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  Kill Team: Hunter Clade
  Kill Team: Hunter CladeWhite Dwarf2September 2021


Archetype: Seek & Destroy / Recon

Hunter Clade Kill Team

Below you will find a list of the operatives that make up a HUNTER CLADE kill team, including, where relevant, any wargear those models must be equipped with.

Operatives

  • 1 HUNTER CLADE operative selected from the following list
    • SKITARII RANGER ALPHA operative equipped with one of the following:
      • Galvanic rifle; gun butt
      • Master-crafted radium pistol; power weapon
    Or one option from each of the following:
    • Arc pistol or phosphor blast pistol
    • Arc maul or taser goad
    • SKITARII VANGUARD ALPHA operative equipped with one of the following:
      • Radium carbine; gun butt
      • Master-crafted radium pistol; power weapon
    Or one option from each of the following:
    • Arc pistol or phosphor blast pistol
    • Arc maul or taser goad
    • SICARIAN RUSTSTALKER PRINCEPS
    • SICARIAN INFILTRATOR PRINCEPS operative equipped with one option from each of the following:
      • Flechette blaster or stubcarbine
      • Power weapon or taser goad
  • 9 HUNTER CLADE operatives selected from the following list:
    • SKITARII RANGER MARKSMAN
    • SKITARII RANGER DIKTAT
    • SKITARII RANGER DIKTAT operative equipped with a gun butt and one of the following:
      • Arc rifle, plasma caliver or transuranic arquebus
    • SKITARII RANGER SURVEYOR
    • SKITARII VANGUARD SHOCKTROOPER
    • SKITARII VANGUARD DIKTAT
    • SKITARII VANGUARD GUNNER operative equipped with a gun butt and one of the following:
      • Arc rifle, plasma caliver or transuranic arquebus
    • SKITARII VANGUARD SURVEYOR
    • SKITARII RUSTSTALKER ASSASSIN operative equipped with one of the following:
      • Chordclaw and transonic razor or transonic blades
    • SICARIAN INFILTRATOR TRACKER operative equipped with one option from each of the following:
      • Flechette blaster or stubcarbine
      • Power weapon or taser goad
Your kill team must include more SKITARII RANGER and SKITARII VANGUARD operatives than it does SICARIAN operatives.

Your kill team can only include up to two GUNNER operatives, unless it contains three or fewer SICARIAN operatives, in which case it can include up to three GUNNER operatives Each GUNNER operative must be equipped with different ranged weapons.

Your kill team can only include up to one DIKTAT and one SURVEYOR operative.


Abilities

Below you will find a common ability of the HUNTER CLADE kill team.

Doctrina Imperatives

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 can select one different Imperative below to become active for your kill team instead That Imperative is active until the end of the battle (you cannot change your active Imperative again).

Each Imperative has an Optimisation and a Deprecation effect. Both are in effect while that Imperative is active for your kill team.

Protector Imperative

Optimisation: 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.

Deprecation: 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).

Conqueror Imperative

Optimisation: Each time a friendly HUNTER CLADE operative fights in combat, tn the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.

Deprecation: 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).

Bulwark Imperative

Optimisation: Each time a shooting attack is made against a friendly HUNTER CLADE operative, in the Roll Defence 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.

Deprecation: Subtract from the Movement characteristic of friendly HUNTER CLADE operatives.

Aggressor Imperative

Optimisation: Add to the Movement characteristic of friendly HUNTER CLADE operatives.

Deprecation: Each time a shooting attack is made against a friendly HUNTER CLADE operative, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).

Equalised Imperative

Optimisation: No effect.

Deprecation: No effect.



Strategic Ploys

If your faction is HUNTER CLADE, you can use the following Strategic Ploys during a game.

MARTIAL PROTOCOL1CP
Until the end of the Turning Point:
  • Each time a friendly HUNTER CLADE VANGUARD operative that is within of an objective marker or within of your opponent’s drop zone 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 a friendly HUNTER CLADE RANGER operative that has not moved during the Turning Point makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
ACCELERANT AGENTS1CP
Until the end of the Turning Point, each time a friendly HUNTER CLADE RUSTSTALKER operative is activated:
  • It can perform a free Fight action during that activation.
  • It can perform two Fight actions during that activation.
NEUROSTATIC INTERFERENCE1CP
Until the end of the Turning Point, while an enemy operative is within of a friendly HUNTER CLADE INFILTRATOR 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.
CALCULATED APPROACH1CP
Until the end of the Turning Point, each time a shooting attack is made against a friendly HUNTER CLADE operative that is more than from enemy operatives, in the Roll Defence Dice step of that shooting attack, if you retain any critical saves, you can select one of your failed saves to be retained as a successful normal save.

Tactical Ploys

If your faction is HUNTER CLADE, you can use the following Tactical Ploys during a game.

PURSUERS1CP
Use this Tactical Ploy in the Scouting step of the mission sequence, when you resolve your scouting option.
  • If you selected the Recon option, you can also perform a free Dash action with up to two friendly HUNTER CLADE RANGER operatives that are wholly within your drop zone.
  • If you selected the Infiltrate option, during the first Turning Point, you can also change the order of up to two ready friendly HUNTER CLADE RANGER operatives when each of them are activated.
COMMAND OVERRIDE1CP
Use this Tactical Ploy when a ready friendly HUNTER CLADE operative is activated. Select one Doctrina Imperative that is not active for your kill team. Until the end of the Turning Point, that Imperative is treated as being active for that operative instead of the current active Imperative.
CONCEALED POSITION1CP
Use this Tactical Ploy in the Set Up Operatives step of the mission sequence. Select one friendly HUNTER CLADE INFILTRATOR operative. That operative can be set up with a Conceal order anywhere in the killzone that is within of Heavy terrain and more than from enemy operatives and the enemy drop zone. That operative cannot have its order changed during the first Turning Point as a result of the Infiltrate option in the Scouting step. You can only use this Tactical Ploy once.
MOTIVE FORCE VITALITY1CP
Use this Tactical Ploy when a ready friendly HUNTER CLADE operative is activated. That operative regains D3 lost wounds.

Tac Ops

If your faction is HUNTER CLADE, you can use the Hunter Clade Tac Ops listed below, as specified in the mission sequence.

RELENTLESS PURSUIT
Hunter Clade – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if there are no enemy operatives in the killzone more than from friendly operatives, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
CALCULATED ERADICATION
Hunter Clade – Faction Tac Op 2
Reveal this Tac Op when a Doctrina Imperative first becomes active for your kill team.
  • At the end of any Turning Point, if an Imperative is active for your kill team, and the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives, you score 1VP.
  • At the end of any Turning Point, if a different Imperative is active for your kill team, and the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives, you score 1VP.
Designer’s Note: After revealing this Tac Op, we recommend keeping a tally of wounds lost by each kill team during each Turning Point.
ASSASSINATION ORDER
Hunter Clade – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives.
  • If that enemy operative is incapacitated before the fourth Turning Point, you score 1VP.
  • If the first condition is achieved by a friendly HUNTER CLADE operative within of that enemy operative, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected HUNTER CLADE as your Faction keyword.

Battle Honours

Each time a HUNTER CLADE operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Hunter Clade Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

HUNTER CLADE SPECIALIST
D6Specialism
1Fixated: The first time you roll attack dice for this operative in each battle, if you do not roll any critical hits, you can select one successful normal hit to be retained as a critical hit instead. That retained hit cannot cause any further critical hits to be retained (e.g. as a result of the Rending critical hit rule).
2Faith in the Machine: Each time this operative is activated, you can ignore any or all modifiers to its APL.
3Blessed Components: You can re-roll Recovery tests taken for this operative.
4Enhanced Bionics: Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
5Consecrated Cybernetics: 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.
6Autonomic Cortex: Once per battle, when this operative is activated, you can use the Command Override Tactical Ploy without spending any CPs.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is HUNTER CLADE, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. THORIUM ROUNDS [2EP]

Select a master-crafted radium pistol the 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 Rounds equipment.

2. TECHNODERMIC WEAVE [3EP]

Change the operative’s Save characteristic to 3+ for the battle.

3. AUTOREPAIR APPENDAGE [2EP]

Each time the operative is activated, you can use the Motive Force Vitality Tactical Ploy without spending any CPs.

4. AMPLIFIED DATA EMITTER [3EP]

DIKTAT operative only. Each time the operative performs the Enhanced Data-tether action, you can select any friendly HUNTER CLADE operative in the killzone (instead of one Visible to and within of it).

5. OMNISPECTRAL ANALYSER [3EP]

SURVEYOR operative only. 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.

6. ARC GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle:

 
Name
A
BS/WS
D
Arc grenade
4
3+
3/4
Special Rules
!
Rng , AP1, Limited, Indirect
Stun


Assets

Each time you would add a strategic asset to your base of operations, if your faction is HUNTER CLADE, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

ELECTROMAGNETIC SPECTRA-STORM

Before battle, the Skitarii of this kill team chant a binharic psalm. This triggers a microrelease of their own motive force, which interacts with chemicals in the air to create a shimmering veil of flashes, obscuring them from view.

During the first Turning Point, when determining if a friendly HUNTER CLADE operative is in an enemy operative’s Line of Sight, if that friendly operative is more than from that enemy operative, that friendly operative is treated as being in Cover.

REPAIR REPOSITORY

This large, archaic device has a mysterious provenance and is made of components that cannot be replaced. Provided a wounded operative is patient enough, the repository will repair any damage to their bionics.

Once after each battle, before rolling a Recovery test for a friendly HUNTER CLADE operative, if that operative was Rested, you can automatically pass that Recovery test.

DATA AUGUR

This kill team's base of operations is fitted with sophisticated data-gathering systems. Additionally, they have remote access to augur feeds on allied stations, providing a detailed understanding of the surrounding area, which is essential on their hunts.

When determining your Tac Ops for each battle, you can select two from one draw, instead of one. Note that you can still only select a total of three Tac Ops for each battle.


Requisitions

In a Spec Ops campaign, if your faction is HUNTER CLADE, you can use the following Requisitions in addition to those presented in other sources.

ARCHEOTECH VAULT1RP

The headquarters of this kill team's Tech-Priest masters contains a vault of rare and powerful equipment. These can be assigned to designated units who have earned the right to carry such artefacts.

Purchase this Requisition before or after a game. Remove one item of rare equipment from your stash and add a different item of rare equipment to your stash. You cannot purchase this Requisition if you do not have any rare equipment in your stash.
RECYCLED0RP

A damaged or ineffective operative is decommissioned and their bionics used for parts.

Purchase this Requisition when a HUNTER CLADE operative is removed from your dataslate. Add up the number of ranks that operative had (e.g. a Grizzled operative has 4 ranks) and subtract the number of Battle Scars that operative had. You gain a number of Requisition points equal to the difference.
MARK ASSIGNED1RP

Hunter Clades are expert assassins, often deployed to hunt their targets relentlessly in order to eliminate them, thus removing a crucial element of the enemy's war effort.

Purchase this Requisition before or after a game. Select one operative type (e.g. Kommando Snipa Boy, Marksman Pathfinder etc.) to be marked for your kill team, and make a note of it in the Notes section of your dataslate. Each time a friendly HUNTER CLADE operative fights in combat or makes a shooting attack, if the target is marked for your kill team, you can re-roll one of your attack dice. If an enemy operative marked for your kill team is incapacitated by a friendly HUNTER CLADE operative, that friendly operative gains 2XP and that enemy operative is no longer marked for your kill team. You cannot use this Requisition if you already have an operative marked for your kill team, but you can choose for an operative to be no longer marked for your kill team in order to use this Requisition.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is HUNTER CLADE, you can select one from those found below instead of selecting one from another source.

Dauntless Pursuit

With a machine-like focusz the kill team relentlessly pursues their quarry, giving chase across killzone after killzone until the enemy can run no more.

OPERATION 1: PURSUIT

The kill team gives chase to their enemies, engaging in back-to-back battles With their Machine God-given stamina and focus, they aim to outlast the enemy with their gruelling tactics.

Complete five games in which you scored victory points from the ‘Overrun’, ‘Rout’ and/or ‘Relentless Pursuit’ Tac Op.

OPERATION 2: EXECUTION

The enemy has nowhere left to run. Your kill team advances to complete its assassination order.

Complete a game in which you scored victory points from the ‘Calculated Eradication’ or ‘Execution’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Purge Order’ Spec Op.

Expeditious Assassinations

The command ark has uploaded numerous targets to the noosphere. The kill team must hunt down and assassinate each as quickly as possible before seeking extraction.

OPERATION 1: ASSASSINATIONS

Various enemy targets must be tracked and assassinated as quickly as possible before word of the Hunter Clade’s objective spreads and the Skitarii can be contained or evaded.

Complete five games in which you scored victory points from the ‘Headhunter’ and/or ‘Assassination Order’ Tac Op.

OPERATION 2: SIGNAL LANDER FOR EXTRACTION

The enemy is reacting to your presence and your mission is now at an end. With your kill team’s communications with HQ blocked, they must secure a landing zone and guide in their source of extraction in a more primitive fashion.

Complete a game in which you scored victory points from the ‘Vantage’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Elimination’ Spec Op.


Equipment

HUNTER CLADE operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. 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.

UPLINKED VID-FEED [1EP]

RANGER or VANGUARD operative only. The operative gains the following ability for the battle:

Uplinked Vid-Feed: 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.

SERVO-SKULL+ [2EP]

The operative gains the following ability for the battle:

Servo-skull: Once per Turning Point, during this operative’s activation, it can perform a mission action for one less AP (to a minimum of 0AP).

MECHADENDRITES+ [2EP]

The operative gains the following ability for the battle:

Mechadendrite: 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).

CENSE BEARER [2EP]

The operative gains the following ability for the battle:

Cense Bearer: 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).

COMMAND UPLINK+ [4EP]

DIKTAT operative only. The operative can perform the following action during the battle:

COMMAND UPLINK2AP

Add 1CP to your pool. This operative cannot perform this action while within of an enemy operative.

ENRICHED ROUNDS [2EP]

Select one radium carbine or master-crafted radium pistol the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle.

OPTIMISED GAIT [1EP]

RUSTSTALKER operative only. The operative gains the following ability for the battle:

Optimised Gait: Each time this operative is activated, it can ignore the first distance of it travels for a climb, drop or traverse during that activation.

REFRACTOR FIELD+ [3EP]

LEADER operative only. The operative gains the following ability for the battle:

Refractor Field: This operative has a 4+ invulnerable save.


Dataslates


Skitarii Ranger Marksman

Skitarn Ranger Marksmen hunt the foes of the Machine God relentlessly, and their bionically enhanced stamina is legendary. They pursue like patient predators, inexorably tracking their prey before taking the killing shot with their long rifles of ancient design.

Skitarii Ranger Marksman

Skitarn Ranger Marksmen hunt the foes of the Machine God relentlessly, and their bionically enhanced stamina is legendary. They pursue like patient predators, inexorably tracking their prey before taking the killing shot with their long rifles of ancient design.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Galvanic rifle
Galvanic rifle
4
3+
3/4
Heavy. !P1HeavyP1
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, RANGER, MARKSMAN
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, RANGER, MARKSMAN


Skitarii Ranger Diktat

The enhanced data-tethers carried by these Skitarn enable them to communicate directly with their Tech-Priest masters. It is a great honour indeed to be chosen to carry one, as it is seen as the mouthpiece of the Tech-Priests, who are said to be prophets of the Machine God himself.

Skitarii Ranger Diktat

The enhanced data-tethers carried by these Skitarn enable them to communicate directly with their Tech-Priest masters. It is a great honour indeed to be chosen to carry one, as it is seen as the mouthpiece of the Tech-Priests, who are said to be prophets of the Machine God himself.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Galvanic rifle
Galvanic rifle
4
3+
3/4
Heavy. !P1HeavyP1
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Enhanced Data-tether (1AP): 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.
ABILITIES
-
UNIQUE ACTIONS
Enhanced Data-tether (1AP): 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.
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, RANGER, DIKTAT
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, RANGER, DIKTAT


Skitarii Ranger Surveyor

The omnispex wielded by these Skitarii is a device fitted with a Raptor-class machine spirit. This can glean all kinds of data from a killzone and from a Hunter Clade’s enemies. Not only is it useful for the kill team in battle, but such information is a fine devotion to the Machine Cod in itself.

Skitarii Ranger Surveyor

The omnispex wielded by these Skitarii is a device fitted with a Raptor-class machine spirit. This can glean all kinds of data from a killzone and from a Hunter Clade’s enemies. Not only is it useful for the kill team in battle, but such information is a fine devotion to the Machine Cod in itself.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Galvanic rifle
Galvanic rifle
4
3+
3/4
Heavy. !P1HeavyP1
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Omnispex (1AP): 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 operative makes a shooting attack, for that shooting attack:
  • Areas of smoke have no effect when determining Line of Sight to that enemy operative.
  • 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.
ABILITIES
-
UNIQUE ACTIONS
Omnispex (1AP): 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 operative makes a shooting attack, for that shooting attack:
  • Areas of smoke have no effect when determining Line of Sight to that enemy operative.
  • 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.
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, RANGER, SURVEYOR
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, RANGER, SURVEYOR


Skitarii Ranger Gunner

In the hunt for the most dangerous of hereteks or xenos aggressors, a forge world’s ruling Tech-Priests may issue high-performing Hunter Clade Rangers with advanced weaponry. Strange, esoteric technologies power such armaments, rendering them lethal indeed to the Rangers’ foes.

Skitarii Ranger Gunner

In the hunt for the most dangerous of hereteks or xenos aggressors, a forge world’s ruling Tech-Priests may issue high-performing Hunter Clade Rangers with advanced weaponry. Strange, esoteric technologies power such armaments, rendering them lethal indeed to the Rangers’ foes.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Arc rifle
Arc rifle
4
3+
4/5
AP1. !StunAP1Stun
Plasma caliver
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma caliver
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
AP2, HotAP2, Hot-
Transuranic arquebus
Transuranic arquebus
4
2+
5/3
AP1, Heavy, Unwieldy. !MW3AP1, Heavy, UnwieldyMW3
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, RANGER, GUNNER
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, RANGER, GUNNER


Skitarii Ranger Alpha

Ranger Alphas are the most dedicated of their kind, relied upon to formulate reconnaissance and hunting parameters, and to lead their Hunter Clade in gruelling duties.

Skitarii Ranger Alpha

Ranger Alphas are the most dedicated of their kind, relied upon to formulate reconnaissance and hunting parameters, and to lead their Hunter Clade in gruelling duties.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Arc pistol
Arc pistol
4
2+
4/5
Rng , AP1. !StunRng , AP1Stun
Galvanic rifle
Galvanic rifle
4
2+
3/4
Heavy. !P1HeavyP1
Master-crafted radium pistol
Master-crafted radium pistol
4
2+
2/4
Rng , Balanced. !RendingRng , BalancedRending
Phosphor blast pistol
Phosphor blast pistol
4
2+
4/5
Rng , Blast , No CoverRng , Blast , No Cover-
Arc maul
Arc maul
4
4+
4/5
!Stun-Stun
Gun butt
Gun butt
3
4+
2/3
--
Power weapon
Power weapon
4
4+
4/6
Lethal 5+Lethal 5+-
Taser goad
Taser goad
4
4+
3/4
Lethal 5+. !StunLethal 5+Stun
ABILITIES UNIQUE ACTIONS
Control Edict: 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.
-
ABILITIES
Control Edict: 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.
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, LEADER, SKITARII, RANGER, ALPHA
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, LEADER, SKITARII, RANGER, ALPHA


Skitarii Vanguard Shocktrooper

So much radiation pours from these Skitarii and their ammunition that they contaminate the air around them. Showing toughness, resilience and dauntless bravery above others of their kind, Vanguard Shocktroopers advance into the fray, securing key positions for their Hunter Clade.

Skitarii Vanguard Shocktrooper

So much radiation pours from these Skitarii and their ammunition that they contaminate the air around them. Showing toughness, resilience and dauntless bravery above others of their kind, Vanguard Shocktroopers advance into the fray, securing key positions for their Hunter Clade.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Radium carbine
Radium carbine
4
3+
2/4
!Rending-Rending
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
-
ABILITIES
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, VANGUARD, SHOCKTROOPER
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, VANGUARD, SHOCKTROOPER


Skitarii Vanguard Diktat

To be a Diktat among Skitarii is to be obeyed without question, due to their direct link with the Tech-Priests. Hunter Clades receiving word from their masters through these warriors are filled with zealous conviction, willing to drive through unimaginable terrors to find and slay their quarry.

Skitarii Vanguard Diktat

To be a Diktat among Skitarii is to be obeyed without question, due to their direct link with the Tech-Priests. Hunter Clades receiving word from their masters through these warriors are filled with zealous conviction, willing to drive through unimaginable terrors to find and slay their quarry.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Radium carbine
Radium carbine
4
3+
2/4
!Rending-Rending
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
Enhanced Data-tether (1AP): 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.
ABILITIES
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
UNIQUE ACTIONS
Enhanced Data-tether (1AP): 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.
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, VANGUARD, DIKTAT
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, VANGUARD, DIKTAT


Skitarii Vanguard Surveyor

The omnispex’s machine spirit can read heat emissions, data signatures and biological waveforms, even at extreme range. Should it be kept focused for an extended period, it will reveal the enemy’s weaknesses. This is perfect for Hunter Clades, whose primary purpose is to eliminate key targets.

Skitarii Vanguard Surveyor

The omnispex’s machine spirit can read heat emissions, data signatures and biological waveforms, even at extreme range. Should it be kept focused for an extended period, it will reveal the enemy’s weaknesses. This is perfect for Hunter Clades, whose primary purpose is to eliminate key targets.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Radium carbine
Radium carbine
4
3+
2/4
!Rending-Rending
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
Omnispex (1AP): 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 operative makes a shooting attack, for that shooting attack:
  • Areas of smoke have no effect when determining Line of Sight to that enemy operative.
  • 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.
ABILITIES
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
UNIQUE ACTIONS
Omnispex (1AP): 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 operative makes a shooting attack, for that shooting attack:
  • Areas of smoke have no effect when determining Line of Sight to that enemy operative.
  • 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.
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, VANGUARD, SURVEYOR
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, VANGUARD, SURVEYOR


Skitarii Vanguard Gunner

These Skitarii wield some of the most dangerous man-portable weapons in a forge world’s arsenal - to the carrier as well as the Omnissiah’s enemies. To have survived long enough to join a Hunter Clade while carrying this kind of weapon shows the Machine God’s favour.

Skitarii Vanguard Gunner

These Skitarii wield some of the most dangerous man-portable weapons in a forge world’s arsenal - to the carrier as well as the Omnissiah’s enemies. To have survived long enough to join a Hunter Clade while carrying this kind of weapon shows the Machine God’s favour.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Arc rifle
Arc rifle
4
3+
4/5
AP1. !StunAP1Stun
Plasma caliver
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma caliver
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
AP2, HotAP2, Hot-
Transuranic arquebus
Transuranic arquebus
4
2+
5/3
AP1, Heavy, Unwieldy. !MW3AP1, Heavy, UnwieldyMW3
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
-
ABILITIES
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, VANGUARD, GUNNER
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, VANGUARD, GUNNER


Skitarii Vanguard Alpha

Skitarii Alphas have passed a point called the Crux Mechanicus. With bodies more machine than flesh, they enact Tech-Priest overseers’ orders like holy commands.

Skitarii Vanguard Alpha

Skitarii Alphas have passed a point called the Crux Mechanicus. With bodies more machine than flesh, they enact Tech-Priest overseers’ orders like holy commands.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Arc pistol
Arc pistol
4
2+
4/5
Rng , AP1. !StunRng , AP1Stun
Master-crafted radium pistol
Master-crafted radium pistol
4
2+
2/4
Rng , Balanced. !RendingRng , BalancedRending
Phosphor blast pistol
Phosphor blast pistol
4
2+
4/5
Rng , Blast , No CoverRng , Blast , No Cover-
Radium carbine
Radium carbine
4
2+
2/4
!Rending-Rending
Arc maul
Arc maul
4
4+
4/5
!Stun-Stun
Gun butt
Gun butt
3
4+
2/3
--
Power weapon
Power weapon
4
4+
4/6
Lethal 5+Lethal 5+-
Taser goad
Taser goad
4
4+
3/4
Lethal 5+. !StunLethal 5+Stun
ABILITIES UNIQUE ACTIONS
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
Control Edict: 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.
-
ABILITIES
Rad-Saturation: 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 it being injured if it is activated, Visible to and within of friendly operatives with this ability).
Control Edict: 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.
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, LEADER, SKITARII, VANGUARD, ALPHA
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, LEADER, SKITARII, VANGUARD, ALPHA


Sicarian Ruststalker Assassin

Ruststalker Assassins fall upon their foes in a stabbing, slashing frenzy, unleashing a blur of attacks. They are selected for kill team duties due to their level of dogged determination to hunt quarries to the death, above and beyond others of their kind.

Sicarian Ruststalker Assassin

Ruststalker Assassins fall upon their foes in a stabbing, slashing frenzy, unleashing a blur of attacks. They are selected for kill team duties due to their level of dogged determination to hunt quarries to the death, above and beyond others of their kind.

M APL GA DF SV W Base
3 2 1 3 4+ 10 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Chordclaw and transonic razor
Chordclaw and transonic razor
5
3+
4/5
BalancedBalanced-
Transonic blades
Transonic blades
3
3+
4/6
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Wasteland Stalkers: 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.
-
ABILITIES
Wasteland Stalkers: 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.
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, SICARIAN, RUSTSTALKER, ASSASSIN
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, SICARIAN, RUSTSTALKER, ASSASSIN


Sicarian Ruststalker Princeps

Excelling in assassination missions and surprise attacks, Princeps lead their Ruststalkers in the hunt for any their Tech-Priest masters have marked for death. In their lives, Princeps have claimed many foes in the most hazardous of environments.

Sicarian Ruststalker Princeps

Excelling in assassination missions and surprise attacks, Princeps lead their Ruststalkers in the hunt for any their Tech-Priest masters have marked for death. In their lives, Princeps have claimed many foes in the most hazardous of environments.

M APL GA DF SV W Base
3 2 1 3 4+ 11 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Chordclaw and transonic blades
Chordclaw and transonic blades
5
2+
4/6
Balanced. !RendingBalancedRending
ABILITIES UNIQUE ACTIONS
Wasteland Stalkers: 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.
-
ABILITIES
Wasteland Stalkers: 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.
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, LEADER, SICARIAN, RUSTSTALKER, PRINCEPS
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, LEADER, SICARIAN, RUSTSTALKER, PRINCEPS


Sicarian Infiltrator Tracker

Experts in penetrating enemy strongholds, Sicarian Infiltrator Trackers emit a white noise that attacks their foes’ sensoriums with a painful neurostatic bombardment.

Sicarian Infiltrator Tracker

Experts in penetrating enemy strongholds, Sicarian Infiltrator Trackers emit a white noise that attacks their foes’ sensoriums with a painful neurostatic bombardment.

M APL GA DF SV W Base
3 2 1 3 4+ 10 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flechette blaster
Flechette blaster
5
3+
2/3
Rng , Fusillade, RelentlessRng , Fusillade, Relentless-
Stubcarbine
Stubcarbine
4
3+
3/4
CeaselessCeaseless-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
Taser goad
Taser goad
4
3+
3/4
Lethal 5+. !StunLethal 5+Stun
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, SICARIAN, INFILTRATOR, TRACKER
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, SICARIAN, INFILTRATOR, TRACKER


Sicarian Infiltrator Princeps

Sicarian Infiltrator Princeps have a greater detachment from emotion than even others of their kind. No hunting mission is too dangerous for them, and no assassination task too harrowing.

Sicarian Infiltrator Princeps

Sicarian Infiltrator Princeps have a greater detachment from emotion than even others of their kind. No hunting mission is too dangerous for them, and no assassination task too harrowing.

M APL GA DF SV W Base
3 2 1 3 4+ 11 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flechette blaster
Flechette blaster
5
2+
2/3
Rng , Fusillade, RelentlessRng , Fusillade, Relentless-
Stubcarbine
Stubcarbine
4
2+
3/4
CeaselessCeaseless-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
Taser goad
Taser goad
4
3+
3/4
Lethal 5+. !StunLethal 5+Stun
ABILITIES UNIQUE ACTIONS
Data Prehensiles: 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.
-
ABILITIES
Data Prehensiles: 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.
UNIQUE ACTIONS
-
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, LEADER, SICARIAN, INFILTRATOR, PRINCEPS
HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, <FORGE WORLD>, SKITARII, LEADER, SICARIAN, INFILTRATOR, PRINCEPS

The SKITARII, RANGER and ALPHA keywords are used in the following Hunter Clade datacards:

The SKITARII, VANGUARD and ALPHA keywords are used in the following Hunter Clade datacards:

The SICARIAN, RUSTSTALKER and PRINCEPS keywords are used in the following Hunter Clade datacards:

The SICARIAN, INFILTRATOR and PRINCEPS keywords are used in the following Hunter Clade datacards:

The SKITARII, RANGER and MARKSMAN keywords are used in the following Hunter Clade datacards:

The SKITARII, RANGER and DIKTAT keywords are used in the following Hunter Clade datacards:

The SKITARII, RANGER and DIKTAT keywords are used in the following Hunter Clade datacards:

The SKITARII, RANGER and SURVEYOR keywords are used in the following Hunter Clade datacards:

The SKITARII, VANGUARD and SHOCKTROOPER keywords are used in the following Hunter Clade datacards:

The SKITARII, VANGUARD and DIKTAT keywords are used in the following Hunter Clade datacards:

The SKITARII, VANGUARD and GUNNER keywords are used in the following Hunter Clade datacards:

The SKITARII, VANGUARD and SURVEYOR keywords are used in the following Hunter Clade datacards:

The SKITARII, RUSTSTALKER and ASSASSIN keywords are used in the following Hunter Clade datacards:

The SICARIAN, INFILTRATOR and TRACKER keywords are used in the following Hunter Clade datacards:

The SKITARII and RANGER keywords are used in the following Hunter Clade datacards:

The SKITARII and VANGUARD keywords are used in the following Hunter Clade datacards:

The SICARIAN keyword is used in the following Hunter Clade datacards:

The GUNNER keyword is used in the following Hunter Clade datacards:

The DIKTAT keyword is used in the following Hunter Clade datacards:

The SURVEYOR keyword is used in the following Hunter Clade datacards:

Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.

The HUNTER CLADE and VANGUARD keywords are used in the following Hunter Clade datacards:

The HUNTER CLADE and RUSTSTALKER keywords are used in the following Hunter Clade datacards:

The HUNTER CLADE and INFILTRATOR keywords are used in the following Hunter Clade datacards:

The HUNTER CLADE and RANGER keywords are used in the following Hunter Clade datacards:

Doctrina Imperatives
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 can select one different Imperative below to become active for your kill team instead That Imperative is active until the end of the battle (you cannot change your active Imperative again).

Each Imperative has an Optimisation and a Deprecation effect. Both are in effect while that Imperative is active for your kill team.

Protector Imperative

Optimisation: 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.

Deprecation: 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).

Conqueror Imperative

Optimisation: Each time a friendly HUNTER CLADE operative fights in combat, tn the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.

Deprecation: 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).

Bulwark Imperative

Optimisation: Each time a shooting attack is made against a friendly HUNTER CLADE operative, in the Roll Defence 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.

Deprecation: Subtract from the Movement characteristic of friendly HUNTER CLADE operatives.

Aggressor Imperative

Optimisation: Add to the Movement characteristic of friendly HUNTER CLADE operatives.

Deprecation: Each time a shooting attack is made against a friendly HUNTER CLADE operative, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).

Equalised Imperative

Optimisation: No effect.

Deprecation: No effect.

The HUNTER CLADE and INFILTRATOR keywords are used in the following Hunter Clade datacards:

Rending
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.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
COMMAND OVERRIDE1CP
Use this Tactical Ploy when a ready friendly HUNTER CLADE operative is activated. Select one Doctrina Imperative that is not active for your kill team. Until the end of the Turning Point, that Imperative is treated as being active for that operative instead of the current active Imperative.
Lethal x
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+.
MOTIVE FORCE VITALITY1CP
Use this Tactical Ploy when a ready friendly HUNTER CLADE operative is activated. That operative regains D3 lost wounds.

The DIKTAT keyword is used in the following Hunter Clade datacards:

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 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 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.

The SURVEYOR keyword is used in the following Hunter Clade datacards:

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Relentless
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.
Rng x
Range. 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.
APx
Armour Penetration. 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.
Limited
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.
Indirect
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.
Stun
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.
Rng x
Range. 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.
APx
Armour Penetration. 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.
Limited
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.
Indirect
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.
Stun
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.
OVERRUN
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if a friendly operative is wholly within each killzone quarter and more than from the centre of the killzone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
RELENTLESS PURSUIT
Hunter Clade – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if there are no enemy operatives in the killzone more than from friendly operatives, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
CALCULATED ERADICATION
Hunter Clade – Faction Tac Op 2
Reveal this Tac Op when a Doctrina Imperative first becomes active for your kill team.
  • At the end of any Turning Point, if an Imperative is active for your kill team, and the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives, you score 1VP.
  • At the end of any Turning Point, if a different Imperative is active for your kill team, and the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives, you score 1VP.
Designer’s Note: After revealing this Tac Op, we recommend keeping a tally of wounds lost by each kill team during each Turning Point.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
HEADHUNTER
Seek & Destroy – Tac Op
Reveal this Tac Op when an enemy LEADER operative is incapacitated.
  • You score 1VP.
  • If it is the first or second Turning Point, you score 1VP.
ASSASSINATION ORDER
Hunter Clade – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives.
  • If that enemy operative is incapacitated before the fourth Turning Point, you score 1VP.
  • If the first condition is achieved by a friendly HUNTER CLADE operative within of that enemy operative, you score 1VP.
VANTAGE
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Vantage action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

VANTAGE2AP

An operative can perform this action while on a Vantage Point that is not within your drop zone and has not been secured by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by friendly operatives, that Vantage Point has been secured by friendly operatives.

The RANGER keyword is used in the following Hunter Clade datacards:

The VANGUARD keyword is used in the following Hunter Clade datacards:

The DIKTAT keyword is used in the following Hunter Clade datacards:

The RUSTSTALKER keyword is used in the following Hunter Clade datacards:

The LEADER keyword is used in the following Hunter Clade datacards:

Invulnerable Save x+
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+.
Heavy
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.
Px
Piercing. 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 special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

The RANGER keyword is used in the following Hunter Clade datacards:

Heavy
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.
Px
Piercing. 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 special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

The DIKTAT keyword is used in the following Hunter Clade datacards:

Heavy
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.
Px
Piercing. 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 special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
No Cover
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).
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

The SURVEYOR keyword is used in the following Hunter Clade datacards:

APx
Armour Penetration. 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.
Stun
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.
APx
Armour Penetration. 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.
APx
Armour Penetration. 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.
Hot
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 three mortal wounds.
APx
Armour Penetration. 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.
Heavy
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.
Unwieldy
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.
MWx
Mortal wounds. 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.

The GUNNER keyword is used in the following Hunter Clade datacards:

Rng x
Range. 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.
APx
Armour Penetration. 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.
Stun
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.
Heavy
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.
Px
Piercing. 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 special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Rng x
Range. 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.
Balanced
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 one of your attack dice.
Rending
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.
Rng x
Range. 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.
Blast x
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 within x of the original target. When determining if each other operative is a valid target or in Cover, treat the original target as the active operative. An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
No Cover
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).
Stun
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.
Lethal x
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+.
Lethal x
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+.
Stun
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.

The LEADER keyword is used in the following Hunter Clade datacards:

The ALPHA keyword is used in the following Hunter Clade datacards:

Rending
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.

The VANGUARD keyword is used in the following Hunter Clade datacards:

Rending
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.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Rending
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.
No Cover
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).
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
APx
Armour Penetration. 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.
Stun
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.
APx
Armour Penetration. 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.
APx
Armour Penetration. 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.
Hot
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 three mortal wounds.
APx
Armour Penetration. 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.
Heavy
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.
Unwieldy
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.
MWx
Mortal wounds. 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.
Rng x
Range. 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.
APx
Armour Penetration. 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.
Stun
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.
Rng x
Range. 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.
Balanced
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 one of your attack dice.
Rending
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.
Rng x
Range. 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.
No Cover
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).
Rending
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.
Stun
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.
Lethal x
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+.
Lethal x
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+.
Stun
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.
Balanced
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 one of your attack dice.
Rending
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.

The SICARIAN keyword is used in the following Hunter Clade datacards:

The RUSTSTALKER keyword is used in the following Hunter Clade datacards:

Balanced
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 one of your attack dice.
Rending
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.

The PRINCEPS keyword is used in the following Hunter Clade datacards:

Rng x
Range. 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.
Fusillade
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.
Relentless
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.
Ceaseless
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.
Lethal x
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+.
Lethal x
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+.
Stun
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.

The INFILTRATOR keyword is used in the following Hunter Clade datacards:

Rng x
Range. 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.
Fusillade
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.
Relentless
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.
Ceaseless
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.
Lethal x
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+.
Lethal x
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+.
Stun
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.
© Vyacheslav Maltsev 2013-2021