Operative | APL | Move | Save | Wounds |
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Patriarch | 4 | 6" | 4+ | 21 |
Abilities |
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Alpha Predator:
Whenever an operative is shooting this operative, ignore the Piercing weapon rule. You can activate this operative twice during the turning point as long as it has AP to spend (it stays ready while it can still be activated a second time). Per turning point, it cannot move more than 9" and you cannot spend more than 4AP in total for it. |
Monster:
This operative cannot use any weapons that aren’t on its datacard, or perform unique actions (excluding Into Shadow and Mind Control). Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any). |
Unique Actions |
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Mind Control (2AP):
▶ PSYCHIC. Select one enemy operative visible to and within 2" of this operative. Both players roll one D6 and add their respective operative’s APL stat to the total. If your total is higher than your opponent’s, you can resolve this action’s second effect. ▶ Until the end of the activation, that enemy operative is a friendly operative (an enemy operative for your opponent), you can change its order, and it can immediately perform one free action. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move the operative to). You can only resolve this action’s second effect once per battle. ◆ This operative cannot perform this action while within control range of an enemy operative, unless the only enemy operative it’s within control range of is selected for this action. |
Into Shadow (1AP):
▶ Change this operative’s order. ◆ This operative cannot perform this action while within control range of an enemy operative. |