src/components/KillTeam2021/data/exactionSquad.ts
import { Archetype, FireteamArchetypes, Ploy, TacOp } from '../../../types/KillTeam2021'
const factionLabel = '**EXACTION SQUAD💀**'
const pentagon = '⬟'
const circle = '⬤'
const square = 'â– '
const archetypes: FireteamArchetypes = {
fireteams: {
'Exaction Squad Kill Team': [Archetype.RECON, Archetype.SECURITY, Archetype.SEEK_AND_DESTROY],
// Battlescribe data currently has 'Kill Team' as catalogue name, not Hand of the Archon
'Kill Team': [Archetype.RECON, Archetype.SECURITY, Archetype.SEEK_AND_DESTROY]
}
}
const strategicPloys: Ploy[] = [
{
name: 'Guilt Reveals Itself',
cost: 1,
description: `Until the end of the Turning Point, each time a friendly enemy operatives must be more
than 2${circle} (instead of ${circle}) from it to be in Cover.`
},
{
name: 'Inviolate Jurisdiction',
cost: 1,
description: `Until the end of the Turning Point, each time a shooting attack is made against a friendly
${factionLabel} operative that's within ${circle} of an objective marker or enemy operative, in the Roll
Defence Dice step of that shooting attack, you can re-roll one of your defence dice.`
},
{
name: 'Dispense Justice',
cost: 1,
description: `Each time a friendly ${factionLabel} operative fights in combat in an activation (including
an enemy activation) in which it has not moved more than its Movement characteristic, in the Roll Attack
Dice step of that combat, you can re-roll one of your attack dice.`
},
{
name: 'Terminal Decree',
cost: 1,
description: `Until the end of the Turning Point, each time a friendly ${factionLabel} operative makes a
shooting attack against an enemy operative within within 2${circle} of it, in the Attack Dice step of that
shooting attack, you can re-roll one of your attack dice.`
}
]
const tacticalPloys: Ploy[] = [
{
name: "Long Arm of the Emperor's Law",
cost: 1,
description: `Use this Tactical Ploy in the Scouting step, when your opponent reveals their selection. They cannot
resolve that selection. Initiative is still determined as normal, and this Tactical Ploy has no effect on additional
or different scouting options your opponent could perform (e.g. Pursuers, **HUNTER CLADE💀**).`
},
{
name: 'Exact Punishment',
cost: 1,
description: `Use this Tactical Ploy after an enemy operative fights in combat or makes a shooting attack against
a friendly ${factionLabel} operative within ${square} of it, and that friendly operative is not incapacitated as
a result. That friendly operative can immediately perform a free **Fight** or **Overwatch** action, but can only
target that enemy operative and only if it's a valid target.`
},
{
name: 'Brutal Backup',
cost: 1,
description: `Use this Tactical Ploy after a friendly ${factionLabel} operative performs a **Fight** action with
combat support. One of the friendly ${factionLabel} operatives that provided combat support can immediately
perform a free **Fight** action, but can only target the enemy operative from that previous **Fight** action, and
only if it's a valid target.`
},
{
name: 'Execution Order',
cost: 1,
description: `Use this Tactical Ploy when a friendly **PROCTOR-EXACTANT** operative is activated. Select one
enemy operative in its Line of Sight. Until the end of the battle, each time a friendly ${factionLabel} operative
fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that
combat or shooting attack, you can re-roll any or all of your attack dice. You can only use this Tactical Ploy once.`
}
]
const tacOps: TacOp[] = [
{
id: 1,
name: 'Seize or Incapacitate',
description: `Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one enemy operative
to be the criminal. If that operative is incapacitated, before it is removed from the killzone, place one of your
Criminal tokens underneath the operative as close as possible to the centre of its base. Friendly ${factionLabel}
operatives (excluding **R-VR CYBER-MASTIFF** operatives) can perform the **Pick Up** action on that token while
not within Engagement Range of an enemy operative. Subtract ${circle} from their Movement characteristic while they are
carrying it.
* If that enemy operative is incapacitated, you
Score 1VP.
* At the end of the battle, if friendly operatives
control your Criminal token, you score 1VP.`
},
{
id: 2,
name: 'Contain Threat',
description: `Reveal this Tac Op in the Target Reveal step of any Turning Point.
* At the end of any Turning Point, if every enemy operative in the killzone is within ${pentagon} of your opponent's
drop zone and/or within ${circle} of one of your operatives, you score 1VP
* If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.`
},
{
id: 3,
name: 'Gather Evidence',
description: `You can reveal this Tac Op the first time a friendly operative performs the **Gather Evidence**
action (below). At the end of the battle:
* If one or more friendly operatives that have performed the **Gather Evidence** action have not been incapacitated
during the battle, you score 1VP.
* If two or more friendly operatives that have performed the Gather Evidence action have not been incapacitated
during the battle, you score 1VP.`,
action: {
id: '123',
name: 'Gather Evidence',
cost: 1,
intro: 'Friendly **MALOCATOR**, **REVELATUM** and **R-VR CYBER-MASTIFF** operatives can perform the following mission action:',
description: `An operative can perform this action while it controls an objective marker that has
not been examined by your kill team. If it does so, until the end of the battle, that objective
marker has been examined by your kill team. An operative cannot perform this action while within
Engagement Range of an enemy operative.`
}
}
]
const data = {
name: 'Exaction Squad' as const,
strategicPloys,
tacticalPloys,
archetypes,
tacOps
}
export default data