Meet the Hunter Clade: a versatile 10-op Kill Team of Skitarii and Sicarians. They're fast (6" move) but fragile (4+ save). Choose between shooting-focused Rangers with lethal guns or melee-specialized Ruststalkers that can fight twice! Their unique Doctrina Imperatives let you adapt on the fly, swapping between defensive, aggressive, or balanced modes. Infiltrators deny re-rolls, Vanguard weaken nearby foes, and ploys like Control Edict let you chain activations. Perfect for players who love tactical flexibility and punishing enemy mistakes!
Core Abilities
Faction Rules
- Doctrina Imperatives: Select a Primary Mode; Strategic Gambit grants Optimisation and Deprecation rules, ignoring Deprecation once per battle for Primary Mode.
Strategic Ploys
- Debilitating Irradiation: Reduce enemy weapon damage by 1 against Rad-Saturated targets
- Neurostatic Interference: Enemy cannot reroll attack dice near Infiltrator operatives
- Scouting Protocol: Concealed Rangers beyond 6" can perform free Dash action
- Accelerant Agents: Ruststalkers can perform two Fight actions per activation
Firefight Ploys
- Control Edict: activate two operatives consecutively
- Scrapcode Overload: reduce enemy APL for marker control
- Command Override: change DOCTRINA IMPERATIVE for stat boosts
- Omnissiah's Imperative: gain additional weapon or fight rule
Equipment
- Rad Bombardment: Once per battle, reduce APL or inflict damage on enemies near objective or drop zone.
- Redundancy Systems: Once per turning point, regain up to D3+2 wounds if not near enemies.
- Extremis Mind-Link: Once per battle, activate two operatives simultaneously for 0CP.
- Refractor Field: Once per turning point, worsen enemy Piercing by 1 when shot at.