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STRATEGIC PLOYS TACTICAL PLOYS

If your faction is SPACE MARINEI, you can use the following If your faction is SPACE MARINEI, you can use the following
Strategic Ploys during a game. Tactical Ploys during a game.

B O LT E R D I S C I P L I N E 1 CP T R A N S H U M A N P H Y S I O LO G Y 1 CP
Until the end of the Turning Point, each time a friendly Use this Tactical Ploy in the Roll Defence Dice step of a
SPACE MARINEI operative (excluding a SCOUT operative) shooting attack, after rolling defence dice for a friendly
is activated, if it does not perform a Fight action during PRIMARIS operative. You can change one of your retained
that activation, it can perform two Shoot actions during normal saves to a critical save.
that activation if a bolt weapon is selected for each of those
shooting attacks. A bolt weapon is a ranged weapon that
includes 'bolt' in its name, e.g. boltgun, heavy bolter etc. In O N LY I N D EATH D O ES DUTY EN D 1 C P
the case of the infernus heavy bolter, it must be the heavy Use this Tactical Ploy when a ready friendly SPACE MARINEI
bolter profile that is selected. operative is incapacitated. That operative is not removed from
the killzone until the end of your next activation and does not
count as being injured.
S H O C K A S SAU LT 1 CP
Until the end of the Turning Point, each time a friendly
SPACE MARINEI operative (excluding a SCOUT operative) AND T H E Y SHALL KNOW N O F EA R 1 C P
is activated, if it does not perform a Shoot action during Use this Tactical Ploy when a friendly SPACE MARINEl
that activation, it can perform two Fight actions during operative is activated. Until the end of that operative's
that activation. activation, you can ignore any or all modifiers to its APL
characteristic and it is not injured.

TAC T I C A L P R E C I S I O N 1 CP
Until the end of the Turning Point, while a friendly SPACE O M N I- S C R A M B L E R 1 CP
MARINEI operative is within . of and Visible to a friendly Use this Tactical Ploy at the start of the Firefight phase. Select
LEADER operative, each time it fights in combat or makes a one enemy operative Visible to and within * of a friendly
shooting attack, in the Roll Attack Dice step of that combat or INFILTRATOR operative. Until the end of the Turning Point,
shooting attack, you can re-roll one of your attack dice. that enemy operative cannot be activated until another enemy
operative has been activated (unless it is the only remaining
enemy operative).

,M U LT I- S P E C T R U M A R R AY 1 CP
Use this Tactical Ploy when a friendly INCURSOR operative
performs a Shoot action. For that action's shooting attack,
enemy operatives are not Obscured.

T E R R O R T RO O P 1 CP
Use this Tactical Ploy during a friendly REIVER operative's
activation. Until the start of the next Turning Point:

• Each time an enemy operative would perform a mission


action or the Pick Up action, if this friendly REIVER
operative is within . of that enemy operative, one additional
action point must be subtracted to perform that action.
• When determining control of an objective marker that friendly
REIVER operative is within range of, treat enemy operatives'
total APL as being 1 less. Note that this is not a modifier.
IQU PMINT
SPACE MARINEI operatives in your kill team can be equ i pped with equi pment from this list, as specified in the mission
sequence (see the Kill Team Core Book). Any equ i pment marked with a + can be selected a maximum of once, and each operative
can be equ i pped with no more than one of each item.

A U X I L I A RY G R E N A D E L AU N C H E R + H AY W I R E M I N E + [ 3 E PJ
[ 1 E PJ INCURSOR WARRIOR operative only. The operative can
INTERCESSOR operative only. The operative gains the perform the following action during the battle:
following ability for the battle:

Auxiliary Grenade Launcher: Frag and krak grenades H AY W I R E M I N E 1 AP


the operative is equ i pped with can be selected for use twice,
instead of once. Each time the operative performs a Shoot Place a Haywire Mine token within _.. of this operative.
action, if a frag or krak grenade is selected as the ranged Th is operative can only perform this action once, and
wea pon, an a u xiliary grenade la uncher can also be selected. cannot perform this action while with in Engagement

*
If it is, for that action's shooting attack(s), frag or krak
grenades are treated as not having the Rng and Indirect
special rules.
Range of enemy operatives. If this operative is
inca pacitated and removed from the killzone, remove its
Haywire Mine token.

H E L I X G A U N T L E T+ [ 2 E PJ The operative is equ i pped with the following


INFILTRATOR WARRIOR operative only. The operative ga ins ranged wea pon:
the MEDIC keyword until the start of the next battle and can
perform the following action during the battle: Name A BS 0
H a ywi re m i n e 4 2+ 4/5
Helix Gauntlet { l AP): Select one friendly SPACE
MARINEI operative Visi ble to and within _.. of this
Special Rules
operative. That operative regains 2 D3 lost wounds. This D eton ate*, S i l e nt
operative cannot perform th is action while with in Engagement !
Range of enemy operatives.
Stu n
SMOKE G R E NA D E [ 3 EPJ
INCURSOR, INFILTRATOR, REIVER or SCOUT operative * Detonate: Each time this operative makes a Shoot
only. The operative can perform the following action during action using its haywire mine, make a shooting attack
the battle: against each operative within . of the centre of its
Haywire Mine token with that weapon. W hen making
those shooting attacks, each operative is treated as
S M O K E G RE NA D E 1 AP being Visible, but when determining if it is in Cover,
treat th is operative's Haywire Mine token as the active
Place the centre of one Smoke token on a point with in operative. Then remove this operative's Haywire Mine
• of this operative. That token creates an area of token. An operative cannot make a shooting attack
smoke with a O radius and unlimited u pward height with this wea pon by performing an Overwatch action,
(but not below) measured from the centre of that or if its Haywire Mine token is not in the k illzone.
token. Until the end of the Turning Point, an operative
is not Visi ble if a 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 operatives.
S H O C K G R E N A D E [ 3 E PJ G R A P N E L L AU N C H E R [ 1 E PJ
REIVER operative only. The operative can perform the REIVER operative only. The operative gains the following
following action during the battle: ability for the battle:

Grapnel Launcher:
SHOCK GRENADE 1 AP
• Each time this operative ascends or descends a terrain
Select one point on the killzone within . of this feature while climbing, the first vertical distance of up to 3
operative. Roll one 06 for each operative within 0 0 it travels is counted asO for that climb.
of that point, subtracting 1 from the result if they are • This operative does not need to be within _... of a physical
not Visible to this operative. On a 4+, subtract 1 from and climbable part of a terrain feature in order to climb it.
that operative's APL. This operative can only perform • Each time this operative drops, the intended location can
this action once, and cannot perform this action while be any vertical distance from the level it occupies.
within Engagement Range of enemy operatives. • Each time this operative drops, it counts any vertical
distance it travels as half for that drop.

F R AG G R E N A D E [ 2 E PJ G R AV- C H U T E [ 2 E P J
The operative is equipped with the following ranged weapon REIVER operative only. The operative gains the following
for the battle: ability for the battle:

Na11 I BI D Grav-chute:
Frag g renade 4 3+ 2/3
s ecial Rules • During the mission sequence, after resolving your
selected option in the Scouting step, if this operative is
Rng •, Limited, Blast 0, I ndirect wholly within your drop zone, it can perform a Grav-chute
insertion. If it does so, you can perform a free Normal
K R A K G R E N A D E [ 3 E PJ Move action with this operative. For that action, it has a
The operative is equipped with the following ranged weapon Movement characteristic of 2 0 and can FLY.
for the battle. It cannot make a shooting attack with this • Each time this operative moves off a Vantage Point, for that
weapon by performing an Overwatch action: move, it can move as though it can FLY, so long as it does
not move higher than that Vantage Point and ends that
Na11 I BI D move lower than that Vantage Point.
Krak g renade 4 3+ 4/5
A U S P E X+ [ 3 E PJ
I ecial Rules The operative can perform the following action during
Rng ., Limited, AP 1 , I ndirect the battle:

P U R I T Y S E A L [ 3 E PJ
The operative gains the following ability for the battle: AU S PE X 2AP
Purity Seal: Once per battle, when this operative is fighting Select one friendly SPACE MARINEI operative within
in combat, making a shooting attack or a shooting attack • of and Visible to this operative. Until the end of
is being made against it, you can use the Command Re-roll the Turning Point, that operative's ranged weapons
Tactical Ploy (see the Kill Team Core Book) without spending are treated as having the No Cover special rule. This
any CP operative cannot perform this action while within
Engagement Range of enemy operatives.
S U S P E N S O R S Y S T E M [ 3 E PJ
The operative gains the following ability for the battle:

Suspensor System: The Heavy special rule of ranged


weapons the operative is equipped with is treated differently.
Instead, an operative cannot move more than 3 0in the
same activation in which it performs a Shoot action with any
of those ranged weapons.
f NICRONS
TOMB IDRlD Kill TEAM
A TOMB WORLDI kill team consists of two fire teams selected from the following list:

> 1 30



NECRON WARRIOR (max one per kill team)
IMMORTAL
FLAYED ONE

t
• DEATHMARK

ARCHITYPI: SICURITY
NEGRON WARRIOR flRI TIAM
� A NECRON WARRIOR fire team includes five NECRON WARRIOR operatives.

ARCHITYPI: SHK AND DISTRDY / SICURITY


IMMORTAL fIHI TIAM
� An IMMORTAL fire team i ncludes four IMMORTAL WARRIOR operatives each separately equipped with a bayonet and one
of the following options:
• Gauss blaster or tesla carbine

� If your kill team does not include any other LEADER operatives, instead of selecting one IMMORTAL WARRIOR operative
for one IMMORTAL fire team, you can select one IMMORTAL LEADER operative equipped with a bayonet and one of the
following options:
• Gauss blaster or tesla carbine

ARCHHYPI: SHK AND DISTROY / INfllTRATION


fLAYID ONI fIHI TIAM
� A FLAYED ONE fire team includes five FLAYED ONE WARRIOR operatives.

� If your kill team does not include any other LEADER operatives, instead of selecting one FLAYED ONE WARRIOR operative
for one FLAYED ONE fire team, you can select one FLAYED ONE LEADER operative.

ARCHITYPI: SHK AND DISTRDY / RICON


DIATHMARK flRI TIAM
� A DEATHMARK fire team includes four DEATHMARK WARRIOR operatives.

� If your kill team does not include any other LEADER operatives, instead of selecting one DEATHMARK WARRIOR operative
for one DEATHMARK fire team, you can select one DEATHMARK LEADER operative.
RAif I 8S/18 D
131 <
<;3- Gauss flayer
<:> Gauss reaper
X Bayonet
4
4
3
3+
3+
3+
3/4
4/5
3/4
Rng * Pl
t
IBIUTIII DIIQDI Amlll
Living Metal: I n the Ready O pe ratives step of ea c h Tu rn ing Point,
this operative rega ins up to 2 lost wounds.

TOMB WORLDI, N ECRON, <DYNASTY>, NECRON WARRIOR

1111 I 8S/11 8 SR
<:> G auss blaster 4 3+ 4/5 AP1
<:> Tesla c arbine 4 3+ 4/5 Splash 1
X Bayonet 4 3+ 3/4
llllfflll 011 DI ICIIDII
Living Metal: In the Rea dy Operatives step of ea c h Turning Point,
this operative reg ains up to 2 lost wou nds.

TOM B WORLDI, NECRON, <DYNASTY>, IMMORTAL, WARRIOR


> 132
•1 A 18/11 I SI
t <:> Gauss blaster
<:> Tesla carbine
.X Bayonet
4
4
4
2+
2+
2+
4/5
4/5
3/4
APl
Splash 1

IBllDIEI Ill II BTIIII


Living Metal: In the Ready Operatives step of each Tu rni ng Point,
this operative reg a i ns up to 2 lost wou nds.

TOMB WORLDI, NECRON, <DYNASTY>, IMMORTAL, LEADER

1111 I II/IS 0 II
.X Flayer claws 5 3+ 3/4 Rending
llllfflll 011101 ICTIIII _________
Living Metal: In the Ready O p eratives ste p of each Turni ng Point,
this operative reg a i ns up to 2 lost wo u nds.

TOMB WORLDI, NECRON, <DYNASTY>, FLAYED ONE, WARRIOR


<
'
1 33
I IS/IS D SR
5 2+ 3/4 Rending
111811 ACTIIIS
living Metal: In the Ready O peratives step of e a c h Tu rning Point,
this operative regains up to 2 lost wounds.

TOMB WORLDS, NECRON, <DYNASTY>, FLAYED ONE, LEADER

IAIE I BS/18 D SI
{;} Synaptic disintegrator 4 2+ 4/4 Heavy, AP1 MW1
X Fists 3 3+ 3/4
Ullfflll I ICTIIII
living Metal: In the Ready O peratives step of e a c h Turnin g Point,
this operative reg a ins up to 2 lost wou nds.

TOMB WORLDS, NECRON, <DYNASTY>, DEATHMARK, WARRIOR


> 134
I 11/11 I --- SB

t (;} Synaptic disintegrator


X Fists
4
3
2+
2+
4/4
3/4
Heavy, APl , Balanced

111101 ICTIIII
MWl

Living Metal: In the Ready Operatives step of e a c h Turning Point,


this operative regains up to 2 lost wou nds.

TOMB WORLDI, NECRON, <DYNASTY>, DEATHMARK, LEADER

STRATIGIC PLOYS
If your faction is TOMB WORLDI, you can use the following Strategic Ploys during a game.

R E LENTLESS O N S LAUGHT 1 CP I M P LACABLE MARCH 1 CP


Until the end of the Turning Point, each time a friendly TOMB Until the end of the Turning Point, each time a friendly TOMB
WORLDI operative makes a shooting attack, in the Roll WORLDI operative is activated, after determining its order, if
Attack Dice step of that shooting attack, if the target is within it has an Engage order, it can perform an implacable march. If
• of it, you can re-roll one of your attack dice. it does, for that activation:

• Add O to its Movement characteristic.


D I M E NS IONAL CONC EALM ENT 1 CP • It can only perform Normal Move, Charge, Shoot and
Until the end of the Turning Point, friendly DEATHMARK Fight actions.
operatives can perform the following action:

S KU LK I N G K I L L E R 1 CP
Until the end of the Turning Point, friendly FLAYED ONE
operatives gain the following ability:
Change this operative's order.
Skulking Killer: This operative can perform a Charge action
while it has a Conceal order.
TACTICAL PLOYS
I f your faction is TOMB WORLDI, you can use the fol lowing Tactical Ploys during a game.

<
REANIMATION PROTO C O LS 1 CP LIVING LIGHTNING 1CP
Use this Tactical Ploy when a friendly TOMB WORLDI Use this Tactical Ploy in the Roll Attack Dice step of a shooting
operative is incapacitated. Before removing that operative from attack, when one or more critical hits are retained for a 135
the killzone, place a Reanimation token u nder its base and shooting attack made with a tesla carbine that a friendly

t)
leave its order token next to it. In the Ready Operatives step of IMMORTAL operative is equipped with. Select one of the
each Turning Point, before resolving the Living Metal ability, following for that shooting attack:
roll one D6 for each of your Reanimation tokens. On a 3+ (or a
• Treat that weapon's Splash 1 critical hit rule as Splash
2+ if that operative is a NECRON WARRIOR operative):
2 instead.
• Set up the operative that Reanimation token was placed for. • Treat the distance requirement for that weapon's Splash 1
• It must be as close as possible to that Reanimation token critical hit rule as . instead of 0.
and not within Engagement Range of enemy operatives.
• It has D3 wounds remaining.
• It has the order of the remaining order token.
• Remove that Reanimation token.

IQUIPMINT
TOMB WORLDI operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence
(see the Kill Team Core Book). Any equipment marked with a + can be selected a maximum of once, and each operative can be
equipped with no more than one of each item.

D EVOU RER NANOSCARABS [ 3EPJ Tesla Weave: Each time an enemy operative finishes a Charge
The operative is equipped with the following ranged weapon action within Engagement Range of this operative, roll three
for the battle: D6. For each result of 5+, that enemy operative suffers 1
mortal wound.
Name I IS D
D evou re r n a nos c a ra bs 4 3+ 3/4 M I N D S H A C K L E S C A R A B S+ [ 3 E P J
s ecial Rules This operative can perform the following action during
the battle:
R n g •, Lim ited , I nd i re ct, Letha l 5+
S E M P I T E R N A L W E AV E + [ 3 E P J MINDS HACKLE 1AP
DEATHMARK LEADER or IMMORTAL LEADER operative only.
The operative has a Save characteristic of 2+ for the battle. Select one enemy operative within .of and Visible to
this operative and roll one D6. If the result is higher
S TA R F I R E C O R E [ 2 E P J than that enemy operative's APL characteristic, su btract
Select one gauss flayer, gauss reaper or gauss blaster the
1 from its APL. If the result is more than double
operative is equipped with. That weapon gains the following
that enemy operative's APL characteristic, you can
special rule for the battle:
immediately perform a free Shoot or Fight action with
Starfire Core: Each time a friendly operative makes a that enemy operative as if it was a friendly operative.
shootin g attack with this weapon, in the Roll Attack Dice step This operative can only perform this action once.
of that shooting attack, if you retain any critical hits, you can
retain one of your failed hits as a successful normal hit.
H Y P E R P H A S E B L A D E [ 2 E PJ
T E S L A W E AV E [ 2 E P J Select one bayonet the operative is equipped with. That
The operative gains the following ability for the battle: weapon gains the Lethal 5+ special rule for the battle.

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