Operative | M | APL | GA | DF | SV | W |
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Disciple of Yaelindra | 3⬤ | 2 | 1 | 3 | 4+ | 8 |
Abilities |
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Stinger Pistol's BS:
Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack: • Attack dice results (excluding 1) that are less than the target's Save characteristic inflict 1 mortal wound on the target. • Attack dice results of 1 inflict 3 mortal wounds on the target instead. • At the end of the Roll Attack Dice step, that shooting attack ends (no defence dice are rolled and no further damage is inflicted). Note that it is the target's Save characteristic, not an invulnerable save. |
*Stinger:
Each time an enemy operative is incapacitated by this weapon, before it is removed from the killzone, each operative Visible to and within ⬤ of it suffers D3 mortal wounds. Note that each operative subsequently incapacitated as a result of this special rule will cause this to happen again. |
Unique Actions |
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Torment Grenade (1AP):
Select one point in the killzone within ⬟ of this operative. Roll one D6 for each other operative within ⬤ of that point. For each roll: • Add 1 to the result if that other operative has a Save characteristic of 4+ or worse. • Subtract 1 from the result if that other operative is not Visible to this operative. On a 3+, that other operative is poisoned until the end of the battle (operatives can only be poisoned once): • At the end of the Ready Operatives step of each Turning Point, poisoned operatives suffer 2 mortal wounds. • Poisoned operatives are treated as being injured, regardless of any rules that say they cannot be injured. • The effects of being poisoned remain, even if this operative is incapacitated. This operative cannot perform this action while within Engagement Range of an enemy operative.’ |