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Officio Sabatorum Operatives
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Old 31 Mar 2007, 16:50   #1 (permalink)
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Default Officio Sabatorum Operatives

Officio Sabatorum:
The Officio Sabatorum is charged with crippling the enemy's ability to fight through covert means. Where an Assassin may take out key personnel, a Sabatorum Operative concerns himself with destroying bridges, supply bunkers and defensive positions. They leave the enemy lines smashed and tattered, unable to rally their troops to counter the Imperial advance.
[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Sabatorum Operative[/td][td]40[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]4[/td][td]2[/td][td]9[/td][td]5+[/td][/tr][/table]
Any Imperial army may include 0-3 Sabatorum Operatives as a single Elites Choice. They deploy separately, and act as independent units. Codicurors cannot claim objectives or hold table quarters and never count as surviving units for Meat Grinder scenarios, etc.
If taken in a Witchhunters or Daemonhunters army, the army must include an Inquisitor.

Wargear: Laspistol, Auspex, Flak Armour.
Options: Each Officio Sabatorum Operative may be given one of the following pieces of equipment at the cost listed. Note that having multiples of the same item gives no additional benefit.
Comm-tapper at +10pts; Demolition Kit at +10pts; Vox-Jammer at +15pts; Sticky-Bombs at +30pts.
SPECIAL RULES:
Independent Character: Officio Sabatorum Operatives are Independent Characters. Note that the above rules take precident where conflicts occur.
Infiltrate: Officio Sabatorum Operatives often have to work behind enemy lines, and so are trained to move undetected through enemy positions. They have the Infiltrate Special Rule.
Blow Their Cover: Before the battle, the Officio Sabatorum Operative(s) will have seeded the field with explosives, ready to disable enemy positions at a moment's notice.
Choose one feature on the table, and place a marker on it. At the start of either player's Shooting Phase, the Officio Sabatorum Operative may choose to "blow" the cover. From that point on, all Cover Saves granted by the cover are at -1 (so 4+ Cover becomes 5+, etc). Multiple markers can be placed on the same piece of cover. This rule does no damage to units inside the cover.
Comm-Tapper: An army containing an Operative with a Comm-Tapper may force their opponent to re-roll their dice when determining who gets first turn (the Operative receives details of their deployment plans).
Demolition Kit: The enemy must re-roll the first successful Reserves roll each turn (the Operative has sabotaged the roads, airfields and/or supply depots, delaying their advance). This does not apply to Flyers who have already made a successful Attack Run (they don't need to go back and refuel/rearm).
Sticky-Bombs: At the start of the game, after all Scout and Infiltrate moves have been made, the opposing player rolls a D6 for all mobile vehicles in his army. On a roll of 1, they begin the game immobilised (the Operative has successfuly disabled their tracks / wheels / engines).
Vox-Jammer: The Vox-Jammer allows an Operative to perform any of the following actions;
1) Prevent one Vox Caster or Master Vox from working this turn.
2) Prevent a character from using Rites of Battle this turn.
3) Negate the first Markerlight Hit inflicted on a friendly unit this turn.
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Old 31 Mar 2007, 20:47   #2 (permalink)
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Default Re: Officio Sabatorum Operatives

Quote:
Sticky-Bombs: At the start of the game, after all Scout and Infiltrate moves have been made, the opposing player rolls a D6 for all mobile vehicles in his army. On a roll of 1, they begin the game immobilised (the Operative has successfuly disabled their tracks / wheels / engines).
no
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Old 31 Mar 2007, 23:59   #3 (permalink)
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Default Re: Officio Sabatorum Operatives

Uh what? Back up your statement please.

Why do you say no? It isn't that overpowered, however I think for skimmers, they should just not be able to move instead of counting as immobilised. Unless of course you are saying they are immobilised for the whole game, which I find overpowered. So in which case I support Amaliel.

Otherwise, the rule seems fine.
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Old 01 Apr 2007, 03:13   #4 (permalink)
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Default Re: Officio Sabatorum Operatives

Quote:
Originally Posted by TheCuriousMonke
Why do you say no? It isn't that overpowered, however I think for skimmers, they should just not be able to move instead of counting as immobilised. Unless of course you are saying they are immobilised for the whole game, which I find overpowered. So in which case I support Amaliel.
It should be immobilized no matter what the vehicle is. It isn't overpowered if my Russ or Vanquisher are immobilized, but it is if your Hammerhead is? No, any and all vehicles should have the chance to get immobilized.
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Old 01 Apr 2007, 12:21   #5 (permalink)
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Default Re: Officio Sabatorum Operatives

Quote:
Originally Posted by TheCuriousMonke
Uh what? Back up your statement please.

Why do you say no? It isn't that overpowered, however I think for skimmers, they should just not be able to move instead of counting as immobilised. Unless of course you are saying they are immobilised for the whole game, which I find overpowered. So in which case I support Amaliel.

Otherwise, the rule seems fine.
Remember, Skimmers are only destroyed if they moved more than 6" before becoming immobilised.

As such, any Skimmer immobilised by Sticky Bombs just can't move; it can still fire, however.
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Old 01 Apr 2007, 15:59   #6 (permalink)
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Default Re: Officio Sabatorum Operatives

I'm going to have to back up Amaliel on this one, but for the following reasons:

1.) For 40 points, you get a LD 9 independant character that can permanently and automatically decrease the coversave for your enemy's forces. And you get three of them per elite choice.

2.) The comm-tapper is horrendously cheap: Kroot Mercs get that same effect for +25 points. Who gets first turn can make a HUGE difference in how the battle flows.

3.) Immobilized vehicles are not scoring units. You just started the battle negating one out of six (depending on dice rolls, more or less) of the enemy's vehicles. You can easily dodge out of range of those who are stationary because their firing path is limited to where they stand, and you automatically get half-points for them!

4.) How would a RADIO JAMMER mess up a little dot of light?

My suggestions are as follow:

1.) Limit them to a 0-1 Elite choice, and only able to blow cover during their own turn. Being able to waste every single piece of terrain on the enemy's half of the board is just a bit much.

2.) Up the cost of the Comm-Tapper to something more reasonable. For less than a single scoutmarine you're getting a huge advantage.

3.) Change "Vehicle Imobilized" to "Vehicle Stunned", with the crew spending the first turn trying to work the gunk out of their engines. Modify the cost as you see fit.

4.) Find another effect. So far, this item only effects human and Tau armies... Find some common-ground effect that can be applied to all armies, or at least most of them.
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