Battleclade

InfiltrationRecon
KILL GRADE [10]
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What to Know

The Adeptus Mechanicus Battleguard bring 10 operatives to the field, blending shooting and melee with a unique Noospheric Network rule. This allows Servitors to Transfer Power and Network Counteract, granting extra actions and disrupting enemy turns. They're moderately tough with 8-11 wounds and 3-4+ saves, but their real strength lies in synergy: Tech-Priests buff accuracy, Servitors provide support, and ploys like Servile Surrogacy redirect attacks. With heavy weapons like meltaguns and incendine igniters, they control objectives through precise firepower and resilient teamwork. Get ready to outmaneuver and outlast your foes with calculated machine precision!

Core Abilities

Unusual Shooting
Operative: Gaze of the Omnissiah: gives Seek Light and enemy cannot be obscured.Operative: Achillan Eye: gives Saturate weapon rule to friendly ranged weapons.Firefight Ploy: Servile Surrogacy: allows SERVITOR to become shooting target instead of TECH-PRIEST.
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Seeker of Divine Arcana: free Reposition in strategy phaseFaction Rule: Noospheric Network: free action with 2" move before opponent activatesOperative: Mechanosuture Array: free Dash when preventing incapacitationFaction Equipment: Covert Guises: free Reposition in first turn strategic phaseFaction Equipment: Concealed Apparatus: swap locations in second turn strategic phase
Activation Manipulation
Rule Name: Noospheric Network: activate servitor before opponent after transfer powerOperative: Seeker of Divine Arcana: change this operative's order immediatelyOperative: Network Override: activate another servitor via network counteract
APL Modifiers
Gun Servitor: Heavy arc rifle [Stun]Noospheric Network: -1 APL from TRANSFER POWERStrategic Ploy: Prioritised Acquisition: +1 APL for control
Bitter Demise
Operative: Mechanosuture Array: prevents incapacitation, leaves 1 wound remaining
Block Rerolls
Damage Reduction
Strategic Ploy: Incantation of the Iron Soul: subtract 1 damage on 5+ when damage 3 or more

Faction Rules

  • Noospheric Network: Transfer power between servitors and network counteract for free 1AP actions with movement limits.

Strategic Ploys

  • Duty of Reclamation: Free Command Reroll for operatives contesting objectives
  • Noospheric Possession: Servitors gain Accurate 1 near Auto-Proxy or Underseer
  • Incantation of the Iron Soul: 5+ save to reduce high damage by 1
  • Prioritised Acquisition: Boost APL for objective control and melee attack near marker

Firefight Ploys

  • Remote Access: ignore marker or hatchway control range requirements
  • System Exorcism: remove one enemy-applied effect before activation
  • Auto-Ferric Supplication: ignore Piercing weapon rule when shot
  • Servile Surrogacy: redirect attacks to nearby SERVITOR operative

Equipment

  • Electromagnetic Capacitors: BATTLECLADE melee weapons gain Shock and Severe when retaliating
  • Covert Guises: Free Reposition for D3 BATTLECLADE operatives in first turning point
  • Concealed Apparatus: Swap locations of BATTLECLADE SERVITOR operatives in second turning point
  • Neurocyclic Reserve Cells: D3 times, TRANSFER POWER for 0AP

Rules Commentary

Q:
If a friendly operative has counteracted as a result of the Noospheric Network faction rule, can it go on guard later in the turning point during its activation?
A:
No.
Q:
If my opponent uses a rule that would cancel or interrupt when I would activate an operative (e.g. **NEMESIS CLAW** Vox Scream, **MANDRAKE DIRGEMAW** Haunting Focus), can I use the System Exorcism firefight ploy to stop my opponent's rule from taking effect?
A:
Yes. System Exorcism can be used anywhere within the 'would activate' rule resolution order, including before interrupt effects or after firefight ploys, taking precedence over such rules and the player with the initiative deciding.
Q:
Does the Remote Access firefight ploy allow the friendly **TECH-PRIEST** operative to place a marker within 4", rather than within its control range?
A:
No.
Q:
Can you **NETWORK COUNTERACT** if your opponent doesn't have any ready operatives remaining to activate?
A:
Yes.
Q:
How does the System Exorcism firefight ploy interact with rules that apply an effect to operatives only while they are within a specific area (e.g. **DEATH KORPS** Gas Bombardment)?
A:
System Exorcism has no effect in these scenarios.
Q:
When using the System Exorcism firefight ploy to remove a rules effect where multiple identical tokens can be given to an operative (e.g. **HEARTHKYN SALVAGER** Grudge), do I remove all of those tokens or one?
A:
All of those tokens.