Hunter Clade

## Hunter Clade Kill Team

Níže je uveden seznam operativců, kteří tvoří HUNTER CLADE Kill Team včetně relevantního vybavení.

### Operativci

* 1 HUNTER CLADE operativec vybraný z následujících
	+ SKITARII RANGER ALPHA operativec vybavený jednou z následujících možností:
		- Galvanic rifle a gun butt
		- Master-crafted radium pistol a power weapon
	+ Nebo jednou zbraní z každé z následujících možností:
		- Arc pistol nebo phosphor blast pistol
		- Arc maul nebo taser goad
	+ SKITARII VANGUARD ALPHA operativec vybavený jednou z následujících možností:
		- Radium carbine a gun butt
		- Master-crafted radium pistol a power weapon
	+ Nebo jednou zbraní z každé z následujících možností:
		- Arc pistol nebo phosphor blast pistol
		- Arc maul nebo taser goad
	+ SICARIAN RUSTSTALKER PRINCEPS
	+ SICARIAN INFILTRATOR PRINCEPS operativec vybavený jednou zbraní z každé z následujících možností:
		- Flechette blaster nebo stubcarbine
		- Power weapon nebo taser goad

* 9 HUNTER CLADE operativců vybraných z následujícího seznamu:
	+ SKITARII RANGER MARKSMAN
	+ SKITARII RANGER DIKTAT
	+ SKITARII RANGER GUNNER operativec vybavený gun butt a jednou z následujících zbraní:
		- Arc rifle, plasma caliver nebo transuranic arquebus
	+ SKITARII RANGER SURVEYOR
	+ SKITARII VANGUARD SHOCKTROOPER
	+ SKITARII VANGUARD DIKTAT
	+ SKITARII VANGUARD GUNNER operativec vybavený gun butt a jednou z následujících zbraní:
		- Arc rifle, plasma caliver nebo transuranic arquebus
	+ SKITARII VANGUARD SURVEYOR
	+ SICARIAN RUSTSTALKER ASSASSIN operativec vybavený gun butt a jednou z následujících možností:
		- Chordclaw and transonic razor
		- transonic blades
	+ SICARIAN INFILTRATOR TRACKER operativec vybavený jednou zbraní z každé z následujících možností:
		- Flechette blaster nebo stubcarbine
		- Power weapon nebo taser goad

Váš Kill Team musí obsahovat více SKITARII RANGER a SKITARII VANGUARD operativců, než SICARIAN operativců.

Váš Kill Team může obsahovat maximálně 2 GUNNERy. Pokud obsahuje 3 a méně SICARIANů, může obsahovat 3 GUNNERy. Každý GUNNER musí mít jinou zbraň na dálku.

Váš Kill Team může obsahovat maximálně 1 DIKTATa a 1 SURVEYORa.

## Abilities (Vlastnosti týmu)

Níže jsou uvedeny společné vlastnosti HUNTER CLADE kill teamu.

### Doctrina Imperatives (Doktríny)

Ve strategické fázi prvního kola, když jste na řadě s hraním strategie nebo passnutím, musíte si vybrat některou Doktrín (níže). Tato Doktrína je aktivní do konce bitvy nebo dokud ji nezměníte.

Ve strategické fázi některého z následujících kol (když jste na řadě s hraním strategie nebo passnutím) můžete aktivní Doktrínu změnit. Tato nová doktrína platí namísto staré do konce bitvy. Podruhé již nelze Doktrína změnit.

Každá Doktrína má Optimisation (Bonus) and a Deprecation (Nevýhoda). Pro váš Kill Team platí oba efekty aktivní Doktríny.

**Optimisation:** Pokaždé když vaši operativci střílí na dálku, pokud hodíte před rerolly 2 a více neúspěchů, můžete si rerollnout jednu útočnou kostku.
**Deprecation:** Pokaždé když vaši operativci bojují na blízko, pokud hodíte nějaké kritické zásahy, jeden z nich musíte rerollnout (před jakýmikoli jinými rerolly).

**Optimisation:** V souboji na blízko si vaši operativci mohou rerollnout jednu útočnou kostku.
**Deprecation:** Pokaždé když vaši operativci střílí na dálku, pokud hodíte nějaké kritické zásahy, jeden z nich musíte rerollnout (před jakýmikoli jinými rerolly).

**Optimisation:** Pokud se na vaše operativce střílí a hodíte si na obranu 2 a více neúspěchů, můžete si jednu obrannou kostku rerollnout.
**Deprecation:** Přátelští HUNTER CLADE operativci mají -2" pohyb (Movement).

**Optimisation:** Přátelští HUNTER CLADE operativci mají +1" pohyb (Movement).
**Deprecation:** Pokud se na vaše operativce střílí, nemůžete si retainovat kostky za kryt (autoretain za Cover).

**Optimisation:** Bez efektu.
**Deprecation:** Bez efektu.

## Strategic Ploys (Strategie)

Pokud je vaše frakce HUNTER CLADE, můžete používat během hry následující strategie.

### MARTIAL PROTOCOL (1CP)

Strategie

Do konce kola:

* Přátelští HUNTER CLADE VANGUARDi do 2" od objective markeru (od středu) nebo do 6" od nepřátelské drop zóny si při svých střeleckých útocích mohou rerollnout jednu útočnou kostku.
* Přátelští HUNTER CLADE RANGEŘi, pokud se toto kolo ještě nepohnuli, si při svých střeleckých útocích mohou rerollovat jednu útočnou kostku (v každém).

### ACCELERANT AGENTS (1CP)

Strategie

Do konce kola, pokaždé, když se aktivuje přátelský HUNTER CLADE RUSTSTALKER:

* Může provést free **Fight** akci (zdarma).
* Během této aktivace může provést 2 **Fight** akce.

### NEUROSTATIC INTERFERENCE (1CP)

Strategie

Do konce kola:

* Pokud je nepřítel do 6" od vašeho HUNTER CLADE INFILTRATORa
* nemůže si při boji nebo když střílí rerollovat kostky

### CALCULATED APPROACH (1CP)

Strategie

Do konce kola:

* Když se po vašem operativci střílí
* a útočník je více jak 6" vzdálený
* v případě, že si hodíte kritický úspěch na obranu, můžete změnit jeden neúspěšný hod na obranu na normální úspěch.

## Tactical Ploys (Taktiky)

Pokud je vaše frakce HUNTER CLADE, můžete používat během hry následující taktiky.

### PURSUERS (1CP)

Taktika

Tuto taktiku použijte v kroku Scouting v úvodní sekvenci mise, když vyhodnocujete váš výběr.

* Pokud jste si vybrali Recon, můžete provést free **Dash** akci s až 2 HUNTER CLADE RANGERy, kteří jsou zcela ve vaší Drop zóně.
* Pokud jste si vybrali Infiltrate, můžete během prvního kola změnit Order také u 2 dalších vašich ready HUNTER CLADE RANGERů, když se aktivují.

### COMMAND OVERRIDE (1CP)

Taktika

Použijte tut taktiku, když aktivujete vašeho ready HUNTER CLADE operativce. Vyberte jednu Doktrínu (Doctrina Imperative), která není aktivní. Do konce kola na tohoto operativce platí vybraná Doktrína namísto aktivní.

### CONCEALED POSITION (1CP)

Taktika

Použite tuto taktiku v kroku Umístěte Operativce (Set Up Operatives) úvodní sekvence mise. Vyberte jednoho přátelského HUNTER CLADE INFILTRATORa. Tento operativec může být umístěn s Conceal Orderem kdekoli 1" od Heavy terénu a více jak 6" od něpřátelských operativců a nepřátelské Drop zóny. Tento Operativec si během prvního kola nesmí změnit Order pomocí Infiltrate Scoutingu. Tuto taktiku lze zahrát pouze jednou.

### MOTIVE FORCE VITALITY (1CP)

Taktika

Použijte tuto taktiku, když aktivujete přátelského ready HUNTER CLADE operativce. Tento Operativec si vyléčí 1D3 ztracených Woundů.

## Tac Ops

Je-li vaše frakce HUNTER CLADE, můžete použít následující Clade Tac Ops. Řiďte se sekvencí mise.

### RELENTLESS PURSUIT

Hunter Clade – Tac Op Frakce 1

**Reveal**: Začátek jakéhokoli kola.

* +1 VP když není žádný nepřítel více jak 6" od vašich operativců.
* +1 VP pokud splníte první podmínku jakékoli následující kolo.

CALCULATED ERADICATION

Hunter Clade – Tac Op Frakce 2

**Reveal**: Když si poprvé volíte Doktrínu.

* +1 VP když je první Doktrína aktivní a na konci kola je celkový počet Woundů ztracených nepřítelem větší, než vašimi operativci.
* +1 VP pokud splníte první podmínku jakékoli následující kolo, kdy je aktivní jiná Doktrína.

**Pozn.:** Doporučuje se po odkrytí této Tac Op zapisovat ztracené Woundy každé kolo.

ASSASSINATION ORDER

Hunter Clade – Tac Op Frakce 3

Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives.

* If that enemy operative is incapacitated before the fourth Turning Point, you score 1VP.
* If the first condition is achieved by a friendly HUNTER CLADE operative within of that enemy operative, you score 1VP.

## Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected HUNTER CLADE as your Faction keyword.

## Battle Honours

Each time a HUNTER CLADE operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Hunter Clade Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

 **6** | **Autonomic Cortex:** Once per battle, when this operative is activated, you can use the Command Override Tactical Ploy without spending any CPs.

## Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is HUNTER CLADE, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

Select a master-crafted radium pistol the operative is equipped with. It gains the following improvements for the battle:
* Lethal 5+ special rule.
* Add 1 to its Normal Damage characteristic. This is not cumulative with the Enriched Rounds equipment.

Change the operative’s Save characteristic to 3+ for the battle.

Each time the operative is activated, you can use the Motive Force Vitality Tactical Ploy without spending any CPs.

DIKTAT operative only. Each time the operative performs the Enhanced Data-tether action, you can select any friendly HUNTER CLADE operative in the killzone (instead of one Visible to and within of it).

SURVEYOR operative only. For the battle, for the purposes of the operative’s **Omnispex** action, add the following bullet point to the list of effects for the shooting attack specified by that action:
* That friendly operative’s ranged weapons have the Relentless special rule.

The operative is equipped with the following ranged weapon for the battle:

 Rng , AP1, Limited, Indirect

## Assets

Each time you would add a strategic asset to your base of operations, if your faction is HUNTER CLADE, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

Before battle, the Skitarii of this kill team chant a binharic psalm. This triggers a microrelease of their own motive force, which interacts with chemicals in the air to create a shimmering veil of flashes, obscuring them from view.
During the first Turning Point, when determining if a friendly HUNTER CLADE operative is in an enemy operative’s Line of Sight, if that friendly operative is more than from that enemy operative, that friendly operative is treated as being in Cover.

This large, archaic device has a mysterious provenance and is made of components that cannot be replaced. Provided a wounded operative is patient enough, the repository will repair any damage to their bionics.
Once after each battle, before rolling a Recovery test for a friendly HUNTER CLADE operative, if that operative was Rested, you can automatically pass that Recovery test.

This kill team's base of operations is fitted with sophisticated data-gathering systems. Additionally, they have remote access to augur feeds on allied stations, providing a detailed understanding of the surrounding area, which is essential on their hunts.
When determining your Tac Ops for each battle, you can select two from one draw, instead of one. Note that you can still only select a total of three Tac Ops for each battle.

## Requisitions

In a Spec Ops campaign, if your faction is HUNTER CLADE, you can use the following Requisitions in addition to those presented in other sources.

ARCHEOTECH VAULT1RP

The headquarters of this kill team's Tech-Priest masters contains a vault of rare and powerful equipment. These can be assigned to designated units who have earned the right to carry such artefacts.

Purchase this Requisition before or after a game. Remove one item of rare equipment from your stash and add a different item of rare equipment to your stash. You cannot purchase this Requisition if you do not have any rare equipment in your stash.

RECYCLED0RP

A damaged or ineffective operative is decommissioned and their bionics used for parts.

Purchase this Requisition when a HUNTER CLADE operative is removed from your dataslate. Add up the number of ranks that operative had (e.g. a Grizzled operative has 4 ranks) and subtract the number of Battle Scars that operative had. You gain a number of Requisition points equal to the difference.

MARK ASSIGNED1RP

Hunter Clades are expert assassins, often deployed to hunt their targets relentlessly in order to eliminate them, thus removing a crucial element of the enemy's war effort.

Purchase this Requisition before or after a game. Select one operative type (e.g. Kommando Snipa Boy, Marksman Pathfinder etc.) to be marked for your kill team, and make a note of it in the Notes section of your dataslate. Each time a friendly HUNTER CLADE operative fights in combat or makes a shooting attack, if the target is marked for your kill team, you can re-roll one of your attack dice. If an enemy operative marked for your kill team is incapacitated by a friendly HUNTER CLADE operative, that friendly operative gains 2XP and that enemy operative is no longer marked for your kill team. You cannot use this Requisition if you already have an operative marked for your kill team, but you can choose for an operative to be no longer marked for your kill team in order to use this Requisition.

## Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is HUNTER CLADE, you can select one from those found below instead of selecting one from another source.

### Dauntless Pursuit

With a machine-like focusz the kill team relentlessly pursues their quarry, giving chase across killzone after killzone until the enemy can run no more.

OPERATION 1: PURSUIT

The kill team gives chase to their enemies, engaging in back-to-back battles With their Machine God-given stamina and focus, they aim to outlast the enemy with their gruelling tactics.

Complete five games in which you scored victory points from the ‘Overrun’, ‘Rout’ and/or ‘Relentless Pursuit’ Tac Op.

OPERATION 2: EXECUTION

The enemy has nowhere left to run. Your kill team advances to complete its assassination order.

Complete a game in which you scored victory points from the ‘Calculated Eradication’ or ‘Execution’ Tac Op.

COMMENDATION

* You gain one Requisition point.
* You can distribute 5 XP across the operatives on your roster.
* You can add one item of rare equipment to your stash, or you can increase your asset capacity by one.

SPEC OPS BONUS

For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Purge Order’ Spec Op.

### Expeditious Assassinations

The command ark has uploaded numerous targets to the noosphere. The kill team must hunt down and assassinate each as quickly as possible before seeking extraction.

OPERATION 1: ASSASSINATIONS

Various enemy targets must be tracked and assassinated as quickly as possible before word of the Hunter Clade’s objective spreads and the Skitarii can be contained or evaded.

Complete five games in which you scored victory points from the ‘Headhunter’ and/or ‘Assassination Order’ Tac Op.

OPERATION 2: SIGNAL LANDER FOR EXTRACTION

The enemy is reacting to your presence and your mission is now at an end. With your kill team’s communications with HQ blocked, they must secure a landing zone and guide in their source of extraction in a more primitive fashion.

Complete a game in which you scored victory points from the ‘Vantage’ Tac Op.

COMMENDATION

* You gain one Requisition point.
* After the battle, all friendly operatives pass Casualty and Recovery tests.
* You can add one item of rare equipment to your stash, or you can increase your asset capacity by one.

SPEC OPS BONUS

For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Elimination’ Spec Op.

## Equipment

HUNTER CLADE operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a **+** can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

UPLINKED VID-FEED [1EP]

RANGER or VANGUARD operative only. The operative gains the following ability for the battle:

Uplinked Vid-Feed: Each time this operative performs an **Overwatch** action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an **Overwatch** action.

SERVO-SKULL+ [2EP]

The operative gains the following ability for the battle:

Servo-skull: Once per Turning Point, during this operative’s activation, it can perform a mission action for one less AP (to a minimum of 0AP).

MECHADENDRITES+ [2EP]

The operative gains the following ability for the battle:

Mechadendrite: Once per Turning Point, during this operative’s activation, it can perform the **Pick Up** action for one less AP (to a minimum of 0AP).

CENSE BEARER [2EP]

The operative gains the following ability for the battle:

Cense Bearer: Each time a friendly HUNTER CLADE operative within of this operative is activated, you can ignore any or all modifiers to that friendly operative’s Movement characteristic for that activation (excluding the modifier from the Bulwark Imperative).

COMMAND UPLINK+ [4EP]

DIKTAT operative only. The operative can perform the following action during the battle:

### COMMAND UPLINK2AP

Add 1CP to your pool. This operative cannot perform this action while within of an enemy operative.

ENRICHED ROUNDS [2EP]

Select one radium carbine or master-crafted radium pistol the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle.

OPTIMISED GAIT [1EP]

RUSTSTALKER operative only. The operative gains the following ability for the battle:

Optimised Gait: Each time this operative is activated, it can ignore the first distance of it travels for a climb, drop or traverse during that activation.

REFRACTOR FIELD+ [3EP]

LEADER operative only. The operative gains the following ability for the battle:

Refractor Field: This operative has a 4+ invulnerable save.

## Dataslates

 3

DATACARD-RELATED

MARTIAL PROTOCOL , PURSUERS , Uplinked Vid-feed

 3

DATACARD-RELATED

MARTIAL PROTOCOL , PURSUERS , AMPLIFIED DATA EMITTER , Uplinked Vid-feed , Command Uplink

 3

* Areas of smoke have no effect when determining Line of Sight to that enemy operative.
* That enemy operative is not Obscured.
* If that enemy operative is the target, that friendly operative’s ranged weapons have the No Cover special rule.

This operative cannot perform this action while within Engagement Range of an enemy operative.

DATACARD-RELATED

MARTIAL PROTOCOL , PURSUERS , OMNISPECTRAL ANALYSER , Uplinked Vid-feed

 3

DATACARD-RELATED

MARTIAL PROTOCOL , PURSUERS , Uplinked Vid-feed

 3

 **Control Edict:** Once per Turning Point, when a ready friendly HUNTER CLADE operative is activated within of this operative, you can select another ready friendly HUNTER CLADE operative within of this operative that is eligible to be activated. After that first friendly operative has been activated, you can immediately activate that other friendly operative.

DATACARD-RELATED

MARTIAL PROTOCOL , PURSUERS , Uplinked Vid-feed , Refractor Field

 3

 **Rad-Saturation:** While an enemy operative is Visible to and within of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract from that enemy operative’s Movement characteristic as a result of it being injured if it is activated, Visible to and within of friendly operatives with this ability).

DATACARD-RELATED

MARTIAL PROTOCOL , Uplinked Vid-feed

 3

 **Rad-Saturation:** While an enemy operative is Visible to and within of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract from that enemy operative’s Movement characteristic as a result of it being injured if it is activated, Visible to and within of friendly operatives with this ability).

DATACARD-RELATED

MARTIAL PROTOCOL , AMPLIFIED DATA EMITTER , Uplinked Vid-feed , Command Uplink

 3

 **Rad-Saturation:** While an enemy operative is Visible to and within of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract from that enemy operative’s Movement characteristic as a result of it being injured if it is activated, Visible to and within of friendly operatives with this ability).
* Areas of smoke have no effect when determining Line of Sight to that enemy operative.
* That enemy operative is not Obscured.
* If that enemy operative is the target, that friendly operative’s ranged weapons have the No Cover special rule.

This operative cannot perform this action while within Engagement Range of an enemy operative.

DATACARD-RELATED

MARTIAL PROTOCOL , OMNISPECTRAL ANALYSER , Uplinked Vid-feed

 3

 **Rad-Saturation:** While an enemy operative is Visible to and within of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract from that enemy operative’s Movement characteristic as a result of it being injured if it is activated, Visible to and within of friendly operatives with this ability).

DATACARD-RELATED

MARTIAL PROTOCOL , Uplinked Vid-feed

 3

 **Rad-Saturation:** While an enemy operative is Visible to and within of friendly operatives with this ability, that enemy operative is treated as being injured (only subtract from that enemy operative’s Movement characteristic as a result of it being injured if it is activated, Visible to and within of friendly operatives with this ability).
**Control Edict:** Once per Turning Point, when a ready friendly HUNTER CLADE operative is activated within of this operative, you can select another ready friendly HUNTER CLADE operative within of this operative that is eligible to be activated. After that first friendly operative has been activated, you can immediately activate that other friendly operative.

DATACARD-RELATED

MARTIAL PROTOCOL , Uplinked Vid-feed , Refractor Field

 3

 **Wasteland Stalkers:** Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.

DATACARD-RELATED

ACCELERANT AGENTS , Optimised Gait

 3

 **Wasteland Stalkers:** Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.

DATACARD-RELATED

ACCELERANT AGENTS , Optimised Gait , Refractor Field

 3

DATACARD-RELATED

NEUROSTATIC INTERFERENCE , CONCEALED POSITION

 3

 **Data Prehensiles:** Once per Turning Point, during this operative’s activation, it can perform a mission action for one less AP (to a minimum of 0AP). This is not cumulative with the Servo-skull equipment.

DATACARD-RELATED

NEUROSTATIC INTERFERENCE , CONCEALED POSITION , Refractor Field