Hunter Clade

ReconSeek & Destroy
KILL GRADE [10]
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246810

What to Know

Meet the Hunter Clade: a 10-model Kill Team of Adeptus Mechanicus specialists! They're a versatile toolbox with Doctrina Imperatives, letting you adapt each turn. Rangers are deadly shooters with heavy weapons and targeting protocols, while Vanguard weaken enemies with Rad-Saturation. Sicarians bring speed: Infiltrators disrupt foes, and Ruststalkers are melee blenders with double Fight actions. Not the toughest (4+ save, 7-11 wounds), but they're fast (6" move) and can control the board with ploys like Control Edict. Perfect for players who love tactical flexibility!

Core Abilities

Unusual Shooting
Skitarii Ranger Surveyor: Spot action grants Seek Light and ignores obscuringSkitarii Vanguard Surveyor: Spot action grants Seek Light and ignores obscuring
Unusual Melee
Firefight Ploy: Omnissiah's Imperative: immediate second attack after the first
Super Conceal
Out of Order Movement
Strategic Ploy: Scouting Protocol: free Dash for RANGERs with Conceal, not in first TP.
Activation Manipulation
Firefight Ploy: Control Edict: activate two operatives in sequence before opponentFaction Equipment: Extremis Mind-Link: activate two operatives simultaneously with Control Edict
APL Modifiers
Arc Pistol [Stun]Arc Rifle [Stun]Skitarii Ranger Diktat: Signal adds +1 APL to friendly operative.Skitarii Vanguard Diktat: Signal adds +1 APL to friendly operative.Firefight Ploy: Scrapcode Overload: -1 APL to enemies for marker control.Strategic Gambit: Rad Bombardment: -1 APL to enemies on dice roll.
Bitter Demise
Redundancy Systems: Once per turn, heal up to D3+2 wounds.
Block Rerolls
Strategic Ploy: Neurostatic Interference: no rerolls for enemies near INFILTRATOR operatives.
Damage Reduction
Operative: Wasteland Stalker: retain extra cover save or as critical success.Strategic Ploy: Debilitating Irradiation: subtract 1 from enemy's Normal Dmg stat.Firefight Ploy: Command Override: Bulwark mode improves Save by 1, add defence dice.Equipment: Refractor Field: worsen Piercing weapon rule by 1.

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 Hunter Clade operatives consecutively
  • Scrapcode Overload: Reduce enemy APL for marker control near Infiltrator
  • Command Override: Change Doctrina Imperative for one operative
  • Omnissiah's Imperative: Grant bonus based on current Doctrina Imperative

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.

Rules Commentary

Q:
How should the movement for a GUNNER with a transuranic arquebus (60x35mm base) be measured if that operative rotates during a movement?
A:
No part of its base can move more than the permitted distance, so if it rotates, include the distance it rotates while measuring. For example, if the operative can move 6" and the front of its base has done so, but the back of the base has rotated 90° in the process, this will have caused the back of the base to move more than 6", which is more than the permitted distance.