Battleclade

Battleclade kill teams disassemble the enemies of the Omnissiah in calibrated acts of aggression. Implanted with industrial tools, cybernetic systems and deadly augmented weapons, these servitors execute whatever acquisitive mission their zealous masters decree.

Books

BookKindEditionVersionLast update
  Battleclade
  BattlecladeFaction3June ’25June 2025

FAQ

Battleclade

Q:If my opponent uses a rule that would cancel or interrupt when I would activate an operative (e.g. NEMESIS CLAW Vox Scream, MANDRAKE DIRGEMAW Haunting Focus), can I use the System Exorcism firefight ploy to stop my opponent’s rule from taking effect?
A:
Yes. System Exorcism can be used anywhere within the ‘would activate’ rule resolution order, including before interrupt effects or after firefight ploys, taking precedence over such rules and the player with the initiative deciding.
Archetype: Infiltration / Recon

Battleclade Kill Team

Below you will find a list of the operatives that make up a BATTLECLADE kill team, including, where relevant, any weapons specified for that operative.

Operatives


Other than COMBAT SERVITOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to one COMBAT SERVITOR operative with meltagun, and it can only include up to three COMBAT SERVITOR operatives with incendine igniter.

Marker/Token Guide

Omniscanner token

Prioritised Acquisition token

Gaze of the Omnissiah token

Mechanosuture Array token

Network Counteract token

Breach marker

Faction Rules

Noospheric Network

Servitors are yoked to their Tech-Priest masters by an invisible web of control. This noospheric network enables servitors to be rapidly reorganised, transferring processing power to other thralls who might better serve the Tech-Priests’ immediate wishes. While some are left to conform to their basic programming, others are instructed with key tasks that must be fulfilled for the glory of the Machine God.

Whenever a friendly BATTLECLADE SERVITOR operative is activated, you can TRANSFER POWER. If you do, subtract 1 from its APL stat until the end of that activation.

After that activation, you can NETWORK COUNTERACT with one other friendly BATTLECLADE SERVITOR operative before your opponent activates. Whenever you NETWORK COUNTERACT with a friendly operative, first select its order. It can then perform a 1AP action for free, but cannot move. Once it’s done so, your opponent then activates as normal.

An operative cannot TRANSFER POWER or NETWORK COUNTERACT if it has an APL stat of less than 2 (e.g. if the stat has been changed to less than 2 by a rule). NETWORK COUNTERACT is a counteraction, but the operative doesn’t need to be expended with an Engage order to do it. That means if they’re ready when they NETWORK COUNTERACT, they can still be activated as normal later in the turning point. An operative that does NETWORK COUNTERACT cannot do so again, or counteract, during the same turning point.

Strategy Ploys

NOOSPHERIC POSSESSION

By broadcasting portions of their neural architecture into their thralls, sometimes via a well-positioned relay, manipulative Servitor Underseers effectively possess their tools to better direct the Omnissiah’s wrath.

SUPPORT. Whenever a friendly BATTLECLADE SERVITOR operative is within 6" of a friendly BATTLECLADE AUTO-PROXY or BATTLECLADE SERVITOR UNDERSEER operative, that friendly SERVITOR operative’s weapons have the Accurate 1 weapon rule.

For the purposes of this SUPPORT rule and the Comms Device equipment, the AUTO-PROXY or SERVITOR UNDERSEER operative must control your Comms Device marker to add 3" to its distance requirement for this rule.
DUTY OF RECLAMATION

Embedded in Battleclade operatives are lurking strands of enhanced binharic doctrine. These instructions await the moment to activate, triggered by the proximity of a Tech-Priest’s designated prize.

Once per action, you can use the Command Re-roll firefight ploy for 0CP if the attack or defence dice was rolled for a friendly BATTLECLADE operative that contests an objective marker or one of your mission markers.
INCANTATION OF THE IRON SOUL

Through chanted binharic praise from the Tech-Priests, or sparked by holy subroutines, microactuators lock into bracing positions and reserve power cells are brought online. The flesh may be weak, but the sacred invulnerability of the Machine God’s augmetic blessings is evident to all.

Whenever an attack dice inflicts damage of 3 or more on a friendly BATTLECLADE operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
PRIORITISED ACQUISITION

Acquisition is a holy task to a Technoarcheologist, and their zealous fanaticism bleeds into their binharic instructions. Faced with the sacrilege of thieves, aggression protocols are initiated and biochemical stimulants are released in their thralls, endowing all with a measure of their master’s repugnance.

Select one objective marker or one of your mission markers.
  • Whenever determining control of that marker, treat the total APL stat of friendly BATTLECLADE operatives that contest it as 1 higher if at least one friendly BATTLECLADE operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
  • Whenever a friendly BATTLECLADE operative is within 3" of that marker, add 1 to the Atk stat of its melee weapons (to a maximum of 4).

Firefight Ploys

SYSTEM EXORCISM

By redirecting sensory pathways, purging contaminants or unleashing feral machine spirits to consume tainted logic loops, the elite operatives of a Battleclade can exorcise many dangerous afflictions.

Use this firefight ploy when you would activate a friendly BATTLECLADE operative. Remove one rules effect or stat change your opponent has applied to it (e.g. Poison token, -1APL, cannot be activated or perform actions, etc), then activate it. This ploy cannot allow it to regain lost wounds, ignore the effects of being injured, or remove -1APL that you have applied to it (i.e. from TRANSFER POWER).
REMOTE ACCESS

Projecting a canticle of hexamathic authority, the most worthy Tech-Priests can commune with intransigent machine spirits even without physical contact.

Use this firefight ploy during a friendly BATTLECLADE TECH-PRIEST operative’s activation. Once during that activation, you can use one of the following rules:
  • That operative doesn’t require a marker to be within its control range to perform a mission action that usually requires this (this takes precedence over that action’s conditions). Instead, the marker must be within 4" of it and no enemy operatives can contest that marker. However, you can ignore enemy operatives within control range of other friendly BATTLECLADE operatives when determining this.
  • That operative doesn’t require a hatchway’s access point to be within its control range to perform an Operate Hatch action. Instead, that access point must be within 4" of it.
AUTO-FERRIC SUPPLICATION

In extremis, the Omnissiah’s faithful channel their zeal into shielding energy projectors and the refractive realignment of their bionic body parts.

Use this firefight ploy when an operative is shooting a friendly BATTLECLADE TECH-PRIEST operative, at the start of the Roll Attack Dice step. Until the end of the sequence, ignore the Piercing weapon rule.
SERVILE SURROGACY

Deeply woven into each thrall’s cybernetic programming is the instinct to bodily shield their masters should they be threatened.

Use this firefight ploy when a friendly BATTLECLADE TECH-PRIEST operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one friendly BATTLECLADE SERVITOR operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that SERVITOR operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that SERVITOR operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

Faction Equipment

COVERT GUISES

Using filthy bodysuits of local design, falsified insignia or emitters that broadcast shrouding static-filled hisses to foil biological senses, this Battleclade can infiltrate into restricted areas undetected.

After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly BATTLECLADE operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone. Your TECHNOARCHEOLOGIST operative cannot perform more than one Reposition action in the Strategy phase of the first turning point (i.e. as a result of the Seeker of Divine Arcana rule as well).
ELECTROMANTIC CAPACITORS

Wired into an operative’s numerous mechanical components, these devices can charge the bodies of a clandestine team with coruscating arcs of the sacred Motive Force.

Friendly BATTLECLADE operatives’ melee weapons have the Shock weapon rule. Whenever a ready friendly BATTLECLADE operative is retaliating, its melee weapons also have the Severe weapon rule.
CONCEALED APPARATUS

Seemingly lightly equipped servitors can, at an imperative from their master, swiftly assemble far more deadly apparatus, the components of which were hidden in body cavities or as entirely different mechanisms.

STRATEGIC GAMBIT in the second turning point. You can swap the locations of any number of friendly BATTLECLADE SERVITOR operatives with each other (excluding GUN SERVITOR), and you can swap the locations of friendly BATTLECLADE GUN SERVITOR operatives with each other (remove them from the killzone and set them back up again). You cannot swap any operatives that have done any of the following during the battle:
  • Used any weapons on their datacard.
  • Performed any actions on their datacard.
  • Used the Mechanosuture Array rule (see TECHNOMEDIC).
NEUROCYCLIC RESERVE CELLS

Battleclades are granted these devices to accelerate servitor capabilities.

After revealing this equipment option, roll one D3. A number of times during the battle equal to the result, whenever you TRANSFER POWER, you can use this rule. If you do, don’t subtract 1 from the operative’s APL stat, but it cannot perform Shoot or Fight actions during that activation (this takes precedence over the normal Noospheric Network rules).

Datacards


Battleclade Technoarcheologist

Technoarcheologists are ferociously acquisitive Tech-Priests who specialise in unearthing mechanistic arcana and exotic resources. They use delving expertise and powerful scanners to pinpoint the location of the prizes they seek, and provide a zealous focus to the unthinking thralls who serve them.

Battleclade Technoarcheologist

Technoarcheologists are ferociously acquisitive Tech-Priests who specialise in unearthing mechanistic arcana and exotic resources. They use delving expertise and powerful scanners to pinpoint the location of the prizes they seek, and provide a zealous focus to the unthinking thralls who serve them.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Eradication pistol
Eradication pistol
4
3+
4/2
Range 8", 1" Devastating 3, Lethal 5+Range 8", 1" Devastating 3, Lethal 5+
Servo-arc claw
Servo-arc claw
4
4+
3/4
Severe, ShockSevere, Shock
Seeker of Divine Arcana: STRATEGIC GAMBIT. You can immediately change this operative’s order and/or it can immediately perform a free Omniscanner, Fall Back, Place Marker, Pick Up Marker, Reposition or mission action. If it’s the Fall Back or Reposition action and this operative isn’t carrying a marker, it must end that move either within your drop zone (if this isn’t possible, then as close as possible to it), or with an objective marker or one of your mission markers within its control range.

OMNISCANNER1AP

Select one enemy operative visible to or within 8" of this operative to gain one of your Omniscanner tokens. Whenever a friendly BATTLECLADE operative is shooting against, fighting against or retaliating against an enemy operative that has one of your Omniscanner tokens, that friendly operative’s weapons have the Ceaseless weapon rule.

This operative cannot perform this action while within control range of an enemy operative.
BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, TECH-PRIEST, LEADER, TECHNOARCHEOLOGIST
⌀32mm


Battleclade Auto-Proxy Servitor

Auto-Proxy Servitors function as specialist data relays. They carry an achillan eye – a powerful divinitory scanner – which they use to identify enemy weak points and local instabilities, and a dataspike, with which they hack control nodes or pass on updated subroutines to fellow servitors.

Battleclade Auto-Proxy Servitor

Auto-Proxy Servitors function as specialist data relays. They carry an achillan eye – a powerful divinitory scanner – which they use to identify enemy weak points and local instabilities, and a dataspike, with which they hack control nodes or pass on updated subroutines to fellow servitors.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Taser goad
Taser goad
4
4+
3/4
Lethal 5+, ShockLethal 5+, Shock
Achillan Eye: Whenever a friendly BATTLECLADE operative is shooting an enemy operative visible to this operative, that friendly operative’s ranged weapons have the Saturate weapon rule. This rule has no effect if this operative is within control range of an enemy operative.

GAZE OF THE OMNISSIAH1AP

Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly BATTLECLADE operative is shooting that enemy operative, you can use this effect. If you do:
  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.
This operative cannot perform this action while within control range of an enemy operative.
BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, AUTO-PROXY, SERVITOR
⌀25mm


Battleclade Breacher Servitor

Breacher Servitors clear a path to their Battleclade’s goal and ensure their master’s extraction route is unobstructed. With their high-energy lascutter and other specialist tools, they carve courses through natural obstacles, security bulkheads, shielded fortifications, or even the flesh and armour of the foe.

Battleclade Breacher Servitor

Breacher Servitors clear a path to their Battleclade’s goal and ensure their master’s extraction route is unobstructed. With their high-energy lascutter and other specialist tools, they carve courses through natural obstacles, security bulkheads, shielded fortifications, or even the flesh and armour of the foe.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Lascutter (close range)
Lascutter (close range)
4
3+
4/5
Range 2", Lethal 5+, Piercing 2Range 2", Lethal 5+, Piercing 2
Lascutter (short range)
Lascutter (short range)
4
3+
4/5
Range 6", Lethal 5+Range 6", Lethal 5+
Hydraulic pincer & lascutter
Hydraulic pincer & lascutter
4
4+
4/6
Lethal 5+Lethal 5+

BREACH1AP

Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.
BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, BREACHER, SERVITOR
⌀25mm


Battleclade Combat Servitor

Repurposed from local menial thralls or specially constructed for the mission at hand, Combat Servitors are implanted with martial imperative programming and weapon grafts. They are ideal guardians, unthinkingly ready and willing to kill or lay down their existences to protect their masters’ interests.

Battleclade Combat Servitor

Repurposed from local menial thralls or specially constructed for the mission at hand, Combat Servitors are implanted with martial imperative programming and weapon grafts. They are ideal guardians, unthinkingly ready and willing to kill or lay down their existences to protect their masters’ interests.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Incendine igniter
Incendine igniter
4
2+
4/4
Range 6", Saturate, Torrent 1"Range 6", Saturate, Torrent 1"
Meltagun
Meltagun
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Phosphor blaster
Phosphor blaster
4
4+
3/4
SevereSevere
Servo-claw
Servo-claw
3
4+
3/4
-
BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, COMBAT, SERVITOR
⌀25mm


Battleclade Gun Servitor

Gun Servitors are bulky and unsubtle weapons platforms fitted with range-finders and servo-stabilisers. Ferocious implants such as heavy bolters enable them to scour hordes of enemies from any sites of interest to their masters, while with more esoteric heavy arc rifles they can send out crackling bolts that fry corrupted mechanisms as easily as flesh and bone.

Battleclade Gun Servitor

Gun Servitors are bulky and unsubtle weapons platforms fitted with range-finders and servo-stabilisers. Ferocious implants such as heavy bolters enable them to scour hordes of enemies from any sites of interest to their masters, while with more esoteric heavy arc rifles they can send out crackling bolts that fry corrupted mechanisms as easily as flesh and bone.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Heavy arc rifle
Heavy arc rifle
5
4+
4/6
Heavy (Dash only), Piercing 1, StunHeavy (Dash only), Piercing 1, Stun
Heavy bolter (focused)
Heavy bolter (focused)
5
4+
4/5
Heavy (Dash only), Piercing Crits 1Heavy (Dash only), Piercing Crits 1
Heavy bolter (sweeping)
Heavy bolter (sweeping)
4
4+
4/5
Heavy (Dash only), Piercing Crits 1, Torrent 1"Heavy (Dash only), Piercing Crits 1, Torrent 1"
Augmetic claw
Augmetic claw
3
4+
4/5
BrutalBrutal
BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, GUN, SERVITOR
⌀32mm


Battleclade Servitor Underseer

Minor Tech-Priests specialising in the reprogramming and oversight of their cybernetic thralls, Servitor Underseers’ skills are highly valued by more senior Tech-Priests. They translate the mission’s priorities into complex subroutines that they feed to their servitor wards via their commandment array.

Battleclade Servitor Underseer

Minor Tech-Priests specialising in the reprogramming and oversight of their cybernetic thralls, Servitor Underseers’ skills are highly valued by more senior Tech-Priests. They translate the mission’s priorities into complex subroutines that they feed to their servitor wards via their commandment array.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Master-crafted radium pistol
Master-crafted radium pistol
4
3+
2/4
Range 8", Balanced, RendingRange 8", Balanced, Rending
Dataspikes
Dataspikes
3
5+
2/3
-

NOOSPHERIC SPUR1AP

SUPPORT. Select one friendly BATTLECLADE SERVITOR operative within 6" of either this operative or a friendly BATTLECLADE AUTO-PROXY operative to immediately perform a free Dash action. You cannot select each friendly SERVITOR operative for this rule more than once per turning point.

This operative cannot perform this action while within control range of an enemy operative.

NETWORK OVERRIDE1AP

SUPPORT. Select one friendly BATTLECLADE SERVITOR operative within 6" of either this operative or a friendly BATTLECLADE AUTO-PROXY operative to immediately NETWORK COUNTERACT (you don’t have to TRANSFER POWER to do so). Continue this operative’s activation after doing so.

This operative cannot perform this action while within control range of an enemy operative.
BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, TECH-PRIEST, SERVITOR UNDERSEER
⌀32mm


Battleclade Technomedic Servitor

On forge worlds, a servitor’s Human components are rarely repaired. Battleclades, however, often operate unsupported in dangerous territories, on missions where no tool can be easily replaced. Technomedics use a mix of crude biosurgery and mechanical repairs to keep the team’s cybernetic operatives functioning under fire for long enough to fulfil their purpose. 1

Battleclade Technomedic Servitor

On forge worlds, a servitor’s Human components are rarely repaired. Battleclades, however, often operate unsupported in dangerous territories, on missions where no tool can be easily replaced. Technomedics use a mix of crude biosurgery and mechanical repairs to keep the team’s cybernetic operatives functioning under fire for long enough to fulfil their purpose. 1

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Servo-chirurgic claw
Servo-chirurgic claw
4
4+
3/4
RendingRending
Mechanosuture Array: Once per turning point, when another friendly BATTLECLADE operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. If this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

EXPEDIENT REPAIR1AP

Select one friendly BATTLECLADE operative within this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Mechanosuture Array rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, MEDIC, TECHNOMEDIC, SERVITOR
⌀25mm
VOX SCREAM

By modulating the frequency of their helm-mounted vox-units, Night Lord operatives can unleash a terrifying scream with the ability to stun an opponent.

Use this firefight ploy when your opponent would activate an enemy operative. Your opponent cannot activate that operative during this activation. If there are no other enemy operatives eligible to be activated, this ploy has no effect. This ploy costs you 1 additional CP for each previous time you’ve used it during the battle (e.g. 1CP the first time you would use it, 2CP the second time, etc.).
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Engage: The operative can perform actions as normal and can counteract.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
1X COMMS DEVICE

Communications devices can be swiftly hijacked and employed to coordinate operations or call in support during a firefight.

Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent’s Comms Device markers.
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Noospheric Network

Servitors are yoked to their Tech-Priest masters by an invisible web of control. This noospheric network enables servitors to be rapidly reorganised, transferring processing power to other thralls who might better serve the Tech-Priests’ immediate wishes. While some are left to conform to their basic programming, others are instructed with key tasks that must be fulfilled for the glory of the Machine God.

Whenever a friendly BATTLECLADE SERVITOR operative is activated, you can TRANSFER POWER. If you do, subtract 1 from its APL stat until the end of that activation.

After that activation, you can NETWORK COUNTERACT with one other friendly BATTLECLADE SERVITOR operative before your opponent activates. Whenever you NETWORK COUNTERACT with a friendly operative, first select its order. It can then perform a 1AP action for free, but cannot move. Once it’s done so, your opponent then activates as normal.

An operative cannot TRANSFER POWER or NETWORK COUNTERACT if it has an APL stat of less than 2 (e.g. if the stat has been changed to less than 2 by a rule). NETWORK COUNTERACT is a counteraction, but the operative doesn’t need to be expended with an Engage order to do it. That means if they’re ready when they NETWORK COUNTERACT, they can still be activated as normal later in the turning point. An operative that does NETWORK COUNTERACT cannot do so again, or counteract, during the same turning point.

The TECH-PRIEST keyword is used in the following Battleclade datacards:

Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).

The TECH-PRIEST keyword is used in the following Battleclade datacards:

Saturate
The defender cannot retain cover saves.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Brutal
Your opponent can only block with critical successes.
Balanced
You can re-roll one of your attack dice.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

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