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Imperium

Hunter Clade

Recon/Seek And Destroy

To the techno-zealots of the Adeptus Mechanicus, the galaxy is a complex mechanism, its workings the creation of

Faction Rules

Doctrina Imperatives

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 a 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.

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 HUNTER CLADE friendly 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.

Operatives

Strategic Ploys

Accelerant Agents

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

Debilitating Irradiation

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

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

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.

Firefight Ploys

Control Edict

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.

Command Override

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

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. Until the Ready step of the next Strategy phase, that friendly operative has an additional rule determined by its current DOCTRINA IMPERATIVE as follows: <uL> - 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.

Scrap Code Overload

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.

Equipment

Rad Bombardment

Rad Bombardment

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

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

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

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.

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 HUNTER CLADE killteam is composed of:
 
 - 1 HUNTER CLADE operative selected from the following list:
   - SICARIAN INFILTRATOR PRINCEPS with one option from each of the following:
     - Flechette blaster or stubcarbine
     - Power weapon or taser goad
   - SICARIAN RUSTSTALKER PRINCEPS
   - SKITARII RANGER ALPHA with one of the following options:
     - Galvanic rifle; gun butt
       - Master-crafted radium pistol; power weapon  
     Or one option from each of the following:
     - Arc pistol or phosphor blast pistol
     - Arc maul or taser goad
   - SKITARII VANGUARD ALPHA with one of the following options:
     - Radium carbine; gun butt
     - Master-crafted radium pistol; power weapon  
     Or one option from each of the following:
     - Arc pistol or phosphor blast pistol
     - Arc maul or taser goad
 - 9 HUNTER CLADE operatives selected from the following list:
   - SICARIAN INFILTRATOR WARRIOR* with one option from each of the following:
     - Flechette blaster or stubcarbine
     - Power weapon or taser goad
   - SICARIAN RUSTSTALKER WARRIOR* with one of the following options:
     - Chordclaw & transonic razor
     - Transonic blades
   - SKITARII RANGER DIKTAT
   - SKITARII RANGER GUNNER* with gun butt and one of the following options:
     - Arc rifle, plasma caliver or transuranic arquebus
   - SKITARII RANGER SURVEYOR
   - SKITARII RANGER WARRIOR
   - SKITARII VANGUARD DIKTAT
   - SKITARII VANGUARD GUNNER* with gun butt and one of the following options:
     - Arc rifle, plasma caliver or transuranic arquebus    
   - SKITARII VANGUARD SURVEYOR
   - SKITARII VANGUARD WARRIOR
 
 
 *You cannot select more than 7 of these operatives combined.  
 
 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.