Ploys
Strategic and Firefight Ploys are learnt as an Acolyte gains in experience. Until ploys are learnt, only the universal Command Re-Roll ploy is available. When indicated in the progression table above, you may select one ploy from the Acolyte Strategic Ploy or Firefight Ploy lists to become available in scenarios.
When playing with multiple Acolytes, nominate one Acolyte as Leader ahead of each scenario. this operative gains the Leader keyword and provides the Strategic Ploys for that scenario. All Acolyte players may use any learnt Firefight Ploys, but only on operatives under their control.
STRATEGIC PLOYS
ACCUSATION
Select one enemy operative visible to an ACOLYTE operative and roll one D6. That enemy is treated not having the Group Activation ability, and cannot be activated or perform actions until one of the following is true.
- D6 enemy operatives have been activated.
- It is the last enemy operative to be activated.
Each enemy operative can only be targeted by this ability once per turning point.
FORTITUDE
Until the end of the turning point, whenever a friendly ACOLYTE RETINUE operatives fights or retailiates, you can re-roll one of your attack dice.
JUSTICE
Until the end of the turning point, each time a shooting attack is made against a friendly ACOLYTE RETINUE operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
PRUDENCE
Until the end of the turning point, each time a friendly ACOLYTE RETINUE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
TEMPERANCE
Select the Pick Up Marker action, the Interact action or mission action. Until the end of the turning point, each time a friendly ACOLYTE RETINUE operative is activated, it can perform that action for one less AP (to a minimum of 0AP). Note that the selected action still costs its AP, if the operaive is counteracting.
FIREFIGHT PLOYS
ATONEMENT
Use this Firefight Ploy when a friendly ACOLYTE RETINUE operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the scenario (whichever comes first) and does not count as being injured, but cannot be reanimated further in this scenario.
CHARITY
Use this Firefight Ploy at the end of the Firefight phase. Select one friendly ACOLYTE RETINUE operative. It can perform the free Fight action.
FAITH
Use this Firefight Ploy in the Resolve Successful Hits step of a combat or shooting attack, when an attack dice would inflict normal Dmg on a friendly ACOLYTE RETINUE operative. Ignore that damage.
HOPE
Use this Firefight Ploy after a friendly ACOLYTE RETINUE operative shoots. Until the end of the turning point, each time another friendly ACOLYTE RETINUE is shooting against the same target, its weapons have the Relentless weapon rule.
REPRIMAND
Use this Firefight Ploy before or after a friendly ACOLYTE RETINUE operative performs an action in its activation. Select one enemy operative visible to this operative, then select one ability that operative has. Until the end of that enemy operative's next activation, it is treated as not having that ability.
SACRIFICE
Use this Firefight Ploy when a friendly ACOLYTE RETINUE operative is the target of a shooting or melee attack. You may immediately swap that operative's position with another friendly ACOLYTE RETINUE operative within 2" who becomes the target of the subsequent attack. The initial operative is not a valid target for any attack for the remainder of the activation.