You are on page 1of 1

Binary is for code (Warhammer 40,000: Kill Team (2021))

Roster (Hunter Clade)

Configuration

Game Type
Selections: Matched
Categories: Configuration

Reference

Doctrina Imperatives
Categories: Reference
Abilities: Doctrina Imperatives, Doctrina Imperatives: Aggressor Imperative, Bulwark Imperative, Conqueror Imperative, Equalised Imperative, Protector Imperative

Abilities Ability Ref


In the Strategy phase of the first Turning Point, when it is your turn to use a Strategic Ploy or pass, you must select one Doctrina Imperative below to become active for your kill team instead. That Imperative is active until the end of the battle,
or until you change it to a different Imperative, whichever comes first.
Doctrina
In the Strategy phase of a subsequent Turning Point, when it is your turn to use a Strategic Ploy or pass, you may select one different Imperative below to become active for your kill team instead. That Imperative is active until the end of the
Imperatives
battle, or until you change it to a different Imperative, whichever comes first.

Each Imperative has an Optimisation and a Deprecation effect. Ignore each Imperative’s Deprecation effect during the first Turning Point that it is active for your kill team during the battle.

Doctrina
Optimisation Deprecation Ref
Imperatives
Aggressor Each time a shooting attack is made against a friendly HUNTER CLADE operative, defence dice cannot be
Add ▲ to the Movement characteristic of friendly HUNTER CLADE operatives.
Imperative retained automatically as a result of Cover (they must be rolled instead).
Bulwark Each time a shooting attack is made against a friendly HUNTER CLADE operative, in the Roll Defense Dice step of that shooting
Subtract ⬤ from the Movement characteristic of friendly HUNTER CLADE operatives.
Imperative attack, before any other rules take effect, if you rolled two or more failed saves, you can re-roll one of your defence dice.
Conqueror Each time a friendly HUNTER CLADE operative fights in combat, in the Roll Attack Dice step of that combat, you can re-roll one of Each time a friendly HUNTER CLADE operative makes a shooting attack, in the Roll Attack Dice step of
Imperative your attack dice. that shooting attack, before any other re-rolls, you must re-roll one of your critical hits (if any).
Equalised
No effect No effect
Imperative
Protector Each time a friendly HUNTER CLADE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, before Each time a friendly HUNTER CLADE operative fights in combat, in the Roll Attack Dice step of that
Imperative any other re-rolls, if you rolled two or more failed hits, you can re-roll one of your attack dice. combat, before any other re-rolls, you must re-roll one of your critical hits (if any).

Leader

Skitarii Ranger Alpha


Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Ranger, Alpha, Leader
Abilities: Control Edict, Operative: Skitarii Ranger Alpha
Phosphor blast pistol and taser goad
Selections: Phosphor blast pistol, Taser goad
Rules: Blast x, Lethal x, No Cover, Rng x, Stun
Weapons: ⌖ Phosphor blast pistol, ⚔ Taser goad

Abilities Ability Ref


Control
Edict
Once per Turning Point, when a ready friendly HUNTER CLADE operative is activated within
friendly operative has been activated, you can immediately activate that other friendly operative.
⬛of this operative, you can select another ready friendly HUNTER CLADE operative within ⬛ of this operative that is eligible to be activated. After that first
Operative M APL GA DF SV W Ref
Skitarii Ranger Alpha 3⬤ 2 1 3 4+ 8

Weapons A WS/BS D SR ! Ref


⌖ Phosphor blast pistol 4 2+ 4/5 Rng ⬟, Blast ▲, No Cover -
⚔ Taser goad 4 4+ 3/4 Lethal 5+ Stun

Skitarii Vanguard Alpha


Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Vanguard, Alpha, Leader
Abilities: Control Edict, Rad-saturation, Operative: Skitarii Vanguard Alpha
Arc pistol and arc maul
Selections: Arc maul, Arc pistol
Rules: APx, Rng x, Stun
Weapons: ⌖ Arc pistol, ⚔ Arc maul

Abilities Ability Ref

Control Edict
Once per Turning Point, when a ready friendly HUNTER CLADE operative is activated within ⬛of this operative, you can select another ready friendly HUNTER CLADE operative within
first friendly operative has been activated, you can immediately activate that other friendly operative.
⬛ of this operative that is eligible to be activated. After that
Rad- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is
saturation activated, Visible to and within ⬤ of friendly operatives with this ability).

Operative M APL GA DF SV W Ref


Skitarii Vanguard Alpha 3⬤ 2 1 3 4+ 8

Weapons A WS/BS D SR ! Ref


⌖ Arc pistol 4 2+ 4/5 Rng ⬟, AP1 Stun
⚔ Arc maul 4 4+ 4/5 - Stun

Skitarii Vanguard Alpha


Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Vanguard, Alpha, Leader
Abilities: Control Edict, Rad-saturation, Operative: Skitarii Vanguard Alpha
Phosphor blast pistol and arc maul
Selections: Arc maul, Phosphor blast pistol
Rules: Blast x, No Cover, Rng x, Stun
Weapons: ⌖ Phosphor blast pistol, ⚔ Arc maul

Abilities Ability Ref

Control Edict
Once per Turning Point, when a ready friendly HUNTER CLADE operative is activated within ⬛of this operative, you can select another ready friendly HUNTER CLADE operative within
first friendly operative has been activated, you can immediately activate that other friendly operative.
⬛ of this operative that is eligible to be activated. After that
Rad- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is
saturation activated, Visible to and within ⬤ of friendly operatives with this ability).

Operative M APL GA DF SV W Ref


Skitarii Vanguard Alpha 3⬤ 2 1 3 4+ 8

Weapons A WS/BS D SR ! Ref


⌖ Phosphor blast pistol 4 2+ 4/5 Rng ⬟, Blast ▲, No Cover -
⚔ Arc maul 4 4+ 4/5 - Stun

Operative

Sicarian Infiltrator Tracker


Selections: Flechette blaster, Power weapon
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Infiltrator, Tracker, Operative
Rules: Fusillade, Lethal x, Relentless, Rng x
Operative: Sicarian Infiltrator, Weapons: ⌖ Flechette blaster, ⚔ Power weapon (Infiltrator)

Operative M APL GA DF SV W Ref


Sicarian Infiltrator 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⌖ Flechette blaster 5 3+ 2/3 Relentless, Fusillade, Rng ⬟ -
⚔ Power weapon (Infiltrator) 4 3+ 4/6 Lethal 5+ -

Sicarian Ruststalker Assassin


Selections: Transonic blades
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Ruststalker, Assassin, Operative
Rules: Rending
Abilities: Wasteland Stalkers, Operative: Sicarian Ruststalker, Weapons: ⚔ Transonic blades

Abilities Ability Ref


Wasteland Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of
Stalkers Cover.

Operative M APL GA DF SV W Ref


Sicarian Ruststalker 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⚔ Transonic blades 5 3+ 4/6 - Rending

Sicarian Ruststalker Assassin


Selections: Transonic blades
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Ruststalker, Assassin, Operative
Rules: Rending
Abilities: Wasteland Stalkers, Operative: Sicarian Ruststalker, Weapons: ⚔ Transonic blades

Abilities Ability Ref


Wasteland Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of
Stalkers Cover.

Operative M APL GA DF SV W Ref


Sicarian Ruststalker 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⚔ Transonic blades 5 3+ 4/6 - Rending

Sicarian Ruststalker Assassin


Selections: Transonic blades
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Ruststalker, Assassin, Operative
Rules: Rending
Abilities: Wasteland Stalkers, Operative: Sicarian Ruststalker, Weapons: ⚔ Transonic blades

Abilities Ability Ref


Wasteland Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of
Stalkers Cover.

Operative M APL GA DF SV W Ref


Sicarian Ruststalker 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⚔ Transonic blades 5 3+ 4/6 - Rending

Sicarian Ruststalker Assassin


Selections: Transonic blades
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Ruststalker, Assassin, Operative
Rules: Rending
Abilities: Wasteland Stalkers, Operative: Sicarian Ruststalker, Weapons: ⚔ Transonic blades

Abilities Ability Ref


Wasteland Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of
Stalkers Cover.

Operative M APL GA DF SV W Ref


Sicarian Ruststalker 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⚔ Transonic blades 5 3+ 4/6 - Rending

Sicarian Ruststalker Assassin


Selections: Transonic blades
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Ruststalker, Assassin, Operative
Rules: Rending
Abilities: Wasteland Stalkers, Operative: Sicarian Ruststalker, Weapons: ⚔ Transonic blades

Abilities Ability Ref


Wasteland Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of
Stalkers Cover.

Operative M APL GA DF SV W Ref


Sicarian Ruststalker 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⚔ Transonic blades 5 3+ 4/6 - Rending

Sicarian Ruststalker Assassin


Selections: Chordclaw and transonic razor
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Ruststalker, Assassin, Operative
Rules: Balanced
Abilities: Wasteland Stalkers, Operative: Sicarian Ruststalker, Weapons: ⚔ Chordclaw and transonic razor

Abilities Ability Ref


Wasteland Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of
Stalkers Cover.

Operative M APL GA DF SV W Ref


Sicarian Ruststalker 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⚔ Chordclaw and transonic razor 5 3+ 4/5 Balanced -

Sicarian Ruststalker Assassin


Selections: Chordclaw and transonic razor
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Ruststalker, Assassin, Operative
Rules: Balanced
Abilities: Wasteland Stalkers, Operative: Sicarian Ruststalker, Weapons: ⚔ Chordclaw and transonic razor

Abilities Ability Ref


Wasteland Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of
Stalkers Cover.

Operative M APL GA DF SV W Ref


Sicarian Ruststalker 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⚔ Chordclaw and transonic razor 5 3+ 4/5 Balanced -

Sicarian Ruststalker Assassin


Selections: Chordclaw and transonic razor
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Sicarian, Ruststalker, Assassin, Operative
Rules: Balanced
Abilities: Wasteland Stalkers, Operative: Sicarian Ruststalker, Weapons: ⚔ Chordclaw and transonic razor

Abilities Ability Ref


Wasteland Each time a shooting attack is made against this operative, in the Roll Defense Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of
Stalkers Cover.

Operative M APL GA DF SV W Ref


Sicarian Ruststalker 3⬤ 2 1 3 4+ 10

Weapons A WS/BS D SR ! Ref


⚔ Chordclaw and transonic razor 5 3+ 4/5 Balanced -

Skitarii Ranger Gunner


Selections: Gun butt, Transuranic arquebus
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Ranger, Gunner, Operative
Rules: APx, Heavy, MWx, Unwieldy
Operative: Skitarii Ranger, Weapons: ⌖ Transuranic arquebus, ⚔ Gun butt

Operative M APL GA DF SV W Ref


Skitarii Ranger 3⬤ 2 1 3 4+ 7

Weapons A WS/BS D SR ! Ref


⌖ Transuranic arquebus 4 2+ 5/3 AP1, Heavy, Unwieldy MW3
⚔ Gun butt 3 4+ 2/3 - -

Skitarii Ranger Gunner


Selections: Gun butt, Plasma caliver
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Ranger, Gunner, Operative
Rules: APx, Hot
Operative: Skitarii Ranger, Weapons: ⌖ Plasma caliver - Standard, ⌖ Plasma caliver - Supercharge, ⚔ Gun butt

Operative M APL GA DF SV W Ref


Skitarii Ranger 3⬤ 2 1 3 4+ 7

Weapons A WS/BS D SR ! Ref


⌖ Plasma caliver - Standard 4 3+ 5/6 AP1 -
⌖ Plasma caliver - Supercharge 4 3+ 5/6 AP2, Hot -
⚔ Gun butt 3 4+ 2/3 - -

Skitarii Vanguard Diktat


Selections: Gun butt, Radium carbine
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Vanguard, Diktat, Operative
Rules: Rending
Abilities: Rad-saturation, Operative: Skitarii Vanguard, Unique Actions: Enhanced Data-tether (1AP), Weapons: ⌖ Radium carbine, ⚔ Gun butt

Abilities Ability Ref


Rad- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is
saturation activated, Visible to and within ⬤ of friendly operatives with this ability).

Operative M APL GA DF SV W Ref


Skitarii Vanguard 3⬤ 2 1 3 4+ 7

Unique Actions Unique Action Ref


Enhanced Data-tether (1AP) Select one friendly HUNTER CLADE operative Visible to and within ⬟ of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.

Weapons A WS/BS D SR ! Ref


⌖ Radium carbine 4 3+ 2/4 - Rending
⚔ Gun butt 3 4+ 2/3 - -

Skitarii Vanguard Gunner


Selections: Arc rifle, Gun butt
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Vanguard, Gunner, Operative
Rules: APx, Stun
Abilities: Rad-saturation, Operative: Skitarii Vanguard, Weapons: ⌖ Arc rifle, ⚔ Gun butt

Abilities Ability Ref


Rad- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is
saturation activated, Visible to and within ⬤ of friendly operatives with this ability).

Operative M APL GA DF SV W Ref


Skitarii Vanguard 3⬤ 2 1 3 4+ 7

Weapons A WS/BS D SR ! Ref


⌖ Arc rifle 4 3+ 4/5 AP1 Stun
⚔ Gun butt 3 4+ 2/3 - -

Skitarii Vanguard Gunner


Selections: Gun butt, Plasma caliver
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Vanguard, Gunner, Operative
Rules: APx, Hot
Abilities: Rad-saturation, Operative: Skitarii Vanguard, Weapons: ⌖ Plasma caliver - Standard, ⌖ Plasma caliver - Supercharge, ⚔ Gun butt

Abilities Ability Ref


Rad- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is
saturation activated, Visible to and within ⬤ of friendly operatives with this ability).

Operative M APL GA DF SV W Ref


Skitarii Vanguard 3⬤ 2 1 3 4+ 7

Weapons A WS/BS D SR ! Ref


⌖ Plasma caliver - Standard 4 3+ 5/6 AP1 -
⌖ Plasma caliver - Supercharge 4 3+ 5/6 AP2, Hot -
⚔ Gun butt 3 4+ 2/3 - -

Skitarii Vanguard Gunner


Selections: Gun butt, Transuranic arquebus
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Vanguard, Gunner, Operative
Rules: APx, Heavy, MWx, Unwieldy
Abilities: Rad-saturation, Operative: Skitarii Vanguard, Weapons: ⌖ Transuranic arquebus, ⚔ Gun butt

Abilities Ability Ref


Rad- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is
saturation activated, Visible to and within ⬤ of friendly operatives with this ability).

Operative M APL GA DF SV W Ref


Skitarii Vanguard 3⬤ 2 1 3 4+ 7

Weapons A WS/BS D SR ! Ref


⌖ Transuranic arquebus 4 2+ 5/3 AP1, Heavy, Unwieldy MW3
⚔ Gun butt 3 4+ 2/3 - -

Skitarii Vanguard Shocktrooper


Selections: Gun butt, Radium carbine
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Vanguard, Shocktrooper, Operative
Rules: Rending
Abilities: Rad-saturation, Operative: Skitarii Vanguard, Weapons: ⌖ Radium carbine, ⚔ Gun butt

Abilities Ability Ref


Rad- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is
saturation activated, Visible to and within ⬤ of friendly operatives with this ability).

Operative M APL GA DF SV W Ref


Skitarii Vanguard 3⬤ 2 1 3 4+ 7

Weapons A WS/BS D SR ! Ref


⌖ Radium carbine 4 3+ 2/4 - Rending
⚔ Gun butt 3 4+ 2/3 - -

Skitarii Vanguard Surveyor


Selections: Gun butt, Radium carbine
Categories: HUNTER CLADE, Imperium, Adeptus Mechanicus, Skitarii, Vanguard, Surveyor, Operative
Rules: Rending
Abilities: Rad-saturation, Operative: Skitarii Vanguard, Unique Actions: Omnispex (1AP), Weapons: ⌖ Radium carbine, ⚔ Gun butt

Abilities Ability Ref


Rad- While an enemy operative is Visible to and within ⬤ of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract ⬤ from that enemy operative's Movement characteristic as a result of being injured if it is
saturation activated, Visible to and within ⬤ of friendly operatives with this ability).

Operative M APL GA DF SV W Ref


Skitarii Vanguard 3⬤ 2 1 3 4+ 7

Unique Actions Unique Action Ref


Select one friendly HUNTER CLADE operative Visible to and within
- Areas of smoke have no effect when determining line of sight.

of this operative, then select one enemy operative. Until the end of the Turning Point, each time that friendly model makes a shooting attack, for that shooting attack:

- That enemy operative is not obscured.


Omnispex (1AP)
- If that enemy operative is the target, that friendly operative's ranged weapons have the No Cover special rule.

This operative cannot perform this action while within Engagement Range of an enemy operative.

Weapons A WS/BS D SR ! Ref


⌖ Radium carbine 4 3+ 2/4 - Rending
⚔ Gun butt 3 4+ 2/3 - -

Selection Rules
APx: Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not
cumulative - the attacker selects which one to use. ()
Balanced: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice stop of that combat or shooting attack, you can re-roll one of your attack dice. ()
Blast x: Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative
Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action. ()
Fusillade: Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within ⬤ of the original target. Distribute your attack dice between the targets you have selected. Make a shooting
attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them. ()
Heavy: An Operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon. ()
Hot: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers 3 mortal wounds. ()
Lethal x: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits. x is the number after the
weapon's Lethal, e.g. Lethal 5+. ()
MWx: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target. x is the number after the weapon's MW, e.g. MW3. ()
No Cover: Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead). ()
Relentless: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice. ()
Rending: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit. ()
Rng x: Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply. ()
Stun: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target's APL.

Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
- The first time you strike with a critical hit, select one of your opponent's normal hits from that combat to be discarded.
- The second time you strike with a critical hit, subtract 1 from the target's APL. ()
Unwieldy: An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action. ()

Created with BattleScribe

You might also like