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src/components/KillTeam2021/data/voidDancer.ts

Summary

Maintainability
C
1 day
Test Coverage
import { Archetype, FireteamArchetypes, Ploy, TacOp } from '../../../types/KillTeam2021'

const archetypes: FireteamArchetypes = {
  fireteams: {
    'Void-Dancer Troupe Kill Team': [Archetype.INFILTRATION, Archetype.RECON, Archetype.SEEK_AND_DESTROY]
  }
}

const strategicPloys: Ploy[] = [
  {
    name: 'Between Colours',
    cost: 1,
    description: `Until the end of the Turning Point, friendly **VOID-DANCER TROUPEđź’€** operatives can perform **Shoot** actions
            during **Normal Move** actions (any remaining increments of movement can be used after performing the **Shoot** action).
            You cannot select a shrieker cannon for those shooting attacks.`
  },
  {
    name: 'Domino Field',
    cost: 1,
    description: `Until the end of the Turning Point or until it makes a shooting attack, each friendly **VOID-DANCER TROUPEđź’€** 
        operative has a domino field. For the purposes of determining Line of Sight, while a friendly operative with a domino field
        is within ▲ of a terrain feature and more than ⬟ from the active operative, the active operative always treats that friendly
        operative as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
        
        This Strategic Ploy costs 1 additional Command point for each previous time you've used it during the battle (e.g. 1CP the 
        first time you would use it, 2CP the secod time, etc.).`
  },
  {
    name: 'Prismatic Blur',
    cost: 1,
    description: `Until the end of the Turning Point, each time a friendly **VOID-DANCER TROUPEđź’€** operative performs an action in 
        which it moves, it is a prismatic blur until the end of the Turning Point. Each time a shooting attack is made against a friendly
        operative that is a prismatic blur, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence
        dice.`
  },
  {
    name: 'Cegorach\'s Jest',
    cost: 1,
    description: `Until the end of the Turning Point, each time a friendly **VOID-DANCER TROUPEđź’€** operative fights in combat, once 
        in the Resolve Successful Hits step of that combat, when your opponent strikes with a normal hit, you can roll one D6. If the result is
        equal to or less than the Weapon Skill characteristic of the enemy operative's selected melee weapon, treat that strike as a parry
        instead (the Brutal special rule has no effect for that parry).`
  }
]

const tacticalPloys: Ploy[] = [
  {
    name: 'Murderous Entrance',
    cost: 1,
    description: `Use this Tactical Ploy in the Resolve Successful Hits step of a combat, after a friendly **VOID-DANCER TROUPEđź’€** operative
            that performed a **Charge** action during this activation strikes with a critical hit. You can immediately select one of your
            remaining attack dice and strike with it.`
  },
  {
    name: 'The Curtain Falls',
    cost: 1,
    description: `Use this Tactical Ploy in the Resolve Successful Hits step of a combat, after an active friendly **VOID-DANCER TROUPEđź’€** operative
        strikes. Immediately end that combat and that friendly operative can perform a **Fall Back** action for 1AP, even if it has performed an action during 
        that activation that prevents it from performing a **Fall Back** action (e.g. a **Charge** action).`
  },
  {
    name: 'Ruthless Derision',
    cost: 1,
    description: `Use this Tactical Ploy after rolling your attack dice for a shooting attack made by a friendly **VOID-DANCER TROUPEđź’€** operative 
        in an activation in which it performed a **Fall Back** action. You can re-roll any or all of your attack dice for that shooting attack.`
  },
  {
    name: 'Capricious Role',
    cost: 1,
    description: `Use this Tactical Ploy when a friendly **VOID-DANCER TROUPEđź’€** operative is activated. Until the end of its
        activation, that operative can perform **Dash** and **Charge** actions while within Engagement Range of enemy operatives.`
  }
]

const tacOps: TacOp[] = [
  {
    id: 1,
    name: 'Mythic Play',
    description: `If you are using the Saedath ability, reveal this Tac Op in the Target Reveal step of the first Turning Point.
* If your Performance tally is four or more, you score 1VP.
* If our Performance tally is six or more, you score 1VP.`
  },
  {
    id: 2,
    name: 'Hero\'s Path',
    description: `You can reveal this Tac Op when a friendly **VOID-DANCER TROUPEđź’€** operative incapacitates an enemy operative. At the end of the battle:
* If that friendly operative has incapacitated more enemy operatives than each other friendly **VOID-DANCER TROUPEđź’€** operative has during the battle, you score 1VP.
* If that friendly operative is wholly within your opponent's drop zone, you score 1VP.`
  },
  {
    id: 3,
    name: 'Grand Act',
    description: `You can reveal this Tac Op in the Target Reveal step of any Turning Point. When this Tac Op is revealed, start a Grand Act tally, adding one to the 
        tally the first time each different Performance is completed by any friendly **VOID-DANCER TROUPEđź’€** operative. Note that it does not have to be the active
        Allegory's Performance.
* If your Grand Act tally is five, you score 1VP.
* If you achieve the first condition before the fourth Turning Point, you score 1VP.`
  }
]

const saedath = {
  name: 'Saedath',
  wahapediaUrl: 'https://wahapedia.ru/kill-team2/kill-teams/void-dancer-troupe/#Saedath',
  /* Should remove these descriptions once Wahapedia link is available */
  description: `When selecting your kill team for the battle, select an Allegory to be active for it during the battle (reveal it to your opponent when you 
    reveal your kill team). Then, at the start of the first Strategy phase, select one friendly **VOID-DANCER TROUPEđź’€** operative to have the pivotal role for the 
    battle. While a friendly operative has the pivotal role, it has the Accolade ability of the active Allegory.

Keep a Performance tally for your kill team for the battle. Add 1 to the tally as follows:
- The first time each friendly **VOID-DANCER TROUPEđź’€** operative completes the Performance of an active Allegory during the battle.
- The first time a friendly pivotal role operative completes the Performance of an active Allegory during the battle (this is cumulative with the above).

Note that this means, for the purposes of your kill team's Performance tally during the battle, each friendly operative can only complete one Performance, 
and only one pivotal role can complete a Performance (even if you change the active Allegory or pivotal role during the battle. For example, as a result of the 
**LEAD PLAYER** operative's Performance Lead ability).

When you add the fourth mark to your Performance tally:
- All friendly **VOID-DANCER TROUPEđź’€** operatives have the Accolade ability of the active Allegory until the end of the battle.
- You gain 1 Command Point.

| Allegory | Performance | Accolade |
|     -    |      -      |     -    |
| **Comedy** | The operative performs a **Fall Back** action | This operative can perform the **Fall Back** action for one less action point (to a minimum of 1AP). |
| **Epic** | This operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step. | Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit. |
| **Melodrama** | This operative incapacitates an enemy operative in shooting attack by inflicting damage with two or less attack dice in the Resolve Successful Hits step. |Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. |
| **Odyssey** | This operative performs a **Charge** action and ends the move within ⬟ of your opponent's drop zone. | This operative can move up to a distance equal to its Movement characteristic plus ⬛ for **Charge** actions, instead of plus ⬤. |
| **Tragedy** | The operative loses wounds from a shooting attack made by an enemy operative. | 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 not in Cover, you can retain one as a successful normal save without rolling it. |
`
}

const data = {
  name: 'Void-Dancer Troupe' as const,
  strategicPloys,
  tacticalPloys,
  archetypes,
  tacOps,
  saedath
}

export default data