Playing versus Celestian Insidiants
Key mechanics: Inspiration & Martyrdom, Weapons of the Witch Hunters.
Operatives
- Insidiant Superior — 1 AP: make a friendly INSPIRING (not in enemy Control Range); Once per TP: free firefight ploy if INSPIRING
- Insidiant Abjuror — 2+ save, 11 wounds. Shield profile doubles block efficiency; Once per TP: intercepts a Shoot or Fight targeting a nearby friendly (not vs Blast/Torrent)
- Insidiant Censor — Null field (starts 1", grows to 5"): enemies inside get -2" Move and worsened Hit
- Insidiant Denuncia — Seek + Stun ranged weapon (1/1 damage); 1 AP: converts an INSPIRING operative into a Benediction for another friendly
- Insidiant Mortisanctus — Strategic Gambit: ultimatum forces opponent to accept (+1 Atk for Mortisanctus) or decline (-1 Atk on that enemy's weapons vs all Insidiants); Resolves one block before normal strike order in melee