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src/components/KillTeam2021/data/warpCoven.ts

Summary

Maintainability
B
6 hrs
Test Coverage
import { Archetype, FireteamArchetypes, Ploy, TacOp } from '../../../types/KillTeam2021'

const archetypes: FireteamArchetypes = {
  rules: `If your kill team includes four or more **ARCANA ASTARTES** operatives, this kill team has the Security archetype. 
If your kill team includes five or more **TZAANG0R** operatives, this kill team has the Recon archetype.`,
  fireteams: {
    'Warp Coven Kill Team': [Archetype.RECON, Archetype.SECURITY]
  }
}

const strategicPloys: Ploy[] = [
  {
    name: 'Exalted Astartes',
    cost: 0,
    description: `Until the end of the Turning Point, each time a friendly SORCERER operative is activated:
- If it does not perform a **Shoot** action during that activation, it can perform two **Fight** actions during that activation
- If it does not perform a **Fight** action during that activation, it can perform two **Shoot** actions during that activation, but it must select different
    ranged weapons for those shooting attacks. Ranged weapons from a WARPCOVEN💀 psychic power are eligible weapons for this.

In addition, until the end of the Turning Point, each time a friendly **RUBRIC MARINE** operative is activated, if it does 
not perform a Fight action during that activation, it can perform two Shoot actions during that activation. If it’s a
**GUNNER** operative, one additional action point must be subtracted to perform the second Shoot action.`
  }, {
    name: 'Psychic Dominion',
    cost: 1,
    description: 'Until the end of the Turning Point, friendly SORCERER operatives can perform the **Manifest Psychic Power** action twice during their activation.'
  }, {
    name: 'Slow and Purposeful',
    cost: 1,
    description: `Until the end of the Turning Point, each time a friendly **RUBRIC MARINE** operative makes a shooting attack, if it has not performed a **Charge**,
    **Fall Back** or **Normal Move** action during this Turning Point, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack
    dice results of one result (e.g. results of 2).`
  }, {
    name: 'Savage Herd',
    cost: 1,
    description: `Until the end of the Turning Point, each time a friendly **TZAANGOR** operative fights in combat, before rolling your attack dice for that combat, you can
    retain one as a successful normal hit without rolling it. If another friendly **TZAANGOR** operative is supporting them in that combat, you can retain one as a 
    successful critical hit instead.`
  }
]

const tacticalPloys: Ploy[] = [
  {
    name: 'Capricious Plan',
    cost: 1,
    description: `Use this Tactical Ploy at the end of a friendly **SORCERER** operative's activation. You can immediately perform a free **Dash** action with that
    operative and change its order.`
  },
  {
    name: 'Psychic Cabal',
    cost: 1,
    description: `Use this Tactical Ploy when you would select a psychic power to be resolved by a friendly **SORCERER** operative as a result of performing the 
    **Manifest Psychic Power** action. You can select a psychic power from a discipline another friendly **SORCERER** operative within ⬟ of this operative has studied.`
  },
  {
    name: 'Mutant Herd',
    cost: 1,
    description: `Use this Tactical Ploy at the start of a friendly **TZAANGOR** operative's activation. Select one other ready friendly **TZAANGOR** operative Visible 
    to and within â–  of that operative that is eligible to be activated. After that operative's activation, activate that other operative before your opponent activates
    any operatives or performs an **Overwatch** action.`
  },
  {
    name: 'Schemes of Change',
    cost: 1,
    description: `Use this Tactical Ploy at the start of the Target Reveal step of the Strategy phase, or when you activate a ready friendly WARPCOVEN💀 operative.
    Discard one of your Tac Ops (any victory points scored from it are lost) and randomly determine a new Tac Op from those remaining in your Tac Ops deck.`
  }
]

const tacOps: TacOp[] = [{
  id: 1,
  name: 'Scry Secret',
  description: `Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives to be holding a secret.
- If a friendly operative performs the **Scry Secret** action, you score 1VP.
- At the end of the battle, if a friendly operative has performed the **Scry Secret** action and has not been incapacitated, you score 1VP.`,
  action: {
    id: '1',
    name: 'Scry Secret',
    cost: 1,
    intro: 'Friendly **SORCERER** operatives can perform the following mission action:',
    description: `Psychic action. An operative can perform this action while within ⬟ of the enemy operative holding a secret. An operative cannot perform this
  action while within Engagement Range of an enemy operative. Your kill team can only perform this action once.`
  }
}, {
  id: 2,
  name: 'Sorcerous Ritual',
  description: `Reveal this Tac Op when a friendly operative performs the **Sorcerous Ritual** action.
- If a friendly operative performs the **Sorcerous Ritual** action in two or more Turning Points, you score 1VP.
- If a friendly operative performs the **Sorcerous Ritual** action in three or more Turning Points, you score 1VP.`,
  action: {
    id: '2',
    name: 'Sorcerous Ritual',
    cost: 1,
    intro: 'Friendly **SORCERER** operatives can perform the following mission action:',
    description: `** Psychic action. An operative can perform this action while within ⬤ of a ritual site. An operative cannot perform this action while 
within ⬤ of an enemy operative. A ritual site is the centre of the killzone or an objective marker that is more than ⬟ from your drop zone. Once a friendly 
operative performs this action, friendly operatives can only perform this action again at the same ritual site.`
  }
}, {
  id: 3,
  name: 'Grand Plan',
  description: `Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives and an objective marker that
is more than ⬟ from their killzone edge (they cannot select an objective marker that can be removed during the battle).
- If that enemy operative is incapacitated, you score 1 VP.
- If you control that objective marker at the end of any Turning Point, you score 1VP.`
}]

const data = {
  name: 'Warp Coven' as const,
  strategicPloys,
  tacticalPloys,
  archetypes,
  tacOps
}

export default data