Battleclade

InfiltrationRecon
KILL GRADE [10]
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246810

What to Know

Ready your Battleclade! This Adeptus Mechanicus kill team fields 10 operatives with a unique Noospheric Network - TRANSFER POWER to NETWORK COUNTERACT for surprise actions! Mix tough Gun Servitors (11W) with fast Tech-Priests (6M). Versatile playstyle: shooting-focused with heavy weapons, but strong melee options. Use ploys like Duty of Reclamation for free rerolls and Incantation of the Iron Soul for damage reduction. Coordinate your servitors for maximum efficiency!

Core Abilities

Unusual Shooting
Auto-Proxy Servitor: Gaze of the Omnissiah: grants Seek Light and ignores obscuring
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Seeker of Divine Arcana: free Reposition in Strategy phase.Operative: Mechanosuture Array: free Dash when saved from incapacitation.Strategic Gambit: Covert Guises: free Reposition before first turn.Strategic Gambit: Concealed Apparatus: swap locations in second turning point.
Activation Manipulation
Noospheric Network: allows NETWORK COUNTERACT for free action before opponent activation.Firefight Ploy: System Exorcism: removes effects preventing activation.
APL Modifiers
Gun Servitor: Heavy Arc Rifle [Stun]: reduces enemy APL on hit.Noospheric Network: subtracts 1 APL from friendly Servitor operatives when transferring power.
Bitter Demise
Technomedic Servitor: Mechanosuture Array: Prevents incapacitation, operative has 1 wound.
Block Rerolls
Damage Reduction
Strategic Ploy: Incantation of the Iron Soul: subtract 1 damage on 5+ for damage 3 or more

Faction Rules

  • Noospheric Network: Transfer power to reduce APL, then counteract for free action without moving.

Strategic Ploys

  • Duty of Reclamation: Free Command Reroll for operatives contesting markers
  • Noospheric Possession: Servitors gain Accurate 1 near specific operatives
  • Incantation of the Iron Soul: 5+ save reduces damage by 1 from 3+ hits
  • Prioritised Acquisition: Boost APL and melee Atk for operatives near marker

Firefight Ploys

  • Remote Access: perform mission actions without marker control range
  • System Exorcism: remove one enemy-applied effect before activation
  • Auto-Ferric Supplication: ignore PIERCING weapon rule when shot
  • Servile Surrogacy: redirect attack to nearby SERVITOR operative

Equipment

  • Electromagnetic Capacitors: Melee weapons gain Shock and Severe when retaliating
  • Covert Guises: First turn free Reposition for D3 operatives near drop zone
  • Concealed Apparatus: Second turn swap locations of inactive Servitor operatives
  • Neurocyclic Reserve Cells: D3 times, transfer power without APL loss but no attacks

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:
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.
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.