Battleclade - Kill Team Rules

Faction Rules

Noospheric Network

Once during each friendly **BATTLECLADE** **SERVITOR** operative's activation, before or after it performs an action, you can spend 1AP to **TRANSFER POWER**. After that activation, you can **NETWORK COUNTERACT** with one other friendly **BATTLECLADE** **SERVITOR** operative before your opponent activates. Whenever you **NETWORK COUNTERACT** with a friendly operative, first select its order. It can then perform a 1AP action for free, but cannot move more than 2" during that action. Once it's done so, your opponent then activates as normal. An operative cannot **TRANSFER POWER** or **NETWORK COUNTERACT** if it has an APL stat of less than 2 (e.g. if the stat has been changed to less than 2 by a rule). **NETWORK COUNTERACT** is a counteraction, but the operative doesn't need to be expended with an Engage order to do it. That means if they're ready when they **NETWORK COUNTERACT**, they can still be activated as normal later in the turning point. An operative that does **NETWORK COUNTERACT** cannot do so again, or counteract, during the same turning point.

Operatives

Battleclade Technoarcheologist

APL 3 · Move 6" · Save 3+ · Wounds 9

Keywords: BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, TECH-PRIEST, LEADER, TECHNOARCHEOLOGIST

Seeker of Divine Arcana. **STRATEGIC GAMBIT.** You can immediately change this operative's order and/or it can immediately perform a free **Omniscanner**, **Fall Back**, **Place Marker**, **Pick Up Marker**, **Reposition** or mission action. If it's the **Fall Back** or **Reposition** action and this operative isn't carrying a marker, it must end that move either within your drop zone (if this isn't possible, then as close as possible to it), or with an objective marker or one of your mission markers within its control range.

Omniscanner. Select one enemy operative visible to or within 8" of this operative to gain one of your Omniscanner tokens. Whenever a friendly **BATTLECLADE** operative is shooting against, fighting against or retaliating against an enemy operative that has one of your Omniscanner tokens, that friendly operative's weapons have the Ceaseless weapon rule. This operative cannot perform this action while within control range of an enemy operative.

Battleclade Auto-Proxy Servitor

APL 2 · Move 5" · Save 4+ · Wounds 8

Keywords: BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, AUTO-PROXY, SERVITOR

Achillan Eye. Whenever a friendly **BATTLECLADE** operative is shooting an enemy operative visible to this operative, that friendly operative's ranged weapons have the Saturate weapon rule. This rule has no effect if this operative is within control range of an enemy operative.

Gaze of the Omnissiah. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly **BATTLECLADE** operative is shooting that enemy operative, you can use this effect. If you do: - That friendly operative's ranged weapons have the Seek Light weapon rule. - That enemy operative cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

Battleclade Breacher Servitor

APL 2 · Move 5" · Save 4+ · Wounds 8

Keywords: BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, BREACHER, SERVITOR

Breach. Place one of your Breach markers within this operative's control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain. This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn't within its control range.

Battleclade Combat Servitor

APL 2 · Move 5" · Save 4+ · Wounds 8

Keywords: BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, COMBAT, SERVITOR

Battleclade Gun Servitor

APL 2 · Move 5" · Save 4+ · Wounds 11

Keywords: BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, GUN, SERVITOR

Battleclade Servitor Underseer

APL 3 · Move 6" · Save 3+ · Wounds 9

Keywords: BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, TECH-PRIEST, SERVITOR UNDERSEER

Datacoronal Accumulator. **SUPPORT.** Determine the friendly **BATTLECLADE** operatives within 6" of this operative and/or a friendly **BATTLECLADE** **AUTO-PROXY** operative, then roll one D3. If the result is equal to or less than the number of objective markers those friendly operatives contest, you gain 1CP. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control your Comms Device marker to add 3" to its distance requirement for this rule. This operative cannot perform this action while within control range of an enemy operative.

Network Override. **SUPPORT.** Select one friendly **BATTLECLADE** **SERVITOR** operative within 6" of either this operative or a friendly **BATTLECLADE** **AUTO-PROXY** operative to immediately **NETWORK COUNTERACT** (you don't have to **TRANSFER POWER** to do so) or perform a free **Dash** action. Continue this operative's activation after doing so. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control that marker. This operative can perform this action twice during its activation, but cannot perform this action while within control range of an enemy operative.

Battleclade Technomedic Servitor

APL 2 · Move 5" · Save 4+ · Wounds 8

Keywords: BATTLECLADE, IMPERIUM, ADEPTUS MECHANICUS, MEDIC, TECHNOMEDIC, SERVITOR

Mechanosuture Array. Once per turning point, when another friendly **BATTLECLADE** operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn't incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free **Dash** action, but must end that move within this operative's control range. If this rule was used during that friendly operative's activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it's a **Shoot** action and this operative would be a primary or secondary target.

Expedient Repair. Select one friendly **BATTLECLADE** operative within this operative's control range to regain up to D3+3 lost wounds. It cannot be an operative that the Mechanosuture Array rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Strategy Ploys

Noospheric Possession

**SUPPORT.** Whenever a friendly **BATTLECLADE** **SERVITOR** operative is within 6" of a friendly **BATTLECLADE** **AUTO-PROXY** or **BATTLECLADE** **SERVITOR UNDERSEER** operative, that friendly **SERVITOR** operative's weapons have the Accurate 1 weapon rule. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control your Comms Device marker to add 3" to its distance requirement for this rule.

Duty of Reclamation

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

Incantation of the Iron Soul

Whenever an attack dice inflicts damage of 3 or more on a friendly **BATTLECLADE** operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Prioritised Acquisition

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

Firefight Ploys

System Exorcism

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

Remote Access

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

Auto-Ferric Supplication

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

Servile Surrogacy

Use this firefight ploy when a friendly **BATTLECLADE** **TECH-PRIEST** operative is selected as the valid target of a **Shoot** action or to fight against during the **Fight** action. Select one friendly **BATTLECLADE** **SERVITOR** operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn't normally be valid for this). If it's the **Fight** action, treat that **SERVITOR** operative as being within the fighting operative's control range for the duration of that action. If it's the **Shoot** action, that **SERVITOR** operative is only in cover or obscured if the original target was. This ploy has no effect if it's the **Shoot** action and the ranged weapon has the Blast or Torrent weapon rule.

Equipment

Covert Guises

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

Electromantic Capacitors

Friendly **BATTLECLADE** operatives' melee weapons have the Shock weapon rule. Whenever a friendly **BATTLECLADE** operative is retaliating, its melee weapons also have the Severe weapon rule.

Concealed Apparatus

Once per battle, one **COMBAT SERVITOR** or **GUN SERVITOR** operative can use another weapon option on its datacard it didn't select for the battle.

Neurocyclic Reserve Cells

Once per turning point, whenever you **TRANSFER POWER**, you can use this rule. If you do, you can **TRANSFER POWER** for 0AP (this takes precedence over the normal Noospheric Network rules).

Official Commentary

If a friendly operative has counteracted as a result of the Noospheric Network faction rule, can it go on guard later in the turning point during its activation?

No.

Does the Remote Access firefight ploy allow the friendly BATTLECLADE TECH-PRIEST operative to place a marker within 4", rather than within its control range?

No.

Can you NETWORK COUNTERACT if your opponent doesn't have any ready operatives remaining to activate?

Yes.

If my opponent uses a rule that would cancel or interrupt when I would activate an operative (e.g. NEMESIS CLAW Vox Scream, MANDRAKE DIRGEMAW Haunting Focus), can I use the System Exorcism firefight ploy to stop my opponent's rule from taking effect?

Yes. System Exorcism can be used anywhere within the "would activate" rule resolution order, including before interrupt effects or after firefight ploys, taking precedence over such rules and the player with the initiative deciding.

When using the System Exorcism firefight ploy to remove a rules effect where multiple identical tokens can be given to an operative (e.g. HEARTHKYN SALVAGER Grudge), do I remove all of those tokens or one?

All of those tokens.

How does the System Exorcism firefight ploy interact with rules that apply an effect to operatives only while they are within a specific area (e.g. DEATH KORPS Gas Bombardment)?

System Exorcism has no effect in these scenarios.