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THE TURNING POINT (4 per game) MISSION SEQUENCE

Initiative Phase Strategy Phase Firefight Phase 1.Determine Mission: Players select a mission 10.Set up Barricades: Starting with the Defender,
- Ready Operatives. - Gain 1CP. - Alternate activating readied pack then select a mission from that pack by players alternate setting up a barricade within 6” of
- Roll for Initiative, ties - Alternate playing Strategic, operatives and choose Order.
agreeing or rolling. their drop zone until both players have setup 2
go to non-Initiative player. Ploys, then Tactical Ploys. - Perform actions with operatives.
barricades each. Barricades cannot be placed on a
ORDERS INJURED 2.Read Mission Briefing: Each mission briefing terrain feature.
Engaged Order: Coneal Order: When wounds less
details the mission rules, objectives and map.
- Can perform any action. - Cannot perform Charge / than 50%
11.Set up Operatives: The Defender deploys all their
- Targetable while in Cover. Shoot / Overwatch actions. - Worsen BS/WS by 1
- Not targetable while in Cover. - Reduce Move by 2” 3.Determine Killzone: Players agree or roll off operatives in their drop zone, then the Attacker does
(Highest roll wins) to decide what Killzone is in the same. Operatives must be setup with an Engage
VISIBILTY
use, then set up the game board. or Conceal Order.
An operative is Visible if you can draw a 1mm line from your operatives head to any part of the target model (not including the base)
Cover / Sight Line Cover Obscured
- Draw 1mm lines from your - Grants 1 auto retained defence - Not targetable if Obscured. 4.Set up Objective Markers: Set up the objective 12.Scouting: Players secretly select 1 of 3, of the following
operatives head to every dice against shooting attacks. - To claim, be more than 2” from (Cover Line markers, as detailed in the mission map. options and resolve, defender 1st; 1.Fortify - (setup 1 barricade)
part of the targets base. - To claim, be within 1” of Cover blocking) terrain and attacker is more than 1” 2.Infiltrate - (in 1st Turning Point, change 1 operatives given
terrain and more than 2” from attacker from that Obscuring terrain. 5.Set up the Killzone: Players setup terrain order when it is activated).
ACTIONS by following the guidelines or mission 3.Recon - (1 operative performs a free Dash action).
Cannot repeat the same action in the same activation configuration. When placing terrain decide
Normal Move (1AP): Move up to Move characteristic in smaller Shoot (1AP): - 1.Select Weapon > 2.Select Valid Target what traits it has. 13.Begin the Battle: 1st Turning Point Initiative as follows;
straight line increments (min.1”).Cannot move within (Visible, not engaged) > 3.Roll Attack Dice >
engagement range or perform while Engaged. 4. Roll Defence Dice > 5.Resolve Successful Saves >
6.Select Drop Zone: Determine Attacker/Defender FORTIFY
Charge (1AP): Move upto Move characteristic +2” and finish 6.Resolve Successful Hits >
within engagement range. Cannot perform while engaged 7.Remove Incapacitated Models. Cannot perform while by rolling off, winner decides (or agree for
or perform Normal Move / Fall Back / Dash actions. Engaged. Cannot perform while under a Conceal Order. Narrative play). Defender picks drop zone 1st, RECON INFILTRATE
Fall Back (1AP): Must be engaged. Move up to Move Fight (1AP): - 1.Select Valid Target > 2.Select Weapon > Attacker has the other drop zone
characteristic and finish not engaged, Cannot perform Move / 3.Roll Attack Dice (both players at the same time) > 14.End the Battle: The battle last for 4 Turning Points.
Charge actions. 4.Resolve Successful Hits (alternate, attacker first. 7.Select Kill Team: Players select a Kill Team, and If a player has no operatives remaining in the Killzone,
Dash (1AP): Move upto 3”. Cannot perform while engaged Parry; discard hit/crit for enemy hit/crit
any operatives from their roster, meeting all the other player may play out the remaining Turning Points
or perform Fall Back / Charge actions. . Strike; Inflict hit/crit damage).
requirements. Players then reveal Kill Teams to Note: This is important, to score any remaining VP for
Pick Up (1AP): Remove token within 1” to carry, Free action Overwatch (0AP): Perform shooting attack at -1 BS. Cannot
to place within 1”. Cannot perform while engaged. perform while engaged and can only perform if you have no each other, gaining 2CP if that Kill Team contains a League or Narrative play (Spec Ops). In Matched play,
Pass (1AP): Finish activation. Repeatable. Readied operatives when it is your activation LEADER. (NARRATIVE): Select operatives from If a player concedes, they gain 0VP for the game and the
SPECIAL RULES Narrative data slate meeting all requirements. other player scores max VP for their Tac Op cards and may
AP(X): Subtract X from the Def of target. Hot: 3MW per 1 rolled to hit. Rending: Retain a crit to swap a hit to crit. Note: This means you may end up fielding less play any remaining Turning Points to score mission
Barrage: Cover only granted from above. Indirect: Ignores Cover for LoS. Rng(X): Only attack targets within X”. operatives than the Kill Team specifies. Players objectives.
Balanced: Reroll 1 hit dice. Invulnerable Save(X): Save Silent: Can perform Shoot actions even total up Strategic Assets and selected operatives
Blast(X): After shooting, repeat shooting cannot be modified. with a Conceal Order. Battle Honours. For every 2 full less, they can 15.Determine the Victor: Players total up their scored VP,
against other targets within X, drawing Lethal(X+): Crits on X+ to hit. Splash(X): Crits hits deal X MW to target select one of the following; +1CP / +2EP. for a maximum score of 20VP, as follows;
Cover Lines from original target. Cannot Limited: One use per game. and others within 2” of that target.
- Maximum 12VP for scoring mission objectives.
perform Overwatch actions MW(X): Crits do X MW. Stun: Shooting; Crit causes -1 APL to target
8.Select Tac Ops: Players each secretly build a - Maximum 2VP per Tac Op card, for a total of 6VP
Brutal: Can only Parry with crits. No Cover: Targets do not retain Fight; 1st Crit removes a targets hit, 2nd
Ceaseless: Reroll any/all dice of 1s. dice from claiming Cover. Crit causes -1 APL to target. (max -1APL). Tac Ops deck of 6 cards, upto 3 of which can be - 2VP if all operatives are painted to a battle-ready standard
FLY: Cross terrain/operatives without penalty. P(X): Hits Gains AP(X) if a Torrent(X): Repeat shooting attack against FACTION cards, the rest are selected from their
Fusillade: Distribute attack dice between crit is retained. others within X” of original target and each chosen Tac Ops Archetype. Players then, in secret, 16.(NARRATIVE) Update Datacards: Players update their
valid targets within 2” of the original target. Psychic Action: N/A. other. shuffle their decks, draw 2 cards, read them then operatives Datacards as follows;
Heavy: Cannot Charge / Fall-back Reap(X): Crit hits deal X MW to Unwieldy: Shooting costs +1AP. Cannot pick 1 and discard the other. Do this until you have 1.Take Casualty tests. Roll a d6, on a 2+, operatives can only
/ Normal Move and perform Shoot actions each target within 1” of original. perform Overwatch actions.
3 Tac Ops cards. These are kept secret until revealed. gain a max of 3Exp from the game. On a roll of 1, operative
In the same activation. Relentless: Reroll any/all hit dice.
takes a Battle Scar, decide by rolling or what fits Narratively.
TERRAIN 9. Select Equipment: Players select upto 10EP of 2.Update Exp: Operatives earn 1Exp for each condition
Light: Provides Cover Vantage Point: Targets lower than 2” are counted as having an Engage Order.
Equipment from their FACTION, to equip operatives. they met in the battle; Incapacitated any enemy operatives,
Heavy: Provides Cover and Obscuring Operative can only claim Cover from a higher point on terrain feature.
(NARRATIVE): Equipment is selected from your Scored VP for a mission objective, Chosen after scoring VP
Traversable: Costs 2” to move over Jump: Must be within 1” of gap, no larger than 3” horizontally & 2” vertically.
Barricades: Light, Traversable Roll a d6, on a 1, operative cannot Jump, and action is still considered to be used. Stash and is returned to your Stash after the game. for a Tac Op card.
Insignificant: No effects Climb/Drop: Must be within 1” of terrain, round distance UP/DOWN to nearest 2”, 3.Take Recovery Test: Roll a d6, on a 5+ (+1 for each
must finish on terrain/floor and can use Dash action only to do so. consecutive missed Battle) remove a previous Battle Scar.
4.Complete Spec Ops: Resolve any bonuses

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