Hunter Clade

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  Hunter Clade
  Hunter CladeFaction31.3April 2025
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 weapons specified for that operative.

Operatives


Other than GUNNER and WARRIOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to one DIKTAT operative, up to one SURVEYOR operative and up to five SICARIAN operatives. Your kill team can only include up to one arc rifle, up to one plasma caliver and up to one transuranic arquebus.

* You cannot select more than six of these operatives combined.

Faction Rules

Doctrina Imperatives

Tech-Priests dictate protocols for the Hunter Clade to follow as they move through their mission, straining the programming of the Skitarii and Sicarians in order to optimise their current status, to the detriment of all else.

At the end of the Select Operatives step, select one DOCTRINA IMPERATIVE to be a Primary Mode for your kill team until the end of the battle (note that selecting a Primary Mode doesn’t automatically give you the effects of that DOCTRINA IMPERATIVE for the battle; you must still select it as a STRATEGIC GAMBIT, as below).

STRATEGIC GAMBIT. Select one DOCTRINA IMPERATIVE for friendly HUNTER CLADE operatives to have until the Ready step of the next Strategy phase. Each DOCTRINA IMPERATIVE has both an Optimisation and a Deprecation rule. Both are in effect while your kill team has that DOCTRINA IMPERATIVE. Once per battle, when you select the DOCTRINA IMPERATIVE that’s your kill team’s Primary Mode, you can ignore its Deprecation rule.

Protector Imperative
Optimisation: Friendly HUNTER CLADE operatives’ ranged weapons have the Ceaseless weapon rule.

Deprecation: Worsen the Hit stat of friendly HUNTER CLADE operatives’ melee weapons by 1. This isn’t cumulative with being injured.

Conqueror Imperative
Optimisation: Friendly HUNTER CLADE operatives’ melee weapons have the Ceaseless weapon rule.

Deprecation: Worsen the Hit stat of friendly HUNTER CLADE operatives’ ranged weapons by 1. This isn’t cumulative with being injured.

Bulwark Imperative
Optimisation: Normal Dmg of 3 or more inflicts 1 less damage on friendly HUNTER CLADE operatives.

Deprecation: Subtract 1" from the Move stat of friendly HUNTER CLADE operatives.

Aggressor Imperative
Optimisation: Add 1" to the Move stat of friendly HUNTER CLADE operatives.

Deprecation: Worsen the Save stat of friendly HUNTER CLADE operatives by 1.

Neutral Imperative
Optimisation: None.

Deprecation: None.

Strategy Ploys

DEBILITATING IRRADIATION

The Skitarii Vanguard push forward, shrouded in clouds of radiation. Those caught in this lethal miasma find their combat abilities greatly degraded.

Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly HUNTER CLADE VANGUARD operative, if that enemy operative is under the effects of the Rad-Saturation rule (see VANGUARD operatives), subtract 1 from the Normal Dmg stat of its weapons (to a minimum of 3).
NEUROSTATIC INTERFERENCE

Sicarian Infiltrators confound their foes by emitting hissing static and electromagnetic pulses that cloud minds and interfere with vox-networks.

Whenever an enemy operative within 6" of a friendly HUNTER CLADE INFILTRATOR operative is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice.
SCOUTING PROTOCOL

Operating as advanced scouts, Skitarii Rangers avoid close combat, darting from cover to cover to evade the attention of their enemies.

Each friendly HUNTER CLADE RANGER operative that has a Conceal order and is more than 6" from enemy operatives can immediately perform a free Dash action in an order of your choice. You cannot use this ploy during the first turning point.
ACCELERANT AGENTS

Sicarian Ruststalkers are flooded with aggressioninducing binharic code, inciting within them a lust for violence and enabling them to strike with blinding speed and nightmarish force.

During each friendly HUNTER CLADE RUSTSTALKER operative’s activation, it can perform two Fight actions, and one of them can be free.

Firefight Ploys

CONTROL EDICT

The leader of a Hunter Clade assumes partial control of another member of their kill team, coordinating precision strikes with the nearby operative.

Use this firefight ploy when it’s your turn to activate a friendly operative. Select one friendly HUNTER CLADE LEADER operative and one other ready friendly HUNTER CLADE operative visible to and within 3" of that LEADER operative; activate one of them as normal. When that first friendly operative you activate is expended, you can activate the other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal. Whenever you use this ploy, you cannot select more than one HUNTER CLADE SICARIAN operative.
SCRAPCODE OVERLOAD

The Hunter Clade’s Infiltrator releases an enormous bombardment of static and scrapcode that disrupts communication channels, reduces enemy coordination and allows the kill team to seize objectives and materiel from under their foe's nose.

Use this firefight ploy when a friendly HUNTER CLADE INFILTRATOR operative is activated. Alternatively, use this firefight ploy when a friendly HUNTER CLADE INFILTRATOR operative, or an enemy operative within 3" of that friendly operative, would perform the Pick Up Marker or a mission action (excluding Operate Hatch). Until the start of that friendly operative’s next activation, whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of that friendly operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this, and this can change control of a marker before performing the action.
COMMAND OVERRIDE

By activating command overrides, the imperatives of individual operatives can be altered in response to evershifting mission parameters.

Use this firefight ploy when you activate a friendly HUNTER CLADE operative. Select a DOCTRINA IMPERATIVE for that operative to have instead of its current one (if any) until the Ready step of the next Strategy phase.
OMNISSIAH’S IMPERATIVE

The most extreme form of doctrina imperative, this protocol pushes an operative’s wiring beyond safe limits, providing additional combat power at the cost of burned circuitry and charred flesh.

Use this firefight ploy during a friendly HUNTER CLADE operative’s activation. Alternatively, use it when an enemy operative is shooting a friendly HUNTER CLADE operative, at the end of the Roll Attack Dice step. Inflict D3+1 damage on that friendly operative. Until the Ready step of the next Strategy phase, that friendly operative has an additional rule determined by its current DOCTRINA IMPERATIVE as follows:
  • Protector: This operative’s ranged weapons have the Severe weapon rule.
  • Conqueror: Whenever this operative is fighting, after resolving your first attack dice during that sequence, you can immediately resolve another (before your opponent).
  • Bulwark: Improve this operative’s Save stat by 1. In addition, whenever an operative is shooting this operative, you can collect and roll an additional defence dice. If you use this ploy during a Shoot action, this operative’s Save stat is changed immediately (this takes precedence over the core rules).
  • Aggressor: You can ignore the first vertical distance of 2" this operative moves during one climb up.
  • Neutral: None.
Note that you can use this ploy after rolling attack or defence dice for this operative, or before or after retaining or re-rolling those dice.

Faction Equipment

RAD BOMBARDMENT

With a short binharic transmission, the Hunter Clade call down a radioactive bombardment. Mortar rounds rain down, emitting swathes of irradiating energy that flush the enemy from cover or force them to retreat from critical objectives.

Once per battle STRATEGIC GAMBIT in any turning point after the first. Select one objective marker or your opponent’s drop zone. Roll one D6 separately for each enemy operative within control range of that selected objective marker or within that drop zone, and subtract 1 if any part of that enemy operative’s base is underneath Vantage terrain: on a 4+, subtract 1 from that operative’s APL stat until the end of its next activation; on a 6, also inflict D3 damage on it (roll separately for each).
REDUNDANCY SYSTEMS

Expected to operate behind enemy lines for extended periods, Hunter Clade operatives are often upgraded with redundancy augmetics such as backup lungs and emergency blood packs, ensuring that they remain capable of functioning even after suffering terrible damage.

Once per turning point, when a friendly HUNTER CLADE operative is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains up to D3+2 lost wounds.
REFRACTOR FIELD

A miniaturised shield generator given to key warriors of the Adeptus Mechanicus, this device projects a barrier of energy that deflects shots and preserves the machine form of the bearer.

Once per turning point, when an operative is shooting a friendly HUNTER CLADE operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
EXTREMIS MIND-LINK

This technology allows Hunter Clade leaders to retain close control over their Skitarii and Sicarian soldiers. In turn, the soldiery see the mind-link as a blessed thing, for the edicts transmitted to them are surely the will of the Omnissiah.

Once per battle, you can use the Control Edict firefight ploy for 0CP, but instead of activating the selected friendly operatives in succession, activate them at the same time. Complete their activations action by action in any order.

Datacards


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Chordclaw & transonic blades
Chordclaw & transonic blades
5
3+
4/6
Balanced, RendingBalanced, Rending
Canticle of Destruction: Whenever a friendly HUNTER CLADE RUSTSTALKER operative within 3" of this operative is fighting, the first time you strike with a critical success during that sequence, inflict 1 additional damage.
Wasteland Stalker: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Control Protocol: You can use the Command Override firefight ploy for 0CP if the specified friendly HUNTER CLADE operative is visible to this operative.
HUNTER CLADE, ADEPTUS MECHANICUS, LEADER, SICARIAN, RUSTSTALKER, PRINCEPS
⌀40mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Flechette blaster
Flechette blaster
5
3+
2/2
Range 8", Saturate, SilentRange 8", Saturate, Silent
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+, ShockLethal 5+, Shock
Canticle of Shroudpsalm: Whenever a friendly HUNTER CLADE INFILTRATOR operative is within 3" of this operative, has a Conceal order and is in cover, that friendly operative cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Control Protocol: You can use the Command Override firefight ploy for 0CP if the specified friendly HUNTER CLADE operative is visible to this operative.
HUNTER CLADE, ADEPTUS MECHANICUS, LEADER, SICARIAN, INFILTRATOR, PRINCEPS
⌀40mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Arc pistol
Arc pistol
4
3+
4/5
Range 8", Piercing 1, StunRange 8", Piercing 1, Stun
Galvanic rifle
Galvanic rifle
4
3+
3/4
Heavy (Reposition only), Piercing Crits 1Heavy (Reposition only), Piercing Crits 1
Master-crafted radium pistol
Master-crafted radium pistol
4
3+
2/4
Range 8", Balanced, RendingRange 8", Balanced, Rending
Phosphor blast pistol
Phosphor blast pistol
4
3+
3/4
Range 8", Blast 1", SevereRange 8", Blast 1", Severe
Arc maul
Arc maul
4
4+
4/5
ShockShock
Gun butt
Gun butt
3
4+
2/3
-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Taser goad
Taser goad
4
3+
3/4
Lethal 5+, ShockLethal 5+, Shock
Canticle of Elimination: Whenever a friendly HUNTER CLADE RANGER operative is within 3" of this operative, that friendly operative’s ranged weapons have the Punishing weapon rule.
Targeting Protocol: Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Lethal 5+ weapon rule. Note this operative isn’t restricted from moving after shooting.
Control Protocol: You can use the Command Override firefight ploy for 0CP if the specified friendly HUNTER CLADE operative is visible to this operative.
HUNTER CLADE, ADEPTUS MECHANICUS, LEADER, SKITARII, RANGER, ALPHA
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Arc pistol
Arc pistol
4
3+
4/5
Range 8", Piercing 1, StunRange 8", Piercing 1, Stun
Master-crafted radium pistol
Master-crafted radium pistol
4
3+
2/4
Range 8", Balanced, RendingRange 8", Balanced, Rending
Phosphor blast pistol
Phosphor blast pistol
4
3+
3/4
Range 8", Blast 1", SevereRange 8", Blast 1", Severe
Radium carbine
Radium carbine
4
3+
2/4
RendingRending
Arc maul
Arc maul
4
4+
4/5
ShockShock
Gun butt
Gun butt
3
4+
2/3
-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Taser goad
Taser goad
4
3+
3/4
Lethal 5+, ShockLethal 5+, Shock
Canticle of the Glow: Whenever an enemy operative is within 3" of this operative, if it’s under the effects of the Rad-Saturation rule, also subtract 1 from the Atk stat of that enemy operative’s weapons.
Rad-Saturation: Whenever an enemy operative is within 2" of friendly HUNTER CLADE VANGUARD operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.
Control Protocol: You can use the Command Override firefight ploy for 0CP if the specified friendly HUNTER CLADE operative is visible to this operative.
HUNTER CLADE, ADEPTUS MECHANICUS, LEADER, SKITARII, VANGUARD, ALPHA
⌀25mm


Sicarian Infiltrator Warrior

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

Sicarian Infiltrator Warrior

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

APL
2
MOVE
6"
SAVE
4+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Flechette blaster
Flechette blaster
5
3+
2/2
Range 8", Saturate, SilentRange 8", Saturate, Silent
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+, ShockLethal 5+, Shock
HUNTER CLADE, ADEPTUS MECHANICUS, SICARIAN, INFILTRATOR, WARRIOR
⌀40mm


Sicarian Ruststalker Warrior

Ruststalker Warriors 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 Warrior

Ruststalker Warriors 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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Chordclaw & transonic razor
Chordclaw & transonic razor
5
3+
4/5
BalancedBalanced
Transonic blades
Transonic blades
5
3+
4/6
RendingRending
Wasteland Stalker: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
HUNTER CLADE, ADEPTUS MECHANICUS, SICARIAN, RUSTSTALKER, WARRIOR
⌀40mm


Skitarii Ranger Diktat

The enhanced data-tethers carried by these Skitarii 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 Skitarii 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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Galvanic rifle
Galvanic rifle
4
3+
3/4
Heavy (Reposition only), Piercing Crits 1Heavy (Reposition only), Piercing Crits 1
Gun butt
Gun butt
3
4+
2/3
-
Targeting Protocol: Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Lethal 5+ weapon rule. Note this operative isn’t restricted from moving after shooting.

SIGNAL1AP

SUPPORT. Select one other friendly HUNTER CLADE operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
HUNTER CLADE, ADEPTUS MECHANICUS, SKITARII, RANGER, DIKTAT
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Arc rifle
Arc rifle
4
3+
4/5
Piercing 1, StunPiercing 1, Stun
Plasma caliver (standard)
Plasma caliver (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma caliver (supercharge)
Plasma caliver (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Transuranic arquebus (mobile)
Transuranic arquebus (mobile)
4
3+
4/3
Devastating 2, Heavy (Dash only), Piercing 1Devastating 2, Heavy (Dash only), Piercing 1
Transuranic arquebus (stationary)
Transuranic arquebus (stationary)
4
2+
4/3
Devastating 3, Heavy, Piercing 1, SevereDevastating 3, Heavy, Piercing 1, Severe
Gun butt
Gun butt
3
4+
2/3
-
Targeting Protocol: Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Lethal 5+ weapon rule. Note this operative isn’t restricted from moving after shooting.
HUNTER CLADE, ADEPTUS MECHANICUS, SKITARII, RANGER, GUNNER
⌀25mm


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 God 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 God in itself.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Galvanic rifle
Galvanic rifle
4
3+
3/4
Heavy (Reposition only), Piercing Crits 1Heavy (Reposition only), Piercing Crits 1
Gun butt
Gun butt
3
4+
2/3
-
Targeting Protocol: Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Lethal 5+ weapon rule. Note this operative isn’t restricted from moving after shooting.

SPOT1AP

SUPPORT. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly HUNTER CLADE operative within 3" of this 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.
HUNTER CLADE, ADEPTUS MECHANICUS, SKITARII, RANGER, SURVEYOR
⌀25mm


Skitarii Ranger Warrior

Skitarii Ranger Warriors 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 Warrior

Skitarii Ranger Warriors 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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Galvanic rifle
Galvanic rifle
4
3+
3/4
Heavy (Reposition only), Piercing Crits 1Heavy (Reposition only), Piercing Crits 1
Gun butt
Gun butt
3
4+
2/3
-
Targeting Protocol: Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Lethal 5+ weapon rule. Note this operative isn’t restricted from moving after shooting.
HUNTER CLADE, ADEPTUS MECHANICUS, SKITARII, RANGER, WARRIOR
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Radium carbine
Radium carbine
4
3+
2/4
RendingRending
Gun butt
Gun butt
3
4+
2/3
-
Rad-Saturation: Whenever an enemy operative is within 2" of friendly HUNTER CLADE VANGUARD operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.

SIGNAL1AP

SUPPORT. Select one other friendly HUNTER CLADE operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
HUNTER CLADE, ADEPTUS MECHANICUS, SKITARII, VANGUARD, DIKTAT
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Arc rifle
Arc rifle
4
3+
4/5
Piercing 1, StunPiercing 1, Stun
Plasma caliver (standard)
Plasma caliver (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma caliver (supercharge)
Plasma caliver (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Transuranic arquebus (mobile)
Transuranic arquebus (mobile)
4
3+
4/3
Devastating 2, Heavy (Dash only), Piercing 1Devastating 2, Heavy (Dash only), Piercing 1
Transuranic arquebus (stationary)
Transuranic arquebus (stationary)
4
2+
4/3
Devastating 3, Heavy, Piercing 1, SevereDevastating 3, Heavy, Piercing 1, Severe
Gun butt
Gun butt
3
4+
2/3
-
Rad-Saturation: Whenever an enemy operative is within 2" of friendly HUNTER CLADE VANGUARD operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.
HUNTER CLADE, ADEPTUS MECHANICUS, SKITARII, VANGUARD, GUNNER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Radium carbine
Radium carbine
4
3+
2/4
RendingRending
Gun butt
Gun butt
3
4+
2/3
-
Rad-Saturation: Whenever an enemy operative is within 2" of friendly HUNTER CLADE VANGUARD operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.

SPOT1AP

SUPPORT. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly HUNTER CLADE operative within 3" of this 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.
HUNTER CLADE, ADEPTUS MECHANICUS, SKITARII, VANGUARD, SURVEYOR
⌀25mm


Skitarii Vanguard Warrior

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 Warriors advance into the fray, securing key positions for their Hunter Clade.

Skitarii Vanguard Warrior

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 Warriors advance into the fray, securing key positions for their Hunter Clade.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Radium carbine
Radium carbine
4
3+
2/4
RendingRending
Gun butt
Gun butt
3
4+
2/3
-
Rad-Saturation: Whenever an enemy operative is within 2" of friendly HUNTER CLADE VANGUARD operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.
HUNTER CLADE, ADEPTUS MECHANICUS, SKITARII, VANGUARD, WARRIOR
⌀25mm

The WARRIOR and SICARIAN keywords are used in the following Hunter Clade datacards:

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

The WARRIOR 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:

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

Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
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.

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

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

Rad-Saturation
Whenever an enemy operative is within 2" of friendly HUNTER CLADE VANGUARD operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.

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:

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.

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.
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.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.

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.

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

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.

The LEADER 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 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.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.

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

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.

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.
Doctrina Imperatives

Tech-Priests dictate protocols for the Hunter Clade to follow as they move through their mission, straining the programming of the Skitarii and Sicarians in order to optimise their current status, to the detriment of all else.

At the end of the Select Operatives step, select one DOCTRINA IMPERATIVE to be a Primary Mode for your kill team until the end of the battle (note that selecting a Primary Mode doesn’t automatically give you the effects of that DOCTRINA IMPERATIVE for the battle; you must still select it as a STRATEGIC GAMBIT, as below).

STRATEGIC GAMBIT. Select one DOCTRINA IMPERATIVE for friendly HUNTER CLADE operatives to have until the Ready step of the next Strategy phase. Each DOCTRINA IMPERATIVE has both an Optimisation and a Deprecation rule. Both are in effect while your kill team has that DOCTRINA IMPERATIVE. Once per battle, when you select the DOCTRINA IMPERATIVE that’s your kill team’s Primary Mode, you can ignore its Deprecation rule.

Protector Imperative
Optimisation: Friendly HUNTER CLADE operatives’ ranged weapons have the Ceaseless weapon rule.

Deprecation: Worsen the Hit stat of friendly HUNTER CLADE operatives’ melee weapons by 1. This isn’t cumulative with being injured.

Conqueror Imperative
Optimisation: Friendly HUNTER CLADE operatives’ melee weapons have the Ceaseless weapon rule.

Deprecation: Worsen the Hit stat of friendly HUNTER CLADE operatives’ ranged weapons by 1. This isn’t cumulative with being injured.

Bulwark Imperative
Optimisation: Normal Dmg of 3 or more inflicts 1 less damage on friendly HUNTER CLADE operatives.

Deprecation: Subtract 1" from the Move stat of friendly HUNTER CLADE operatives.

Aggressor Imperative
Optimisation: Add 1" to the Move stat of friendly HUNTER CLADE operatives.

Deprecation: Worsen the Save stat of friendly HUNTER CLADE operatives by 1.

Neutral Imperative
Optimisation: None.

Deprecation: 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.
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.
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.
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.
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
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.
CONTROL EDICT

The leader of a Hunter Clade assumes partial control of another member of their kill team, coordinating precision strikes with the nearby operative.

Use this firefight ploy when it’s your turn to activate a friendly operative. Select one friendly HUNTER CLADE LEADER operative and one other ready friendly HUNTER CLADE operative visible to and within 3" of that LEADER operative; activate one of them as normal. When that first friendly operative you activate is expended, you can activate the other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal. Whenever you use this ploy, you cannot select more than one HUNTER CLADE SICARIAN operative.
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.

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

COMMAND OVERRIDE

By activating command overrides, the imperatives of individual operatives can be altered in response to evershifting mission parameters.

Use this firefight ploy when you activate a friendly HUNTER CLADE operative. Select a DOCTRINA IMPERATIVE for that operative to have instead of its current one (if any) until the Ready step of the next Strategy phase.

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

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

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

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

Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Saturate
The defender cannot retain cover saves.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
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).
Engage: The operative can perform actions as normal and can counteract.
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.
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).

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

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.
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.

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.
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.

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

Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

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

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

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

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

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

Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.

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

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

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