Operatives
Operatives are the Citadel miniatures used in the game. Your operatives are friendly operatives, and your opponent’s operatives are enemy operatives.
Bases
All operatives are on bases. The base is an important part of the miniature for rules purposes, in particular measuring distances.
Each operative’s base size is specified on its datacard.
Placing Operatives
Todo
Rewrite below.
Operatives to be legally placed, must stay where they are when you remove your hands.
Control Range
Many rules relate to control range (CR) such as moving, fighting or using cover. Something is within an operative’s control range if it is visible and within 1”.
Orders
Orders are an integral part of the game. They dictate how operatives interact with the game and each other.
Engage
The operative can perform actions as normal and can counteract.
Conceal
The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Damage
All operatives start with wounds equivalent to their Wound stat.
When damage is inflicted on an operative, their wounds remaining are reduced by that amount.
Once an operative has:
- Fewer than its starting wounds remaining, it is Wounded
- Fewer than half its starting wounds remaining, it is Wound and Injured
- 0 wounds remaining, it is Incapacitated
Injured
Injured operatives have the following penalties:
- A 2” reduction to their Move stat
- The Hit stat of all weapon profile’s is worsened by 1
Incapacitated
If an operative has reached 0 wounds, after current action and rules have been resolved, they are removed from the Killzone and will take no further part in the battle.
Perform the Drop Marker action if appropriate.