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.
APL 2 · Move 6" · Save 4+ · Wounds 11
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, LEADER, SICARIAN, RUSTSTALKER, PRINCEPS
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.
Control Protocol. You can use the Command Override firefight ploy for 0CP if the specified friendly **HUNTER CLADE** operative is visible to this operative.
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.
APL 2 · Move 6" · Save 4+ · Wounds 11
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, LEADER, SICARIAN, INFILTRATOR, PRINCEPS
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.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, LEADER, SKITARII, RANGER, ALPHA
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.
Control Protocol. You can use the Command Override firefight ploy for 0CP if the specified friendly **HUNTER CLADE** operative is visible to this operative.
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.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, LEADER, SKITARII, VANGUARD, ALPHA
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.
Control Protocol. You can use the Command Override firefight ploy for 0CP if the specified friendly **HUNTER CLADE** operative is visible to this operative.
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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SKITARII, RANGER, DIKTAT
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.
Signal. **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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SKITARII, RANGER, GUNNER
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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SKITARII, RANGER, SURVEYOR
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.
Spot. **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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SKITARII, RANGER, WARRIOR
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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SKITARII, VANGUARD, DIKTAT
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.
Signal. **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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SKITARII, VANGUARD, GUNNER
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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SKITARII, VANGUARD, SURVEYOR
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.
Spot. **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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SKITARII, VANGUARD, WARRIOR
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.
APL 2 · Move 6" · Save 4+ · Wounds 10
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SICARIAN, INFILTRATOR, WARRIOR
APL 2 · Move 6" · Save 4+ · Wounds 10
Keywords: HUNTER CLADE, IMPERIUM, ADEPTUS MECHANICUS, SICARIAN, RUSTSTALKER, WARRIOR
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.
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).
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.
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.
During each friendly **HUNTER CLADE** **RUSTSTALKER** operative's activation, it can perform two **Fight** actions, and one of them can be free.
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.
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.
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.
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 one 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.
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).
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.
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.
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.
No part of its base can move more than the permitted distance, so if it rotates, include the distance it rotates while measuring. For example, if the operative can move 6" and the front of its base has done so, but the back of the base has rotated 90 degrees in the process, this will have caused the back of the base to move more than 6", which is more than the permitted distance.