-
-
-
-
- The first time an enemy operative moves within ⬤ of this operative's Melta Mine token, make a shooting attack against each operative within ⬤ of that token with this weapon (even if this operative is not in the killzone, and ignore all Ballistic Skill modifiers). When making those attacks, those operatives are always valid targets and cannot be in Cover. At the end of those shooting attacks, remove that token. An operative cannot make a shooting attack with this weapon by any other means, or if its Melta Mine token is not in the killzone.
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- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
- -
-
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- -
- -
- -
- Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- -
-
-
-
-
- 4
- 4+
- 2/4
- Blast ⬤
- -
-
-
-
-
- 4
- 4+
- 4/5
- AP1
- -
-
-
-
-
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-
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-
-
-
- 5
- 4+
- 3/4
- Fusillade
- P1
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-
- 4
- 4+
- 6/3
- Rng ⬟, AP2
- MW4
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-
- 4
- 4+
- 5/6
- AP1
- -
-
-
-
-
- 4
- 4+
- 5/6
- AP2, Hot
- -
-
-
-
-
- -
- -
- -
- Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- In the Scouting step, after resolving your selection, you can resolve an additional Recon option (even if you have already selected that option). Initiative is still determined by your original selection. If both players have this or a similar ability, the Defender resolves this ability first.
-
-
-
-
- Select one enemy operative. Until the end of the Turning Point, each time a friendly KASRKIN operative makes a shooting attack, that enemy operative is not Obscured. This operative cannot perform this action while within Engagement Range of an enemy operative.
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-
-
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-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- 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, one additional dice can be retained as a successful normal save as a result of Cover.
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-
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-
-
-
-
-
-
- -
- -
- -
- Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- -
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
- 4
- 2+
- 3/3
- Heavy, Silent
- MW3
-
-
-
-
-
-
-
-
-
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-
-
-
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-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Each time this operative makes a shooting attack, you can spend one Elite point for free during that shooting attack (even if you don't have any in your pool).
-
-
-
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-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
-
-
-
-
- Select one friendly KASRKIN operative in the killzone. Add 1 to its APL. This operative can perform this action twice during its activation, but cannot perform this action while within Engagement Range of an enemy operative.
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- Once per battle, when this operative is activated, you can use this ability. If you do so, until the end of its activation, you can ignore any or all modifiers to this operative's APL and Movement characteristics.
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- The hot-shot lasgun or hot-shot marksman rifle the operative is equipped with gains the following critical hit rule for the battle.
-
-Long-range Scope: Each time a friendly operative makes a shooting attack with this weapon against a target more than ⬟ from it, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, this weapon gains the No Cover special rule for that shooting attack.
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- Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the Ballistic Skill characteristic of a hot-shot lasgun it is equipped with as a result of performing an Overwatch action.
-
-GUNNER and SHARPSHOOTER operatives can use this for any ranged weapon on their datacard.
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- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
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- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
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- Select one point on the killzone within ⬟ of this operative. Roll one D6 for each operative within 2⬤ 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. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
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-
- Select one point on the killzone within ⬟ of this operative. Roll one D6 for each operative within 2⬤ of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, until the end of the Turning Point, that operative cannot perform Guard or Overwatch actions (if they are already on guard, they are no longer on guard). This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
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- Each time a shooting attack is made against this operative, in the Resolve Successful Hits step of that 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.
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- 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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- Once during the battle, when this operative is activated, you can choose to use this ability. If you do so, until the end of the Turning Point, this operative can perform two Shoot actions during its activation.
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- - Each time this operative performs the Combat Stimms action, the friendly operative selected gains D3+3 lost wounds (instead of 2D3).
-- After the battle, in the Update Dataslates step, if this operative was not incapacitated during the battle, you can re-roll two Casualty tests as a resutl of this MEDIC operative, rather than one.
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- The hot-shot lasgun the operative is equipped with gains the AP1 special rule for the battle.
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- At the end of each Roll Attack Dice step, roll one D6 for each Elite point you spent in that step. On a 6, you gain 1 Elite point.
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-
-
-
-
- 3
- 4+
- 3/4
- -
- -
-
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-
-
-
-
- You start the battle with a pool of 10 Elite points. Each time a friendly KASRKIN operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can spend one or more of your Elite points to adjust one (and only one) of your dice. For each point you spend, add 1 to the dice result, and reduce the number of Elite points in your pool by 1.
-
-For example, a friendly KASRKIN operative makes a shooting attack. In the Roll Attack Dice step of that shooting attack, you roll 4 attack dice and the results are 1, 2, 4 and 6. You spend 2 Elite points to increase the result of one of your attack dice, modifying a 2 into a 4. Note that you cannot spend Elite points to modify more than one dice from the roll.
-
-
-In each Strategy phase, add 2 Elite points to your pool.
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
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-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 8
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diff --git a/2024 - Kill Team.gst b/2024 - Kill Team.gst
index 991d0b3..2e9cecd 100644
--- a/2024 - Kill Team.gst
+++ b/2024 - Kill Team.gst
@@ -1,1112 +1,116 @@
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- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
- -
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- Each time this operative fights in combat, the enemy operative in that combat cannot be supported.
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- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
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- Each time this operative fights in combat, if any friendly operatives are supporting them, add 1 to the Attacks characteristic of their melee weapons for that combat.
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-
- Add 1 to the Critical Damage characteristic of this operative's melee weapons.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat, subtract 1 from the Weapon Skill characteristic of the enemy operative for that combat.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if you retain any critical hits, you can inflict one Mortal Wound on the enemy operative in that combat.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack, if you roll any critical hits, inflict one mortal wound on the target.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack, when determining if the intended target is in Cover, Cover lines ignore the bases of all other operatives.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs a Shoot action, when you would retain attack dice for that action's shooting attack, if it has not performed a Normal Move, Fall Back or Charge action during that activation, you can select one of your results of 5+ to be retained as a critical hit.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per Turning Point, after this operative makes a shooting attack while on a Vantage Point, if the target did not lose any wounds as a result of that shooting attack, repeat that shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is activated, so long as it does not perform a Shoot or Fight action during that activation, it can perform one free Dash action.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform a Dash action more that once during its activation. In addition, it automatically passes Jump tests and does not need to spend ⬤ to traverse.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When this operative is activated during the first Turning Point, you can change its order.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- During the Set Up Operatives step of the mission sequence, this operative can be set up within ⬛ of your drop zone.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs a Normal Move or Dash action, it can move within Engagement Range of enemy operatives. It cannot finish that move within Engagement Range of them. Each time this operative performs a Charge action, so long as it finishes that move within Engagement Range of an enemy operative, it can move within Engagement Range of any enemy operatives during that move.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is the target of a shooting attack, in the Roll Defence Dice step of that shooting attack, if it has a Conceal order, you can re-roll one of your defence dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 2 to this operative's Wounds characteristic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is the target of a shooting attack, in the Roll Attack Dice step of that shooting attack, you can change one of your opponent's retained critical hits to a normal hit.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When determining control of an objective marker, treat this operative's APL characteristic as being 1 higher. Note that this is not a modifier.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative is never injured.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is the target of a shooting attack, in the Roll Defence Dice step of that shooting attack, ignore the AP1 special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative would lose a wound as a result of a mortal wound or critical damage, roll one D6: on a 5+, that wound is not lost.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative cannot perform Dash actions and its APL characteristic cannot be modified.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative always suffers the penalty to the Ballistic Skill characteristic of its ranged weapons as if it were injured.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative always suffers the penalty to the Weapon Skill characteristic of its melee weapons as if it were injured.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative always suffers the penalty to its Movement characteristic as if it were injured.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative does not gain a Battle Scar, but does not gain any experience from this battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one ranged weapon the operative is equipped with. This weapon gains the Ceaseless special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one ranged weapon the operative is equipped with. This weapon gains the P1 special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one ranged weapon the operative is equipped with. This weapon gains the Rending special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one ranged weapon the operative is equipped with. Add 1 to both Damage characteristics of this weapon.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one ranged weapon the operative is equipped with. This weapon gains the No Cover special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one ranged weapon the operative is equipped with. 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 you retain, you can re-roll one of your attack dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one melee weapon the operative is equipped with. This weapon gains the Balanced special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one melee weapon the operative is equipped with. This weapon gains the Brutal special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one melee weapon the operative is equipped with. This weapon gains the Rending special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one melee weapon the operative is equipped with. This weapon gains the Lethal 5+ rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one melee weapon the operative is equipped with. This weapon gains the Stun special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one melee weapon the operative is equipped with. Add 1 to both Damage characteristics of this weapon.
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
-
-
- Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative's base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in cover.
-
-
- Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice stop of that combat or shooting attack, you can re-roll one of your attack dice.
-
-
- Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.
-
-
- Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
-
-
- Each time a friendly operative fights in combat or makes a shooting attack with this weapon, 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 1.
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers 3 mortal wounds.
-
-
- Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each each other. x is the distance after the weapon's Torrent, e.g. Torrent ⬤
-
-
- Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply.
-
-
- An Operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
-
-
- Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
-
-
- Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits. x is the number after the weapon's Lethal, e.g. Lethal 5+.
-
-
- This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
-
-
- 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 x mortal wounds on the target. x is the number after the weapon's MW, e.g. MW3.
-
-
- Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx rule for that shooting attack. x is the number after the weapon's P, e.g. P1.
-
-
- Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within ▲ of it or the target operative. x is the number after the weapon's Reap, e.g. Reap 1.
-
-
- Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
-
-
- Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
-
-
- While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
-
-
- 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 x mortal wounds on the target and each other operative Visible to and within ⬤ of it. x is the number after the weapon's Splash, e.g. Splash 1.
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target's APL.
-
-Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
-- The first time you strike with a critical hit, select one of your opponent's normal hits from that combat to be discarded.
-- The second time you strike with a critical hit, subtract 1 from the target's APL.
-
-
- An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.
-
-
- Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within ⬤ of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
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+
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+
+
diff --git a/2024 - Kommando.cat b/2024 - Kommando.cat
deleted file mode 100644
index 90084da..0000000
--- a/2024 - Kommando.cat
+++ /dev/null
@@ -1,1793 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-This operative cannot perform the Operate Hatch action during this action.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 5+
- 1/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 5/6
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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*
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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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 only needs to be within ▲ horizontally 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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-
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-
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-
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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.
-
-
-
-
diff --git a/2024 - Legionary.cat b/2024 - Legionary.cat
deleted file mode 100644
index 04ce391..0000000
--- a/2024 - Legionary.cat
+++ /dev/null
@@ -1,2127 +0,0 @@
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 6/3
- Rng ⬟, AP2
- MW4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/6
- AP1
- -
-
-
-
-
- 4
- 3+
- 5/6
- AP2, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Heavy, Fusillade
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- Blast ⬤, Heavy
- -
-
-
-
-
- 4
- 3+
- 5/7
- AP1, Heavy
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 3+
- 3/5
- Ceaseless, Heavy, Fusillade
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- Once per battle, when this operative is activated, the daemon can take control. If it does so, until the end of the battle:
-- This operative cannot perform Overwatch, Pick Up, Shoot or mission actions.
-- Each time this operative would lose a wound, roll one D6; on a 5+ that wound is not lost.
-- Its daemonic claw gains the Ceaseless and Lethal 5+ special rules.
-- Each time this operative is activated, it can perform two Fight actions during that activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- - Each time this operative fights in combat, enemy operatives within Engagement Range of it cannot provide combat support for that combat.
-- For the purposes of Dash, Fall Back and Normal Move actions enemy operatives would perform, treat the distance of this operative's Engagement Range as ⬤ for that action (instead of ▲).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 5/7
- Vicious Blows*
- Reap 2
-
-
-
-
- Each time this operative fights in combat:
-- If this operative is 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you are the Defender, then you start instead of the Attacker when resolving successful hits.
-
-
-
-
- Each time this operative fights in combat, if it incapacitates an enemy operative, select one enemy operative within ⬛ of it. Subtract 1 from that enemy operative's APL.
-
-
-
-
- Place a Grisly Mark token within ▲ of this operative. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
-- Each time an enemy operative would perform a mission action or the Pick Up action, if that enemy operative is within ⬛ of your Grisly Mark token, one additional action point must be subtracted to perform that action.
-- When determining control of an objective marker that Grisly Mark token is within ⬛ of, treat enemy operative's total APL as being one less. Not that this is not a modifier.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 3/5
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, each time you retain a critical hit, the target suffers 2 mortal wounds.
-
-
-
-
- Psychic action. Resolve a LEGIONARY psychic power. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Perform a free Shoot action using the ranged weapon below.
-
-
-
-
- 4
- 3+
- 3/4
- No Cover, Blast ⬤
- Splash 1
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
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- Select one friendly LEGIONARY operative Visible to this operative. Until the end of the Turning Point, weapons that operative is equipped with gain the Lethal 5+, No Cover and Brutal special rules.
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-
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-
- Perform a free Shoot action using the ranged weapon below.
-
-
-
-
- 5
- 3+
- 3/3
- Siphon Life Force*
- -
-
-
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the Resolve Successul Hits step of that shooting attack, if you retain two or more attack dice, you can select one friendly LEGIONARY operative within ⬟ of the target to regain D3 lost wounds.
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-
-
- 5
- 3+
- 3/4
- Daemonic Energies*
- -
-
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- 3⬤
- 3
- 1
- 3
- 3+
- 13
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-
- Each time an enemy operative starts a Fall Back action while within Engagement Range of this operative, reduce the distance that enemy operative can move by 2⬤ (to a minimum of ⬤).
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- Each time this operative fights in combat, at the end of the Resolve Successful Hits step of that combat, if this operative has not been incapacitated and any of their strikes inflicted Critical Damage, this operative regains 2 lost wounds.
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- 5
- 2+
- 4/7
- Lethal 5+
- -
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- 3⬤
- 3
- 1
- 3
- 3+
- 13
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- Once per Turning Point, during this operative's activation, if it incapacitates an enemy operative, it can perform one free action during that activation.
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- 5
- 3+
- 5/7
- Brutal
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/6
- -
- Stun
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- 5
- 2+
- 4/6
- Lethal 5+
- -
-
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-
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-
-
-
- 5
- 2+
- 4/5
- Parry Hook*
- -
-
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- Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time you parry with a normal hit, you can select one of your opponent's critical hits to be discarded instead.
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- This operative gains the Favoured of the Dark Gods ability.
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- Improve this operative's Save characteristic by 1 (to a maximum of 2+).
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- Melee weapons this operative is equipped with gain the Brutal special rule.
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- Once per action, when an attack dice would inflict Critical Damage on this operative, you can choose for it to inflict Normal Damage instead.
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- Select one weapon this operative is equipped with. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon by 1 (to a maximum of 2+).
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- While this operative has fewer than half its wounds remaining, each time it is activated, add 1 to its APL.
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- 4
- 2+
- 3/4
- Rng ⬟, Balanced
- -
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- 4
- 2+
- 5/6
- Rng ⬟, AP1
- -
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 5/6
- Rng ⬟, AP2, Hot
- -
-
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- 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 with one normal hit as if it were a critical hit.
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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 retain one normal save as a critical save.
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- Add ▲ to this operative's Movement characteristic.
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- Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.
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- Each time this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if the target is within ⬟ of it, you can re-roll one of your attack dice.
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- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if this operative performed a Charge action, you can re-roll one of your attack dice.
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-
- Change the operative's Save characteristic to 2+ for the battle. In the Resolve Successful Hits step of a combat or shooting attack, if an attack dice inflicts damage on this operative, its Save characteristic is change back to its normal characteristic for the rest of the battle.
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- The Heavy special rule of ranged weapons this 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.
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- 4
- 3+
- 2/3
- Rng ⬟, Limited, Blast ⬤, Indirect
- -
-
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- 4
- 3+
- 4/5
- Rng ⬟, Limited, AP1, Indirect
- -
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- Once per battle, this operative can perform two Manifest Psychic Power actions during its activation.
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- Select one boltgun, bolt pistol or tainted bolt pistol this operative is equipped with. Add 1 to both Damage characteristics of that weapon.
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-
- While this operative is Visible to and within ⬛ of an enemy operative, subtract 1 from the Attacks characteristic of ranged and melee weapons that enemy operative is equipped with.
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-
-
- 5
- 3+
- 3/5
- -
- -
-
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-
- Once per battle, if this operative is in the kill zone, you can use a Tactical Ploy without spending any CPs; that Tactical Ploy must have the same <MARK OF CHAOS> selectable keyword as this operative.
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-
- The fists the operative is equipped with gain the following abilities for the battle.
-- It gains the Relentless special rule and the Rending critical hit rule.
-- Add 1 to its Attacks characteristic.
-
-
-
-
- 5
- 3+
- 3/4
- Relentless
- Rending
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-
-
- This operative can perform the Manifest Psychic Powers action twice during its activation.
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- While this operative is in the kill zone, friendly LEGIONARY operatives cannot be injured.
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-
- Add 1 to the attacks characteristic of the double-handed chain axe the operatiev is equipped with for the battle.
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- The bolt pistol or tainted bolt pistol the operative is equipped with gains the following improvements for the battle:
-- Add 1 to its Attacks characteristic.
-- It gains the Relentless special rule.
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-
- Once per Turning Point, when it is your turn to use a Strategic Ploy, if any friendly operatives with this ability are in the kill zone, you can use a Strategic Ploy without spending any CPs; that Strategic Ploy must have the same <MARK OF CHAOS> selectable keyword as one friendly operative with this ability. For example, if an operative with this ability has the KHORNE keyword, you could use the Blood for the Blood God Strategic Ploy. If an operative with this ability has the UNDIVIDED keyword, you can use the following Strategic Ploys for this ability instead: Hateful Assault, Malicious Volleys.
-
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-
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
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-
-
diff --git a/2024 - Mandrake.cat b/2024 - Mandrake.cat
deleted file mode 100644
index 8866f76..0000000
--- a/2024 - Mandrake.cat
+++ /dev/null
@@ -1,1047 +0,0 @@
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- 5
- 2+
- 4/6
- Lethal 5+
- Stun
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-
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-
-
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-
- Each time your opponent would activate a ready enemy operative within ⬟ of this operative, you can roll one D6. If the result is greater than that enemy operative's APL, they cannot activate it in this activation. If there are no other enemy operatives eligible to be activated, this ability has no effect.
-
-
-
-
- At the start of each Turning Point, or if this operative incapacitates and enemy operative with its huskblade, its oubliex becomes active. While its oubliex is active, each time an attack dice would inflict damage on this operative, you can roll one D6: on a 5+, ignore the damage inflicted from that attack dice and this operative's oubliex is no longer active.
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-
- 3⬤
- 2
- 1
- 3
- 6+
- 9
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-
- 4
- 3+
- 5/6
- Brutal, Lethal 5+
- Reap 2
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-
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-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 6+
- 8
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-
-
- Each time an enemy operative is incapacitated as a result of this operative's Part Collector ability or baleblad (including as a result of its Reap critical hit rule), add one of your Soul Harvest tokens to your pool, or two if that enemy operative had an APL characteristic of 3 or more. Each time a friendly MANDRAKE operative is activated, you can spend one of your Soul Harvest tokens to either add 1 that operative's APL until the end of the battle, or have it regain D6 lost wounds. You can spend your Soul Harvest tokens even if this operative has been incapacitated.
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-
-
- Each time an enemy operative performs the Fall Back action within Engagement Range of this operative, you can use this ability. If you do so, that enemy operative suffers D6 mortal wounds before it moves.
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-
- While this operative is within shadow (pg 54), add 1 to the Critical Damage characteristic of its glimmersteel blade.
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-
-
- 3⬤
- 2
- 1
- 3
- 6+
- 8
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-
- 5
- 3+
- 3/4
- Blast ⬤, *Soulstrike
- -
-
-
-
-
- 5
- 3+
- 3/4
- Lethal 5+, *Soulstrike
- -
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-
- Each time a friendly MANDRAKE operative makes a shooting attack against an enemy operative that has one of your Balefire tokens, for that shooting attack, add 1 to both Damage characteristics of that friendly operative's ranged weapons and they have the No Cover special rule. Each time a shooting attack is made against a friendly MANDRAKE operative that has one of your Balefire tokens, subtract 1 from both Damage characteristics of the enemy operative's ranged weapons for that shooting attack (to a minimum of 1).
-
-
-
-
- Select one operative Visible to this operative that doesn't have one of your Balefire tokens. Until the start of this operative's next activation or until this operative is incapacitated (whichever comes first), that selected operative gains one of your Balefire tokens. This operative cannot perform this action while within Engagement Range of an enemy operative.
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-
-
-
- 3⬤
- 2
- 1
- 3
- 6+
- 8
-
-
-
-
-
-
-
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-
-
-
-
-
-
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-
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-
-
-
- 5
- 2+
- 2/2
- Rng ⬟, Indirect, *Soulstrike
- MW2, Stun
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- Once in each Strategy phase, when it's your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select one enemy operative for this operative to focus on until the end of the Turning Point. When your opponent would activate that enemy operative, if this operative is ready, you can activate this operative first. If you do so, during that activation, you cannot select any other enemy operatives as targets for combats or shooting attacks made by this operative while that enemy operative is in the killzone.
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-
-
- Select one enemy operative within shadow or in this operative's Line of Sight. Until the start of this operative's next activation or until this operative is incapacitated (whichever comes first), that enemy operative is treated as being injured (regardless of any rules that say it cannot be injured), and its APL cannot be positively modified (remove any positive APL modifiers it has). This operative cannot perform this action while within Engagement Range of any other enemy operatives.
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-
- 3⬤
- 2
- 1
- 3
- 6+
- 8
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- 3⬤
- 2
- 1
- 3
- 6+
- 8
-
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-
-
- Any number of friendly MANDRAKE operatives can perform the Shadow Passage action each Turning Point if they start that action within ⬤ of one of your Shadow Portal tokens, and finish that action within ⬤ of the other. This does not prevent one operative from performing the Shadow Passage action as normal. You can use this ability even if this operative has been incapacitated.
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-
-
- Remove your Shadow Portal tokens (if any). Perform a free Shadow Passage action with this operative. If you do so, before and after it moves, place one of your Shadow Portal tokens within ⬤ of this operative.
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-
-
- Remove your Weave Darkness token (if any). Then place your Weave Darkness 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). That token creates an area of smoke with a ⬤ radius and unlimited upward height (but not below). An operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative cannot perform this action while within Engagement Range of an enemy operative. If this operative is incapacitated, remove its Weave Darkness token.
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- Each Turning Point, only one friendly MANDRAKE operative can perform this unique action.
-If this operative is within shadow, perform a free Normal Move action with it, but instead of moving it, remove it from the killzone and set it back up again within shadow but not within Engagement Range nor Line of Sight of enemy overatives. It cannot make shooting attacks until the next Turning Point.
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-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- Each friendly MANDRAKE operative has a 5+ invulnerable save. If it's within shadow, it has a 4+ invulnerable save instead.
-
-
-
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Defence Dice step of that shooting attack, successful saves are determined differently:
-- Invulnerable saves cannot be used.
-- Each result that is equal to or less than the target's APL is a successful save and is retained.
-- Each result that is higher than the target's APL is discarded.
-- Each retained result of 1 is a critical save.
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- *Soulstrike
- -
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative is within shadow (pg 54) and more than ⬟ from the active operative, improve its invulnerable save by 1.
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-
-
-
-
-
-
-
-
-
-
- Each time this operative moves, as long as it finishes that move within shadow (pg 54), you can ignore any or all modifiers to its Movement characteristic and it can FLY.
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-
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-
-
-
-
-
-
-
- While this operative is within ▲ of a Light part of a terrain feature that's not lower than it, it's within shadow (pg 54).
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-
-
-
-
-
-
-
-
-
-
- In the Select Equipment step, you can equip this operative with a soul gem (pg 60) for 0EP. If you choose to pay the cost for the soul gem, this operative's baleblast gains the Blast ⬤ special rule for the battle instead.
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-
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-
-
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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 can perform the Fall Back action for one less action point (to a minimum of 0AP).
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-
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-
-
-
- An operative is within shadow if any of the following are true:
-
-
-- It's within ▲ of a Heavy part of a terrain feature, and that part is not lower than it.
-- Any part of its base is underneath a Vantage Point.
-- It's within ▲ of a Shadow Portal token (see Shadeweaver operative's Open Shadow Portal action).
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-
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-
-
-
-
-
-
- While only one enemy operative is within Engagement Range of this operative, that enemy operative is snared. Each time a snared enemy operative would perform the Fall Back action, roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is injured. On a 4+, that enemy operative cannot perform that action, but no action points are subtracted.
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-
-
-
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-
-
-
-
-
-
- Select one objective marker within ⬟ of this operative. Until the end of the battle, when determining control of that objective marker, if this operative is in the killzone, treat enemy operatives' total APL as being 1 less. This operative can only perform this action once.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative has a Conceal order, it's always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative performs the Dash action, it can move an additional ▲ for that action.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a baleblast the operative is equipped with. That weapon gains the Blast ▲ special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Limited, Silent
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one enemy operative Visible to this operative. Until the end of the battle, each time this operative’s activation ends, that enemy operative suffers 1 mortal wound, or D3 mortal wounds if it’s within ⬟ of this operative. This operative can only perform this action once, and cannot perform it while within Engagement Range of any other enemy operatives.
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-
-
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-
-
-
-
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-
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-
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-
-
-
-
-
- Each time this operative incapacitates an enemy operative, you can select one other enemy operative within ⬛ of the incapacitated operative to suffer a number of mortal wounds equal to the incapacitated operative’s APL.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once during each of this operative’s activations, you can select one enemy operative Visible to it. Until the start of this operative’s next activation or until this operative is incapacitated (whichever comes first), if no other enemy operatives are within Engagement Range of this operative, your opponent cannot re-roll attack or defence dice for the enemy operative you selected.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Defence dice automatically retained for this operative as a result of Cover and the Gloaming Shroud Strategic Ploy are critical saves.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 1 to the Attacks characteristic of the operative’s melee weapons for the battle (to a maximum of 5).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative incapacitates an enemy operative, you can select one friendly MANDRAKE operative within of this operative to regain a number of lost wounds equal to the incapacitated operative’s APL.
-
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-
diff --git a/2024 - Nemesis Claw.cat b/2024 - Nemesis Claw.cat
deleted file mode 100644
index 3c18a3d..0000000
--- a/2024 - Nemesis Claw.cat
+++ /dev/null
@@ -1,1595 +0,0 @@
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 13
-
-
-
-
- Once in each Strategy phase, when it's your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, add D3 Prescience tokens to your pool. Your Prescience tokens are spent on abilities and unique actions on this datacard, but you cannot spend them if this operative is not in the killzone.
-
-
-
-
- In the Firefight phase, when it's your turn turn activate a ready friendly operative, you can discard one of your Prescience tokens to skip that activation.
-
-
-
-
- Once per Turning Point, when this operative fights in combat or a shooting attack is made against it, at the start of the Resolve Successful Hits step of that combat or shooting attack, you can discard one of your Prescience tokens to discard one of your opponent's successful hits.
-
-
-
-
- Psychic action. Discard one of your Prescience tokens to gain 1CP. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/6
- -
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 5/7
- Brutal
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/6
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/5
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 5/6
- Rng ⬟, AP1
- -
-
-
-
-
- 4
- 2+
- 5/6
- Rng ⬟, AP2, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, Lethal 5+
- -
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 2/0
- Rng ⬟, Blast ⬤, Indirect, Limited, No Cover
- MW3, *Terrorchem
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 3/5
- -
- *Terrorchem
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-
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-
-
-
-
-
-
-
-
-
-
-
- In the Ready Operatives step of each Initiative plase, enemy operatives with a Terrorchem token suffer D3 mortal wounds (roll separately for each), even if this operative has been incapacitated.
-
-
-
-
- Select one objective marker this operative controls that doesn't have a Terrorchem token. It gains one of your Terrorchem tokens. The first time an enemy operative without a Terrorchem token moves within ⬤ of that objective marker, it suffers D3 mortal wounds and gains that Terrorchem token until the end of the battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 6/3
- Rng ⬟, AP2
- MW4
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/6
- AP1
- -
-
-
-
-
- 4
- 3+
- 5/6
- AP2, Hot
- -
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Fusillade, Heavy
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- Blast ⬤, Heavy
- -
-
-
-
-
- 4
- 3+
- 5/7
- AP1, Heavy
- -
-
-
-
-
-
-
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-
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-
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-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- While this operative is within ⬛ of an enemy operative, worsen the Ballistic Skill and Weapon Skill characteristics of that enemy operative's weapons by 1. This is not cumulative with being injured.
-
-
-
-
- Each time this operative fights in combat as the active operative, if the target has less than its starting number of wounds remaining at the start of that combat, this operative's lightning claws gain the Lethal 4+ special rule for that combat (instead of Lethal 5+).
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Lethal 5+, Relentless
- -
-
-
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-
-
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-
-
-
-
- Once per Turning Point, when this operative incapacitates an enemy operative within its Engagement Range, select one other enemy operative Visible to and within ⬟ of this operative or the incapacitated enemy operative. Until the start of the next Turning Point, that other enemy operative cannot perform mission actions or the Pick Up action, or control objective markers.
-
-
-
-
- Each time this operative fights in combat, subtract 1 from both the Damage characteristics of the enemy operative's weapons for that combat (to a minimum of 2).
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
- 5
- 3+
- 4/6
- -
- Reap 1, Rending
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-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- 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).
-
-
-
-
- Psychic action. Select one enemy operative within ⬟ of this operative, then select one of the following for that enemy operative (you can only select each one once per battle):
-- Subtract 1 from its APL.
-- Change its order.
-- Perform a free Dash action with it (specify the location for your opponent to move it to).
-
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
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-
-
-
-
-
-
- When determining if a friendly NEMESIS CLAW operative is in an enemy operative's Line of Sight, that friendly operative is Obscured if all of the following are true:
-- It has a Conceal order, regardless of any rules that treat the operative as having an Engage order (e.g. Vantage Point).
-- It's within ▲ of Heavy or Light terrain, and/or any part of its base is underneath a Vantage Point.
-- It's more than ⬟ from enemy operatives it's Visible to.
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform a Charge action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform a Charge action while it has a Conceal order.
-
-
-
-
-
-
-
-
-
-
-
- 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's 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.
-
-
-
-
-
-
-
-
-
-
-
- This operative's melee weapons gain the Brutal special rule. While this operative has combat support, its melee weapons gain the Lethal 5+ special rule for that combat. If they already have Lethal 5+, they gain the Rending critical hit rule for that combat instead.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative has a Conceal order, it's always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-
-
-
-
-
-
-
-
-
-
-
- When this operative is incapacitated by an enemy operative within its Engagement Range, that enemy operative suffers D3+1 mortal wounds.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative is Visible to and within ⬛ of an enemy operative, your opponent cannot re-roll attack or defense dice for that enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative is Visible to and within ⬛ of an enemy operative, subtract 1 from the Attacks characteristic of that enemy operative's ranged and melee weapons.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While only one enemy operative is within Engagement Range of this operative, that enemy operative is snared. Each time a snared enemy operative would perform the Fall Back action, roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative and adding 1 if that enemy operative is injured. On a 4+, that enemy operative cannot perform that action, but no action points are subtracted.
-
-
-
-
-
-
-
-
-
-
-
- The Heavy special rule of this operative's ranged weapons is treated differently. Instead, an operative cannot move more than 3⬤ in the same activation in which it performs the Shoot action with any of those ranged weapons.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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- Each time an enemy operative is activated, if this operative is Visible and within ⬛ of it, subtract 1 from its APL.
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- Keep a Misery tally for this operative. Each time an operative is incapacitated, add 1 to the Misery tally. Once per battle, when this operative is activated, you can use this ability. If you do so, this operative regains a number of lost wounds equal to your Misery tally (to a maximum of 8).
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- Each time a shooting attack is made against this operative, in the Roll Attack Dice step of that shooting attack, your opponent cannot retain attack dice as critical hits (they must be retained as normal hits instead).
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- - Change the Blast ⬤ special rule of this operative’s terrorchem vial to Blast ⬛.
-- Change the distance requirement for this operative’s Poison Objective action to ⬛ (instead of ⬤).
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- Unless they begin a move outside of this operative’s Engagement Range and can FLY, enemy operatives cannot move out of this operative’s Engagement Range.
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- For the purposes of this operative’s Prescience ability, add 3 Prescience tokens to your pool (do not roll one D3).
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- Each time this operative fights in combat or makes a shooting attack with this weapon, in the Resolve Successful Hits step of that combat or shooting attack, the first time you resolve a critical hit (it must be a strike in combat), the enemy operative gains one of your Terrorchem tokens until the end of the battle if it doesn't already have one.
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diff --git a/2024 - Novitiate.cat b/2024 - Novitiate.cat
deleted file mode 100644
index 358298b..0000000
--- a/2024 - Novitiate.cat
+++ /dev/null
@@ -1,2191 +0,0 @@
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- Keep a pool of Faith points. At the start of each Turning Point, if there are any friendly NOVITIATE operatives in the killzone, you gain 3 Faith points. In addition, you gain one Faith point at the end of each activation, if any of the following apply:
-- During that activation, a friendly NOVITIATE operative with the Combat specialism incapacitated an enemy operative in a combat.
-- During that activation, a friendly NOVITIATE operative with the Marksman specialism incapacitated an enemy operative in a shooting attack.
-- During that activation, a friendly NOVITIATE operative with the Staunch specialism performed a mission action.
-- A friendly NOVITIATE operative with the Scout specialism was activated and finished that activation within ⬟ of the enemy dropzone.
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-Faith points can be subtracted so that friendly NOVITIATE operatives can perform Acts of Faith listed below. Each Act of Faith will specify when it can be used, its effect and how many Faith points you must subtract from your total to use it. If you cannot subtract the required Faith points from your total, you cannot use that Act of Faith.
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-Unless otherwise specified, only one Act of Faith can be used during each activation (friendly or enemy). For example, a shooting attack is made against a NOVITIATE operative. In the Roll Defence Dice step of that shooting attack, that operative's controlling player decides to subtract 2 Faith points to use Divine Shield to retain one failed save as a successful normal save. No other Acts of Faith can then be performed during that activation (other than Faithful Blessing).
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-You cannot use Acts of Faith to change dice you’ve re-rolled.
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- When a friendly NOVITIATE operative is fighting in combat or making a shooting attack, or a shooting attack is being made against it, in the Roll Attack Dice step (for the former) or Roll Defence Dice step (for the latter) of that combat or shooting attack, re-roll one of your attack dice or defence dice respectively. This Act of Faith can be used more than once in each activation, and can be used with other Acts of Faith.
- 1 Faith point
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- When a friendly NOVITIATE operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, retain one of your failed hits as a successful normal hit.
- 2 Faith points
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- When a friendly NOVITIATE operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, retain one of your successful normal hits as a critical hit instead.
- 3 Faith points
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- When a shooting attack is made against a friendly NOVITIATE operative, in the Roll Defence Dice step of that shooting attack, retain one of your failed saves as a successful normal save.
- 2 Faith points
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- When a shooting attack is made against a friendly NOVITIATE operative, in the Roll Defence Dice step of that shooting attack, retain one of your successful saves as a critical save instead.
- 2 Faith points
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- When a friendly NOVITIATE operative suffers a mortal wound, ignore that mortal wound. This Act of Faith can be used more than once in each activation.
- 1 Faith point
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- When a friendly NOVITIATE operative is activated, it regains D3 lost wounds. This Act of Faith can be used a maximum of two times in each activation.
- 2 Faith points
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- When an enemy operative performs a shooting attack, select one friendly NOVITIATE operative. Until the end of that activation, while that friendly operative is more than ⬤ from that enemy operative:
-- That friendly operative is treated as being in Cover.
-- While that friendly operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e,g, Vantage Point).
- 2 Faith points
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- 4
- 3+
- 2/3
- -
- -
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- 3
- 4+
- 2/3
- -
- -
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- 4
- 3+
- 4/5
- Balanced
- -
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- 4
- 3+
- 2/3
- Rng ⬟
- -
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- During the first Turning Point, this operative can perform the "Pray for Guidance" action.
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- You gain 1 CP. Your Kill Team can only perform this action once.
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- Each time an enemy operative would perform a psychic action, if it is within ⬛ of one or more friendly operatives with this Battle Honour, 1 additional AP must be subtracted to perform that action.
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- Each time an attack dice would inflict critical damage on this operative, you can choose for that dice to inflict normal damage instead.
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- Each time this operative performs one or more Acts of Faith during its activation, roll one D6: on a 5+, you gain 1 Faith point.
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- Each time this operative is activated, if it is within ⬤ of the centre of an objective marker, add 1 to its APL.
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- At the start of each Turning Point, if this operative is not within Engagement Range of an enemy operative, it can immediately perform a Dash action.
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- 3⬤
- 2
- 1
- 3
- 3+
- 8
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- Each time this operative is activated, if it performs any mission actions or if any enemy operatives are incapacitated as a result of any actions it performs during that activation, you can select one Ready friendly NOVITIATE operative Visible to and within ⬟ of it. After this operative's activation ends, you can activate that operative.
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- 4
- 2+
- 3/4
- -
- -
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- 4
- 2+
- 3/4
- Rng ⬟
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- 4
- 2+
- 5/6
- Rng ⬟, AP1
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- 4
- 2+
- 5/6
- Rng ⬟, AP2, Hot
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- 4
- 2+
- 4/6
- Lethal 5+
- -
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- The first time this operative performs a Fight action in each of its activations, in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice.
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- 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 (for the second combat, you do not have to select the same target and the Zealous Rage ability has no effect).
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- 4
- 4+
- 5/6
- Brutal
- Reap 2
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- 3
- 4+
- 2/3
- -
- -
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- Perform a free Dash action with this operative, then perform a free Shoot action with it. You can only select a ministorum flamer for this action’s shooting attack.
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- 5
- 2+
- 2/3
- Rng ⬟, Torrent ⬤
- Inferno 1
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- Each time this operative is activated, it can perform one mission action at any point during its activation without subtracting any action points.
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- You gain 2 Faith points. If this operative performs this action while within ⬤ of the centre of an objective marker, or while within ⬟ of the enemy dropzone, you gain 3 Faith points instead.
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- Select one friendly NOVITIATE operative (excluding a NOVITIATE SUPERIOR operative) within ⬛ of and Visible to this operative. Add 1 to that operative's APL. In addition, if that operative is a NOVITIATE PENITENT operative, until the end of that operative's next activation, add ⬤ to its Movement characteristic (to a maximum of 4⬤).
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- 5
- 3+
- 2/3
- Lethal 5+
- Stun
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- 5
- 3+
- 2/3
- Rng ⬛, Lethal 5+
- Stun
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- Each time a friendly NOVITIATE operative is incapacitated, if this operative is within ⬟ of and Visible to it, roll one D6: on a 4+, that operative can immediately perform a free Shoot action.
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- Perform this action while within ⬤ of the centre of an objective marker. Until this operative is next activated, if it is within ⬤ of the centre of that objective marker, halve the APL of enemy operatives (rounding up) when determining who controls that objective marker.
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- Once per Turning Point, the first time another friendly NOVITIATE 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 would have been incapacitated by a shooting attack, any remaining attack dice are discarded. That other friendly operative can then perform a free Dash action, but must finish the move within ▲ of this operative. Subtract 1 from both operatives' APL.
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- Select one friendly NOVITIATE 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 Mantra of Restoration ability during this same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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- 4
- 4+
- 2/3
- Lethal 5+
- -
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- Select one friendly NOVITIATE operative within ⬟ of and Visible to this operative. Add 1 to its APL.
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- Place a Condemning Sermon token within ⬟ of this operative. While an enemy operative is within ⬤ of the centre of your Condemning Sermon token, worsen the Ballistic Skill characteristic of ranged weapons it is equipped with by 1. In the Ready Operatives step of each Turning Point, remove your Condemning Sermon token.
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- 2
- 4+
- 3/3
- -
- -
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- Each time a shooting attack is made against a friendly NOVITIATE operative, in the Roll Defence Dice step of that shooting attack, if this operative is Visible to and within ⬛ of it, you can re-roll one of your defence dice.
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- Until the end of the Turning Point, each time a friendly NOVITIATE operative fights in combat, in the Roll Attack Dice step of that combat, if it is within ⬟ of this operative, you can re-roll any or all of your dice results of 1 or 2.
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- 4
- 3+
- 5/5
- -
- Inferno 2, Stun
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- 4
- 2+
- 3/4
- Lethal 5+
- Expert Riposte*
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-
- Each time this operative fights in combat using its duelling blades, in the Resolve Successful Hits step of that combat, each time you parry with a critical hit, also inflict damage equal to the weapon's Critical Damage characteristic.
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-
- Each time an enemy operative is activated, if it is within ⬟ of this operative, it cannot generate more than 2AP for that activation. Each time an enemy operative would perform a psychic action, if it is within ⬟ of this operative, 1 additional AP must be subtracted to perform that action.
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-
- 3
- 3+
- 3/3
- -
- Stun
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-
-
-
-
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-
-
-
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-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Silent
- P1, MW2
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- Once per battle, this operative can perform one Act of Faith without you needing to subtract any Faith points.
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-
- Each time this operative is activated, roll one D6: on a 6, add 1 to its APL.
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-
- This model has a Save characteristic of 3+ instead of 4+.
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-
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-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Limited, Blast ⬤, Indirect
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, Limited, AP1, Indirect
- -
-
-
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-
- Each time this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your dice results of 1. If any of your re-rolled dice also result in 1, that operative suffers 1 mortal wound.
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-
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-
- Each time this operative strikes with a critical hit, you gain one Faith point.
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-
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-
-
- Select a Novitiate blade this operative is equipped with. It gains the following improvements for the battle:
-- Improve its Weapon Skill characteristic by 1.
-- Add 1 to its Critical Damage characteristic.
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-
-
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-
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-
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-
-
- This operative's mace of the righteous gains the Rending critical hit rule and the Brutal special rule for the battle.
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-
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-
-
- Select an autogun or autopistol the operative is equipped with. That weapon gains the Inferno 1 critical hit rule for the battle.
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-
- Add ⬛ to the range of this model's Icon of Purity ability.
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-
- Once in this battle, at the start of a Turning Point, this operative can use its Proclamation Broadcaster. If it does, you gain a number of Faith points equal to the number of other friendly NOVITIATE operatives Visible to and within ⬛ of this operative (to a maximum of 4 Faith points).
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-
- Select an autogun this operative is equipped with. It gains the following improvements:
-- Improve its Ballistic Skill by 1.
-- The operative can perform the Take Aim action.
-
-
-
-
- Select one enemy operative Visible to this operative. Until the end of this activation, each time this operative makes a shooting attack, treat that enemy operative as if it has an Engage order for that shooting attack.
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-
- Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits, the target gains x Inferno tokens. X is the number after the weapon's Inferno (e.g. Inferno 1). At the end of each Turning Point, roll one D6 for each Inferno token an enemy operative has: on a 4+, that enemy operative suffers 1 mortal wound. After rolling, remove all Inferno tokens that operative has.
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
diff --git a/2024 - Ork Kommandos.cat b/2024 - Ork Kommandos.cat
new file mode 100644
index 0000000..68c7008
--- /dev/null
+++ b/2024 - Ork Kommandos.cat
@@ -0,0 +1,94 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 5+
+ 10
+
+
+
+
+ Perform a free **Dash** action and a free **Shoot** action with this operative in any order. You can only select a dakka shoota for that **Shoot** action.
+This operative cannot perform this action while within control range of an enemy operative, or while it has a Conceal order.
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 3/4
+ Range 6", Ceaseless
+
+
+
+
+ 5
+ 4+
+ 3/4
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/4
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/2024 - Pathfinder.cat b/2024 - Pathfinder.cat
deleted file mode 100644
index 1daa5e9..0000000
--- a/2024 - Pathfinder.cat
+++ /dev/null
@@ -1,2298 +0,0 @@
-
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-
-
-
- If this operative is in the killzone, friendly DRONE operatives can perform the Operate Hatch action (ignore the first bullet point of Artificial Intelligence to do so).
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-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 8
-
-
-
-
- Once per battle, when it is your turn to use a Strategic Ploy, if this operative is in the killzone, it can use this ability. If it does, select one Art of War to be in effect until the end of the Turning Point.
-
-
-
-
- Once per battle, when a friendly PATHFINDER operative (excluding a DRONE operative) is activated within ⬛ of and is Visible to this operative, this operative can use this ability. If it does, until the end of the friendly PATHFINDER operative's activation, it can perform one mission action for one less AP (to a minimum of 0AP).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 3/4
- Balanced
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
- In the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
-
-
-
-
- For that shooting attack, the active operative's ranged weapons gain the No Cover special rule.
-
-
-
-
- Operatives gain Markerlight tokens as specifed by the Markerlight action. In the Ready Operatives step of each Initiative phase, remove one Markerlight token that each operative has.
-
-Each time a friendly PATHFINDER operative makes a shooting attack, it gains a number of cumulative benefits for that shooting attack depending on how many Markerlight tokens the target operative has. Operatives gain no Markerlight benefits for shooting attacks made with EMP and fusion grenades.
-
-
-
-
- For that shooting attack, improve the Ballistic Skill characteristic of ranged weapons the active operative is equipped with by 1.
-
-
-
-
- In the Select Valid Target step of that shooting attack, the enemy operative is not Obscured.
-
-
-
-
- In the Select Valid Target step of that shooting attack, the enemy operative is treated as if it has an Engage order unless it's in Cover provided by Heavy terrain.
-
-
-
-
-
-
-
-
-
-
-
- Each time a friendly PATHFINDER operative is activated, if it has an Engage order for that activation, it can perform a free Dash action during that activation.
-
-
-
-
- Each time a shooting attack is made against a friendly PATHFINDER operative, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Markerlight action twice during its activation. In addition, when this operative is incapacitated, it can perform a free Markerlight action, even if it is within Engagement Range of an enemy operative. If this operative cannot perform the Markerlight action, determine a different Battle Honour for it.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time you would use the Suppressing Fire Tactical Ploy and select this operative, that Tactical Ploy costs 0CP for that use.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack, before rolling your attack dice, if it has not performed a Normal Move, Fall Back, Dash or Charge action during that activation, you can retain one as a successful normal hit without rolling it. You cannot use this ability and the Merciless Hunter ability during the same shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack, before rolling your attack dice, if the target is within ⬟ of it, you can retain on as a successful normal hit without rolling it. You cannot use this ability and the Cunning Hunter ability during the same shooting attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When a friendly SHAS'UI operative uses its Art of War ability, you can select which Art of War this operative benefits from (it can be a different Art of War to what other friendly operatives benefit from).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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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-
-
-
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-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 5+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Silent
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- During deployment, if this operative was selected for deployment, you can set up one friendly PATHFINDER DRONE operative with a Conceal order anywhere in the killzone that is wholly within ⬟ of your dropzone, more than ⬟ from enemy operatives and more than ⬛ from the enemy dropzone. In a battle that uses Hazardous Areas rules, the DRONE operative must be set up wholly within 2⬤ of your drop zone. In a battle that uses Close Quarters rules, you cannot set up the DRONE operative as specified. Instead, at the end of the Scouting step, if that DRONE operative is wholly within your drop zone and has a Conceal order, it can perform a free Normal Move and/or operate Hatch action and its order cannot be changed in the first Turning Point.
-
-
-
-
- Select one friendly PATHFINDER DRONE operative, then select one of the following:
-
-- If that DRONE operative is Ready, after this activation ends, you can activate that DRONE operative and until the end of the Turning Point, it is not considered to have the first three bullet points of its Artificial Intelligence ability.
-- If that DRONE operative has been activated during this Turning Point, perform a free Dash or Shoot action with it. If you perform a Shoot action, for that action's shooting attack, worsen the Ballistic Skill characteristic of its ranged weapons by 1.
-
-This operative cannot perform this action if it is within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack, when selecting a valid target for that shooting attack, enemy operatives are not Obscured.
-
-
-
-
- Select one enemy operative Visible to this operative. Subtract 1 from its APL. This operative cannot perform this action if it has a Conceal order or if it is within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative is equipped with EMP, fusion and photon grenades and they do not cost any equipment points.
-
-
-
-
- You can ignore any or all modifiers to this operative's APL and to the Weapon Skill and Ballistic Skill characteristics of its melee and ranged weapons respectively.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/3
- Rng ⬟, Indirect, AP2, Limited
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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+, that enemy operative gains a Photon token. While an operative has any Photon tokens, subtract ⬤ from its Movement characteristic and it cannot perform Dash actions. At the end of an operative's activation, remove all Photon tokens it has. 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+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, EMP*, Limited
- -
-
-
-
-
-
- Each time a friendly operative makes a shooting attack with this weapon, this weapon has the Lethal X special rule for that shooting attack. X is the target's unmodified Save characteristic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one friendly PATHFINDER 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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-
-
-
-
-
-
-
-
-
-
- Select one friendly PATHFINDER operative (excluding a DRONE operative) within ▲ of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this ability 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.
-
-
-
-
- Once per Turning Point, the first time another friendly PATHFINDER operative (excluding a Drone 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 would have been incapacitated as a result of 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
- 4
- 4+
- 4/4
- AP1, Lethal 5+
- MW2
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
- 5
- 4+
- 4/5
- -
- P1
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-
-
-
- 5
- 4+
- 5/6
- AP1, Hot
- -
-
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- Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the Ballistic Skill characteristic of its marksman rail rifle as a result of performing an Overwatch action.
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- 4
- 3+
- 4/4
- AP1, Lethal 5+
- MW2
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-
- 4
- 3+
- 3/3
- AP1, Silent
- MW2
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- 3⬤
- 2
- 1
- 3
- 4+
- 12
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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 a Recon option in addition to any other options. Initiative is still determined by your original selection.
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-
- Select one enemy operative Visible to this operative, then select one other ready friendly PATHFINDER operative that is not within Engagement Range of an enemy operative. After this operative's activation ends, you can activate that other friendly operative, and during its activation, each time it makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. This operative cannot perform this action if it is within Engagement Range of enemy operatives.
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- 6
- 4+
- 3/4
- Heavy, Ceaseless, Fusillade
- -
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- 3
- 5+
- 2/3
- -
- -
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- 3⬤
- 2
- 1
- 3
- 4+
- 7
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- 4
- 4+
- 4/5
- Relentless
- -
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- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
-
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-
- This operative has a 4+ invulnerable save. Each time this operative would lose a wound that is not as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
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- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
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-
- Each time this operative performs the Markerlight action, the selected enemy gains 2 Markerlight tokens instead of 1.
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- 3⬤
- 2
- 1
- 3
- 4+
- 7
-
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-
- While a friendly PATHFINDER operative is within ⬛ of this operative, pulse weapons that friendly operative is equipped with are accelerated. While a pulse weapon is accelerated, each time a shooting attack is made with it, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
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- 3⬤
- 2
- 1
- 3
- 4+
- 7
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-
- Each time an enemy operative performs a Charge action, if it would move within ⬟ of this operative, only add ▲ to the additional distance it can move, instead of ⬤. Each time an enemy operative performs a Dash action, if it would move within ⬟ of this operative, it can only move up to ⬤, instead of up to ⬛.
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-
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-
- Place a Grav Wave token within ⬟ of and Visible to this operative. While a friendly PATHFINDER operative is within ⬤ of the centre of that token, it can perform Fall Back actions for one less AP (to a minimum of 0AP). At the start of this operative's next action, remove its Grav Wave token.
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- Each time this operative makes a shooting attack, enemy operatives with at least one Markerlight token are considered to have one additional Markerlight token for that shooting attack.
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- Each time this operative performs the Markerlight action, the selected enemy operative gains 2 markerlight tokens instead of 1.
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- Select one enemy operative. That operative, and each enemy operative within ▲ of it, gains 1 Markerlight token if they are visible to an orbital scan (determine each operative separately). An operative is not visible to an orbital scan if any part of its base is hidden by a terrain feature from directly above.
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- Select one friendly PATHFINDER DRONE operative Visible to and within ▲ of this operative. It regains D3 lost wounds. If the operative performing this action is a Drone Controller Pathfinder operative, the selected operative regains 3 lost wounds instead. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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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 the climb.
-- This operative only needs to be within ▲ horizontally 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.
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-
- Select a pulse weapon the operative is equipped with. It gains the following improvements for the battle.
-- It gains the P1 [special] critical hit rule.
-- Add 1 to its Attacks characteristic.
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-
- The bonding knife the operative is equipped with gains the following improvements for the battle.
-- Improve its Weapon Skill characteristic by 1.
-- Add 1 to both its Damage characteristics.
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- This operative has a 4+ invulnerable save.
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-
- Select one point in the killzone Visible to this operative. Roll one D6 for each enemy operative within ⬛ of that point, subtracting 1 from the result as follows:
-- If that enemy operative is not Visible to this operative.
-- If that enemy operative is more than ⬟ from this operative.
-
-On a 2+, that enemy operative gains 1 Markerlight token.
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- Change this operative's order.
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- The operative gains the following abilities for the battle:
-- It is not considered to have the first three bullet points of its Artificial Intelligence ability.
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-
-
- - This operative cannot perform missions actions or the Pick Up action.
-- For the purposes of determining control of objective markers, treat this operative's APL as 1 lower.
-- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if it has an Engage order, defence dice cannot be automatically retained as a result of Cover.
-- When drawing a visiblity line from a DRONE operative, draw it from any part of the round disc at the top of the miniature.
-- Unless otherwise specifed, this operative cannot be equipped with equipment.
-
-
- Each time a friendly PATHFINDER operative (excluding DRONE operatives) is selected as the target of a shooting attack, if there is a friendly DRONE operative with this ability Visible to and within ⬤ of it and not within Engagement Range of an enemy operative, if that friendly DRONE operative is not protecting any other operatives, it can protect that friendly PATHFINDER operative until the end of the Turning Point. If it does so, until the end of the Turning Point or until they are no longer within ⬤ of each other (whichever comes first), each time a shooting attack is made against that friendly PATHFINDER operative, make that shooting attack against that friendly DRONE operative instead, even if it would not be a valid target. In the Roll Defence Dice step of that shooting attack, defence dice cannot be automatically retained as a result of Cover. Friendly PATHFINDER operatives cannot be protected by Saviour Protocols from shooting attacks made against each operative within range of a specified point (e.g. remote mine, see Kill Team: Octarius). Note that this also means they cannot be protected from the subsequent shooting attacks made as a result of the Blast X or Torrent X special rules.
-
-
-This rule has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines).
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- Select one enemy operative Visible to this operative. That enemy operative gains 1 Markerlight token. An operative cannot perform this action if it is within Engagement Range of an enemy operative. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
diff --git a/2024 - Phobos Strike Team.cat b/2024 - Phobos Strike Team.cat
deleted file mode 100644
index 7554d6b..0000000
--- a/2024 - Phobos Strike Team.cat
+++ /dev/null
@@ -1,1795 +0,0 @@
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- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
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-
- Select one other friendly PHOBOS STRIKE TEAM operative Visible to this operative. That operative can immediately perform a free 1AP action; it cannot perform an action it has alreday performed during this Turning Point or an action in which it moves, and it cannot perform that action again during this Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
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-
-
- Once per Turning Point, the first time another friendly PHOBOS STRIKE TEAM 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 D3 wounds remaining, and if it was a shooting attack, any remaining attack dice are discarded. That 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 PHOBOS STRIKE TEAM operative Visible to and within ▲ of this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Combat Restoratives ablity during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- Place a Saboteur Explosives token within ▲ of and Visible to this operative. This operative cannot perform this action while within Engagement Range of an enemy operative. If this operative is incapacitated and removed from the killzone, remove its Saboteur Explosives token. This operative can only perform this action once.
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-
-
-
-
-
-
-
-
-
- 4
- 2+
- 5/6
- AP1, *Detonate, Silent
- -
-
-
-
-
- If this operative performs a Shoot action with this weapon, make a shooting attack against each operative within ⬛ of the centre of its Saboteur Explosives token with this 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 Saboteur Explosives token as the active Operative. Then remove this operative's Saboteur Explosives token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Saboteur Explosives token is not in the killzone.
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-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
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-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- *Custom
- -
-
-
-
-
- If this operative is selected for deployment, select up to two of the following special rules or critical hit rules for this weapon to gain for the battle: Balanced, Lethal 5+, No Cover, MW1, P1, Rending.
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-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- While an enemy operative is within ⬟ of this operative, 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.
-
-
-
-
- Select one enemy operative with a Conceal order within ⬟ of this operative, then select one friendly PHOBOS STRIKE TEAM operative Visible to and within ⬛ of this operative. Until the end of the Turning Point, that friendly operative treats that enemy operative as if it has an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative.
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- 3⬤
- 3
- 1
- 3
- 3+
- 12
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- 3⬤
- 3
- 1
- 3
- 3+
- 13
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- Once this Turning Point, during an enemy operative's activation, after that operative performs an action, you can interrupt that activation. If you do so, this operative can perform an Overwatch action (if it has a Conceal order, change it to an Engage order to do so). It must make that shooting attack against the enemy operative using its stalker marksman bolt carbine (if it is a valid target). If that enemy operative is not incapacitated or revived as a result, finish its activation. This action is treated as a shooting action with a bolt weapon for the purposes of action restrictions, although this operative can perform this action if it has a Conceal order.
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-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
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-
- 4
- 2+
- 3/4
- AP1, Lethal 5+
- -
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-
- Place a Haywire Mine token within ▲of and Visible to this operative. This operative cannot perform this action while within Engagement Range of an enemy operative. This operative can only perform this action once.
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
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- 4
- 2+
- 2/4
- Lethal 5+, No Cover, *Proximity
- *Interference
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-
-
- The first time an enemy operative moves within ⬛ of this operative's Haywire Mine token, make a shooting attack against that operative with this weapon (even if this operative is not in the killzone, and ignore all Ballistic Skill modifiers). When making that shooting attack, that enemy operative is always a valid target. Then remove this operative's Haywire Mine token. An operative cannot make a shooting attack with this weapon by any other means, or if its Haywire Mine token is not in the killzone.
-
-
-
-
-
- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits:
-- The target cannot move any further during this activation.
-- Subtract 1 from the remaining action points the target has for this activation (if any). If it’s outside of the target’s activation, subtract 1 from the number of action points it generates in its next activation. Note that this is not a modifier to the target’s APL characteristic.
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 13
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 13
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
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-
-
-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- No Cover
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, this operative can perform the Guerilla Warfare action for one less action point (to a minimum of 0AP).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Charge action while it has a Conceal order.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Charge action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- For the purposes of the Guerrilla Warfare action, this operative cannot perform that action while within ⬛ of an enemy operative (instead of ⬟).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative is activated, you can ignore any or all modifiers to its APL and Movement characteristics.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ is treated as ⬤ for that climb.
-- This operative only needs to be within ▲ horizontally 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - During the mission sequence, after resolving your selected option in the Scouting step, if this operative is wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform a free Normal Move action with this operative. For that action, it has a Movement characteristic of 2⬤ and can FLY.
-- Each time this operative moves off a Vantage Point, for that move, it can move as though it can FLY, so long as it does not move higher than that Vantage Point and ends that move lower than that Vantage Point.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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 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. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 2/5
- Rng ⬟, Limited, Silent
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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 CP.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- For the purposes of this operative's Omni-scrambler ability, if this operative is in the killzone:
-- An enemy operative does not have to be Visible to a friendly operative with the Omni-scrambler ability to be selected.
-- This operative counts as 2 operatives when determining the number of friendly operatives with the Omni-scrambler ability in the killzone at the start of the phase.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a shooting attack is made against this operative, in the Roll Attack Dice step of that shooting attack, your opponent must re-roll their critical hits.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a ranged weapon this operative is equipped with. Change its Ballistic Skill characteristic to 2+ for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one special issue bolt pistol this operative is equipped with. It gains the following improvements for the battle:
-- It gains the Silent special rule.
-- It gains the MW1 critical hit rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a combat knife or combat blade this operative is equipped with. it gains the following improvements for the battle:
-- Add 1 to its Critical Damage characteristic.
-- It gains the Lethal 5+ special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Change this operative's order. This operative cannot perform this action during the first Turning Point or while within ⬛ of an enemy operative.
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, if any friendly operatives with this ability are in the killzone, you can use this ability instead. If you do so, select one enemy operative Visible to any friendly operative with this ability; in the following Firefight phase, that enemy operative is treated as having a Group Activation characteristic of 1, and cannot be activated or perform actions until one of the following is true:
-- A number of enemy operatives have been activated equal to the number of friendly operatives with this ability in the kill zone at the start of the phase,
-- It is the last enemy operative to be activated.
-
-
-
-
- When determining if an intended target is in this operative's Line of Sight:
-- The intended target cannot be Obscured.
-- Areas of smoke (e.g. smoke grenade) have no effect.
-
-
-
-
- An operative can perform this action while within ▲ of one of your Saboteur tokens. Unless the operative is a SABOTEUR or MINELAYER operative, an operative cannot perform this action while within Engagement Range of an enemy operative. If this action is performed, remove that Saboteur token.
-
-
-
-
- Until the end of the Turning Point:
-- Each time an enemy operative would perform a mission action or the Pick Up action, if any friendly operatives that performed this action during this Turning Point are within ⬛ of that enemy operative, one additional action point must be subtracted for that enemy operative to perform that action.
-- When determining control of an objective marker that any friendly operatives that performed this action during this Turning Point are within range of, treat enemy operatives' total APL as being one less. Note that this is not a modifier.
-
-
-
-
- You gain 1CP. This operative cannot perform this action while within ⬛ of an enemy operative.
-
-
-
-
diff --git a/2024 - Scout Squad.cat b/2024 - Scout Squad.cat
deleted file mode 100644
index 6fc9c59..0000000
--- a/2024 - Scout Squad.cat
+++ /dev/null
@@ -1,1287 +0,0 @@
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 4/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Fusillade, Heavy
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 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 only needs to be within ▲ horizontally 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Charge action while it has a conceal order.
-
-
-
-
-
-
-
-
-
-
-
- Add ▲ to this operative's Movement characteristic.
-
-
-
-
-
-
-
-
-
-
-
- This operative does not have to be Visible to a Sergeant operative for the purposes of that operative's Guidance and Experience ability.
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Charge action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, during this operative's activation, you can use the Astartes Training Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
- Resolve a Recon option as specified by the Scouting step of the mission sequence.
-
-
-
-
- Resolve an Infiltrate option as specified by the Scouting step of the mission sequence.
-
-
-
-
- Place one of your Trip Alarm tokens anywhere in the killzone that is more than ⬟ from your opponent's drop zone. During the Firefight phase, the first time an enemy operative with a Conceal order moves within ⬤ of one of your Trip Alarm tokens:
-- Remove that token.
-- Until the start of that enemy operative's next activation, friendly operatives treat it as if it has an Engage order.
-
-
-
-
- Place one of your Booby Trap tokens more than ⬟ from your opponent's drop zone and more than ⬤ from each objective marker. Each time an enemy operative moves within ⬤ of one of your Booby Trap tokens, interrupt that action to roll one D6, adding 1 to the result if the enemy operative's move is from a Charge or Dash action. Only roll once per action for each relevant token.
-- On a 1-3, nothing happens and that enemy operative continues its action (the token is not removed).
-- On a 4+, that enemy operative suffers a number of mortal wounds equal to the result of the D6, its move action ends and the token is removed.
-
-
-
-
- Select one enemy operative. Subtract 1 from its APL.
-
-
-
-
- You gain 1 CP.
-
-
-
-
- Select one enemy operative to gain your Target token. Each time a friendly SCOUT SQUAD operative fights in combat or makes a shooting attack against the enemy operative with your Target token, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
-
-
-
-
- Change the set up of one of your operatives that is wholly within your drop zone and/or change its order.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a combat blade the operative is equipped with. That weapon gains the Balanced special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during this activation, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Ranged weapons on this operative's datacard that it's equipped with gain the No Cover special rule. Note that ranged weapons it's equipped with by other means (e.g. grenades from Equipment) are unaffected.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Place the centre of one of your Smoke tokens within ⬟ of this operative. That token creates an area of smoke with a ⬤ radius and unlimited upward height (but not below). 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 while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select an Astartes shotgun the operative is equipped with. That weapon gains the Blast ▲ rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative has a Conceal order, it's always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a missile launcher the operative is equipped with. The frag profile of that weapon has its Blast ⬤ special rule changed to Blast ⬛ for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Until the end of the activation, each time this operative makes a shooting attack, each enemy operative that has a Conceal order and is in Cover provided by Light terrain is treated as having an Engage order for that shooting attack instead. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a sniper rifle this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
- Select a boltgun this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one bolt pistol the operative is equipped with. That weapon gains the Silent special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
- Select one boltgun the operative is equipped with. That weapon gains the Silent special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- At the end of the Set Up Operatives step, you can select and resolve up to five Forward Scouting options. Each option has a number in brackets, which is the maximum number of times you can select and resolve it for the battle. For example, your five selections could be Recon x2, Trip Alarm, Booby Trap, and Diversion. If both players have this ability, alternate resolving, starting with the Defender.
-
-
-
-
-
- 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, one additional dice can be retained as a successful normal save as a result of Cover.
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- Blast ⬤, Heavy
- -
-
-
-
-
- 4
- 3+
- 5/7
- AP1, Heavy
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
- This operative is equipped with climbing equipment and it does not cost any equipment points for this operative.
-
-
-
-
- Perform a free Charge action with this operative. If, during that action, this operative climbs, drops, jumps, traverses or its base moves under a Vantage Point, its melee weapons gain the Lethal 3+ special rule until the end of the activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 11
-
-
-
-
- Each time this operative is activated, you can select one other friendly SCOUT SQUAD operative Visible to it. Add 1 to the selected operative's APL.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
- Until the end of the activation, when determining Line of Sight for this operative, enemy operatives are not Obscured. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 3/3
- Heavy, Silent
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
- Select one enemy operative with a Conceal order Visible to and within ⬟ of this operative, then select one friendly SCOUT SQUAD operative. Until the end of the Turning Point, the selected friendly SCOUT SQUAD operative treats that enemy operative as if it has an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Select one enemy operative Visible to or within ⬟ of this operative. Until the end of the Turning Point:
-- That enemy operative is not Obscured.
-- Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
-
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
diff --git a/2024 - Strike Force Justian.cat b/2024 - Strike Force Justian.cat
deleted file mode 100644
index 685fd4b..0000000
--- a/2024 - Strike Force Justian.cat
+++ /dev/null
@@ -1,665 +0,0 @@
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
- This operative can perform two Shoot actions during its activation.
-
-
-
-
- This operative can perform two Fight actions during its activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 15
-
-
-
-
- In the Generate Command Points step of each Strategy phase, if a friendly operative with this ability is in the killzone, add one additional Command point to your pool.
-
-
-
-
- This operative has a 4+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 5/6
- Rng ⬟, AP1
- -
-
-
-
-
- 4
- 2+
- 5/6
- Rng ⬟, AP2, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 5/7
- Brutal
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 15
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 12
-
-
-
-
- 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, one additional dice can be retained as a successful normal save as a result of Cover.
-
-
-
-
- Until the end of the Turning Point, when determining Line of Sight for this operative, enemy operatives are not Obscured.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 3/4
- Balanced, Heavy, No Cover, Silent
- -
-
-
-
-
- 4
- 2+
- 2/4
- Blast ▲, Heavy, Silent
- -
-
-
-
-
- 4
- 2+
- 3/3
- AP1, Heavy, Silent
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Heavy, Fusillade
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2⬤
- 3
- 1
- 3
- 3+
- 18
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 14
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Ceaseless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 14
-
-
-
-
- Place the centre of one of your Smoke tokens within ⬟ of this operative. That token creates an area of smoke with a ⬤ radius and unlimited upward height (but not below). 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 while within Engagement Range of enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 14
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/2024 - Tempestus Aquilons.cat b/2024 - Tempestus Aquilons.cat
new file mode 100644
index 0000000..ac1a3c0
--- /dev/null
+++ b/2024 - Tempestus Aquilons.cat
@@ -0,0 +1,2 @@
+
+
diff --git a/2024 - Thousand Sons.cat b/2024 - Thousand Sons.cat
deleted file mode 100644
index 871f842..0000000
--- a/2024 - Thousand Sons.cat
+++ /dev/null
@@ -1,1205 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
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-
-
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-
-
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-
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-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
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-
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-
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-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
- Indirect, Barrage, Blast ⬤
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one other friendly THOUSAND SONS operative Visible to this operative. Add 1 to its APL.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one enemy operative Visible to this operative. Until the end of the Turning Point, each time a friendly THOUSAND SONS 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 one of your attack dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
- While a friendly THOUSAND SONS ASPIRING SORCERER operative is within ⬛ of this operative, it can resolve a second psychic power in its activation as a result of the Manifest Psychic Power action without needing to roll one D6.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 3+
- 3/4
- AP1, Fusillade
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/3
- Rng ⬟, Torrent ⬤, AP1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 13
-
-
-
-
- Psychic action. Resolve a THOUSAND SONS psychic power. An operative can perform this action twice during its activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- -
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, AP1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 2/3
- Rng ⬟, Torrent ▲, AP1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, AP1
- -
-
-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, AP2, Hot
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- Relentless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 6+
- 9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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 this operative is within ⬛ of a friendly TZAANGOR operative, that operative is invigorated by chaos. While an operative is invigorated by chaos, improve its invulnerable save by 1.
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- 4
- 4+
- 3/4
- -
- -
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- Until the end of the Turning Point, each time a friendly TZAANGOR operative performs a Normal Move or Charge action, it can move an additional ▲.
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- Once per battle, you can do one of the following:
-- If this operative is ready, you can activate it after activating a friendly operative.
-- You can activate a ready friendly operative after activating this operative.
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- Once per battle, in the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, you can retain one of your failed saves as a successful normal save, or one of your successful normal saves as a successful critical save.
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- 3
- 3+
- 4/4
- -
- -
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- Once per battle, during this operative's activation, it can perform a free Manifest Psychic Power action.
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- Add 1 CP to your pool for the battle.
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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.
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- Select one autopistol the operative is equipped with. Add 1 to that weapon's damage characteristics for the battle.
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- This operative has a 5+ invulnerable save.
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-
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-
- 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.
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 3+
- 12
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 6+
- 8
-
-
-
-
\ No newline at end of file
diff --git a/2024 - Troupe.cat b/2024 - Troupe.cat
deleted file mode 100644
index d8930d3..0000000
--- a/2024 - Troupe.cat
+++ /dev/null
@@ -1,647 +0,0 @@
-
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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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- 4
- 3+
- 4/5
- Rng ⬟, AP1
- Stun
-
-
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- 5
- 2+
- 4/6
- Lethal 5+
- -
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- 5
- 3+
- 4/5
- Balanced
- -
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- 5
- 4+
- 5/6
- -
- -
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-
-
- 5
- 3+
- 3/7
- -
- -
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-
- 5
- 3+
- 4/5
- Brutal
- -
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-
-
- Select one shuriken pistol the operative is equipped with. That weapon gains the MW1 critical hit rule for this combat.
-
-
-
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-
-
-
-
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-
-
-
-
-
-
-
- If this operative is incapacitated, at the end of that activation, you gain 1CP.
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-
-
- Select one Harlequin's 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 Harlequin's kiss the operative is equipped with. Add 1 to that weapon's Normal Damage characteristic for the battle.
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-
- Select one neuro disruptor the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
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-
-
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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 CP.
-
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-
-
-
-
-
-
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-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, Limited, Blast ⬤, Indirect
- Stun
-
-
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-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- This operative has a 4+ invulnerable save.
-
-
-
-
- Each time this operative performs an action in which it moves, it moves as though it can FLY and automatically passes jump tests.
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 6+
- 8
-
-
-
-
\ No newline at end of file
diff --git a/2024 - Vespid Stingwings.cat b/2024 - Vespid Stingwings.cat
new file mode 100644
index 0000000..452bc54
--- /dev/null
+++ b/2024 - Vespid Stingwings.cat
@@ -0,0 +1,88 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/3
+ Blast 2", Devastating 2, Neutron Bombardment*
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Place one of your Neutron Fallout markers within the primary target's control range.
+
+
+ Once during each enemy operative's activation, as soon as it's within 2" of one of your Neutron Fallout markers, inflict D3 damage on it (multiple markers are not cumulative).
+
+
+
+
+
+
+
+ 2
+ 6"
+ 5+
+ 9
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4+
+ 3/4
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/2024 - Veteran Guardsmen.cat b/2024 - Veteran Guardsmen.cat
deleted file mode 100644
index b1ed9d1..0000000
--- a/2024 - Veteran Guardsmen.cat
+++ /dev/null
@@ -1,2373 +0,0 @@
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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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-
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-
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-
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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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 4+
- 4/5
- -
- -
-
-
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-
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-
-
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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
-
-
-
-
- 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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-
- 3⬤
- 2
- 2
- 3
- 5+
- 7
-
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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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-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, AP1
- -
-
-
-
-
- 4
- 3+
- 5/6
- Rng ⬟, AP2, Hot
- -
-
-
-
-
-
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-
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-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Lethal 5+
- -
-
-
-
-
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-
-
-
-
- 4
- 4+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟
-
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-
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-
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-
- 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.
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-
-
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-
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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
- -
-
-
-
-
- 4
- 4+
- 5/6
- AP2, Hot
- -
-
-
-
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-
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-
- 4
- 4+
- 2/4
- Blast ⬤
- -
-
-
-
-
- 4
- 4+
- 4/5
- AP1
- -
-
-
-
-
-
-
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-
-
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-
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-
- 3⬤
- 2
- 1
- 3
- 5+
- 7
-
-
-
-
- Place a Mine token in a location Visible to and 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.
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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. 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).
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-
-
-
-
-
- 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.
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- 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.
-
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-
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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.
-
-
-
-
- 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+.
-
-
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-
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-
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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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
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-
-
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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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
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-
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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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-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
-
-
-
-
- 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/2024 - Void-Dancer Troupe.cat b/2024 - Void-Dancer Troupe.cat
deleted file mode 100644
index b87fad6..0000000
--- a/2024 - Void-Dancer Troupe.cat
+++ /dev/null
@@ -1,1255 +0,0 @@
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1
- Stun
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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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-
-
-
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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.
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- 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.
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- 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.
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- 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).
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-
- 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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- 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.
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- Once per battle, this operative can perform two Shoot actions with a shuriken pistol or two Fight actions during its activation.
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- 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).
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- Each time this operative is activated, you can use the Capricious Role Tactical Ploy for this operative without spending any Command Points.
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- 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).
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- 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).
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- 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.
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- 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.
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- 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 ⬤.
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- 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.
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- 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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-
-You cannot add marks to your Performance tally as a result of GELLERPOX INFECTED MUTOID VERMIN operatives. For example, performing a Fall Back action whilst within Engagement Range of only MUTOID VERMIN operatives does not complete a Comedy performance.
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- 5
- 3+
- 4/5
- Balanced
- -
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- 5
- 3+
- 4/5
- -
- Rending
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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.
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-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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-
- 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 ⬤.
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-
diff --git a/2024 - Warp Coven.cat b/2024 - Warp Coven.cat
deleted file mode 100644
index a4deb29..0000000
--- a/2024 - Warp Coven.cat
+++ /dev/null
@@ -1,2050 +0,0 @@
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- 4
- 3+
- 3/4
- -
- -
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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. In narrative play, this is cumulative with the Focused Battle Honour.
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- 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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- 4
- 3+
- 3/4
- AP1
- -
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- 5
- 2+
- 2/4
- Rng ⬟, AP1, Torrent ⬤
- -
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- 3⬤
- 3
- 1
- 3
- 3+
- 13
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-
- 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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- - 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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- 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 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.
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- 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.
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-
- Perform a free Shoot action using the ranged weapon below.
-
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-
-
- 4
- 3+
- 3/3
- Lethal 5+
- MW2
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-
- Perform a free Shoot action using the ranged weapon below.
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-
-
- 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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- 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.
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- Perform a free Shoot action using the ranged weapon below.
-
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-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 2/3
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 4/5
- Relentless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 6+
- 9
-
-
-
-
- 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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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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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-
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-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Until the end of the Turning Point, add ▲ to the Movement characteristic of friendly TZAANGOR operatives.
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
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-
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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).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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-
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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.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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/2024 - Wyrmblade.cat b/2024 - Wyrmblade.cat
deleted file mode 100644
index 314e999..0000000
--- a/2024 - Wyrmblade.cat
+++ /dev/null
@@ -1,1851 +0,0 @@
-
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-
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-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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
- -
- -
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- 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).
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- 3⬤
- 3
- 1
- 3
- 4+
- 9
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- 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.
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-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).
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- 4
- 2+
- 3/6
- Lethal 4+
- Stun
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- 3⬤
- 3
- 1
- 3
- 4+
- 9
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- 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.
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- 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 ⬛.
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- 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.
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- 4
- 3+
- 3/4
- Rng ⬛, Silent
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- 5
- 2+
- 4/6
- Lethal 5+
- -
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- 3
- 4+
- 2/3
- -
- -
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- 4
- 4+
- 2/3
- -
- -
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- 4
- 3+
- 3/3
- Rng ⬟
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- While this operative has a Conceal order, add ▲ to its Movement characteristic.
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- 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).
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- 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.
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- You can use the Slink Into Darkness Tactical Ploy for this operative twice, instead of once.
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- 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).
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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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- 5
- 4+
- 3/4
- Ceaseless, Fusillade, Heavy
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- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
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- 4
- 3+
- 3/4
- Rng ⬟, Blast ▲, Indirect, Limited
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- Each time this operative is activated, you can ignore any or all modifiers to its APL.
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- While an enemy operative is Visible to and within ⬟ of a friendly operative with this ability, that enemy operative cannot be Obscured.
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- 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.
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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 is counted as ⬤ for that climb.
-- This operative only needs to be within ▲ horizontally of a terrain feature in order to climb it.
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-- 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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- 4
- 4+
- 2/3
- -
- -
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- Add 2 to the operative's Wounds characteristic for the battle.
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- This operative ignores the effects of the Heavy special rule.
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- 4
- 3+
- 3/5
- Rending
- -
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- Select an autogun, heavy stubber or shotgun the operative is equipped with. It gains the Lethal 5+ rule for the battle.
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- The operative gains the FLY keyword for the battle.
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- 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.
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- While this operative is more than ⬟ from the active operative, it is in Cover.
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- During the first Turning Point, when this operative activated, you can change its order.
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-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).
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- This operative cannot be equipped with equipment.
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-This operative has a 4+ invulnerable save.
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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 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.
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- 3⬤
- 2
- 1
- 3
- 5+
- 7
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
-⚔
- 💀
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