diff --git a/2021 - Brood Brother.cat b/2021 - Brood Brother.cat
new file mode 100644
index 0000000..7944eb2
--- /dev/null
+++ b/2021 - Brood Brother.cat
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+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 8
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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, select one enemy operative Visible to this operative to gain a Crossfire token (pg 39).
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+ 4
+ 3+
+ 3/4
+ Rng ⬟
+ -
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+ 4
+ 3+
+ 4/5
+ Balanced
+ Rending
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+ 4
+ 3+
+ 2/3
+ Ceaseless
+ -
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+ 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
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+ Once per Turning Point, when this operative fights in combat, in the Resolve Successful Hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
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+ 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 ⬤
+ -
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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+
+ 7
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+ 4
+ 4+
+ 3/5
+ -
+ -
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+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
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+ 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).
+
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+ 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 and Mind Control, 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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+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
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+ This operative can perform the Charge action while it has a Conceal order.
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+ 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.
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+ 4
+ 3+
+ 3/4
+ Lethal 5+, Relentless
+ -
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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.
+
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+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
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+
+ 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.
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+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
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+ If this operative's wounds are reduced to 0 or less, it can perform a free Explosives action before it's incapacitated.
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+ This operative is equipped with frag and krak grenades and they do not cost any equipment points for this operative.
+
+
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+
+ 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.
+
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+
+ 4
+ 3+
+ 5/6
+ Rng ⬟, Blast ⬤, AP1, Indirect, Limited, Unwieldy
+ -
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+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
+
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+
+ 4
+ 2+
+ 3/3
+ Heavy, Silent
+ MW3
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+ 3
+ 4+
+ 2/3
+ -
+ -
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+ 3⬤
+ 2
+ 2
+ 3
+ 5+
+ 7
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+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
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+ Each time this operative would lose a wound, roll one D6; on a 5+, that wound is not lost.
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+ You can use the Unquestioning Loyalty Tactical Ploy (pg 40) for 0CP if this operative is the friendly BROODGUARD operative.
+
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+ 4
+ 3+
+ 4/4
+ Rng ⬟
+ -
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+
+ 4
+ 5+
+ 2/2
+ -
+ -
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+ 3
+ 4+
+ 2/3
+ Balanced
+ -
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+ 3⬤
+ 2
+ 1
+ 3
+ 5+
+ 7
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+ 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.
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+ 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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+ 3
+ 4+
+ 2/3
+ -
+ Rending
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+ 3⬤
+ 2
+ 2
+ 2
+ 5+
+ 3
+
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+
+ 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).
+
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+ 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
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+ Friendly BROOD BROTHER operatives have a 5+ invulnerable save, cannot be injured and their APL cannot be negatively modified.
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+ Psychic Action. Select one enemy operative Visible to this operative. Subtract 1 from its APL.
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+ 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.
+
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+ 4
+ 4+
+ 2/3
+ Rng ⬟
+ -
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+ 2
+ 4+
+ 3/6
+ Lethal 4+
+ -
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+ 4
+ 4+
+ 4/6
+ -
+ Stun
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+ 3⬤
+ 4
+ 1
+ 3
+ 4+
+ 21
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+ 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).
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+ 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.
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+ 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 is a friendly operative (an enemy operative for your opponent), you can change its order, and it can perform a free action. 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.
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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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+ 5
+ 2+
+ 5/6
+ Relentless
+ Rending
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+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 9
+
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+ This operative can perform two Fight or Shoot actions during its activation.
+
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+ 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.
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+ You gain 1CP. This operative cannot perform this action while within ⬛ of an enemy operative.
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+ 4
+ 2+
+ 2/4
+ Rng ⬟, Lethal 5+, Silent
+ -
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+
+ 4
+ 3+
+ 2/4
+ Lethal 5+
+ Silent
+ -
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+ 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).
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+ 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.
+
+
+
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+ 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).
+
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+ 3
+ 4+
+ 2/3
+ -
+ -
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+
+
+
+ 4
+ 4+
+ 2/3
+ -
+ -
+
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+
+
+ 4
+ 4+
+ 2/3
+ Rng ⬟
+ -
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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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+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+⚔
+ 💀
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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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diff --git a/2021 - Hernkyn Yaegir.cat b/2021 - Hernkyn Yaegir.cat
new file mode 100644
index 0000000..b1dfc14
--- /dev/null
+++ b/2021 - Hernkyn Yaegir.cat
@@ -0,0 +1,952 @@
+
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+ 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.
+- 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.
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4+
+ 2/3
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/4
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 5+
+ 2/2
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+ ⚔
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 4+
+ 9
+
+
+
+
+ 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).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Rng ⬟, Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 4+
+ 8
+
+
+
+
+ This operative can perform the Charge action while it has a Conceal order.
+
+
+
+
+ If this operative is incapacitated in combat, you can strike with one of your remaining attack dice before it's removed from the killzone.
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Rng ⬟, Lethal 5+, Limited, Silent
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Lethal 5+, Relentless
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 4+
+ 8
+
+
+
+
+ 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).
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Rng ⬟+⬛, Balanced, Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 4/5
+ AP1, Cumbersome*
+ -
+
+
+
+
+ 5
+ 4+
+ 3/5
+ Blast ⬤, Cumbersome*
+ -
+
+
+
+
+ 5
+ 4+
+ 2/4
+ Blast ⬛, Cumbersome*
+ -
+
+
+
+
+
+ An operative cannot move more 3⬤ in the same activation in which it performs the Shoot action with this ranged weapon.
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 4+
+ 8
+
+
+
+
+ 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).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+ 3
+ 4+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 3/3
+ AP1, Heavy, Silent
+ MW3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Rng ⬟, Limited, Silent
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Silent
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2⬤
+ 2
+ 1
+ 3
+ 4+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
+- This operative does not need to be within ▲ of a physical and climbable part of a terrain feature in order to climb it.
+- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
+- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/4
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/4
+ Rng ⬟, Blast ▲
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+