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Imperium

Battleclade

Infiltration/Recon

*"Let nothing dissuade your quest for knowledge. Let none slow your pursuit and acquisition of holy technology. Let none stand between you and the procurement of that which is rightfully the machine god’s due."*

Faction Rules

Noospheric Network

Whenever a friendly BATTLECLADE SERVITOR operative is activated, you can TRANSFER POWER.

If you do, subtract 1 from its APL stat until the end of that activation.

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. 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.Once during each friendly BATTLECLADE SERVITOR operative’s activation, before or after it performs an action, you can spend 1 AP to TRANSFER POWER.

If you do, subtract 1 from its APL stat until the end of that activation.

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

Strategic Ploys

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 5+, subtract 1 from that inflicted damage.

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 this SUPPORT rule and the Comms Device equipment, the AUTO-PROXY or SERVITOR UNDERSEER operative must control your Comms Device marker to add 3" to its distance requirement for this rule.

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

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.

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.

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.

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

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

Concealed Apparatus

STRATEGIC GAMBIT in the second turning point.

You can swap the locations of any number of friendly BATTLECLADE SERVITOR operatives with each other (excluding GUN SERVITOR), and you can swap the locations of friendly BATTLECLADE GUN SERVITOR operatives with each other (remove them from the killzone and set them back up again).

You cannot swap any operatives that have done any of the following during the battle:

Used any weapons on their datacard.

Performed any actions on their datacard.

Used the Mechanosuture Array rule(see TECHNOMEDIC).

Neurocyclic Reserve Cells

After revealing this equipment option, roll one D3. A number of times during the battle equal to the result, whenever you TRANSFER POWER, you can use this rule. If you do, you can TRANSFER POWER for 0 AP (this takes precedence over the normal Noospheric Network rules).

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A BATTLECLADE KillTeam is composed of:

- 1 BATTLECLADE TECHNOARCHEOLOGIST
- 1 BATTLECLADE SERVITOR UNDERSEER
- 8 BATTLECLADE operatives selected from the following list:
  - AUTO-PROXY SERVITOR
  - BREACHER SERVITOR
  - COMBAT SERVITOR with one of the following options:
    - Servo-claw; incendine igniter
    - Servo-claw; meltagun
    - Servo-claw; phosphor blaster
  - GUN SERVITOR with heavy arc rifle and augmetic claw
  - GUN SERVITOR with heavy bolter and augmetic claw
  - TECHNOMEDIC SERVITOR

Other than COMBAT SERVITOR operatives, your kill team can only include each operative on this list once.
Your kill team can only include up to one COMBAT SERVITOR operative with meltagun, and it can only include up to three COMBAT SERVITOR operatives with incendine igniter.