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XT'S ULTIMATE KT DOC V18

★PDF | GDOC★

FACTION REFERENCES RESOURCES


➔ Brood Coven ➔ Roster Reference Template (Example)
➔ Cadre Mercenary ➔ Changelog
➔ Chaos Daemons ➔ Tokens
➔ Commorrites ➔ Matched Roster & Score Sheet
➔ Corsair Voidscarred (WIP) ➔ Tac Ops Summary
➔ Craftworld
➔ Death Guard USEFUL LINKS
➔ Deathwatch
➔ Rules Reference Sheet (ChronoDK)
➔ Ecclesiarchy
➔ Rules Reference Sheet (Armagonix)
➔ Forge World
➔ Greenskin
➔ Narrative Spreadsheet (Iamlegume)
➔ Grey Knights
➔ Narrative Spreadsheet (Gingerwerewolf)
➔ Heavy Intercessors
➔ Narrative Data Cards (Anarchistscourge)
➔ Hive Fleet
➔ Hunter Cadre
➔ Data Card Templates (XionTawa)
➔ Hunter Clade
➔ Data Card Templates (Dovahkruz)
➔ Imperial Guard
➔ Data Card Templates (Evileyeball)
➔ Infiltrators/Incursors
➔ Intercessors/Assault Intercessors
➔ Reference Card Generator (Magralol)
➔ Intercession Squad (WIP)
➔ Battlescribe to Data Card (Jaakkofi)
➔ Kommandos
➔ Legionaries (WIP)
➔ Tac Ops Deck Builder (Piezo32)
➔ Novitiates
➔ Pathfinders (WIP)
➔ Objective Marker Rings (Clayperce)
➔ Reivers
➔ Scouts
➔ Tactical Marines
➔ Talons Of The Emperor
➔ Thousand Sons
➔ Tomb World
➔ Traitor Space Marines
➔ Troupe
➔ Veteran Guardsmen
➔ Void-Dancer Troupe (WIP)
➔ Warpcoven
➔ Wyrmblade (WIP)
CHANGELOG

V18 - 05/??/22 V7 - 09/01/21


● FAQ Fixes. ● Added Tempestus Scions to Imperial Guard.
● Lots of Cleanup. (Whoops!)
● Tons of Additions! ● Fixed the very broken Tactical Marines sheet.
V17 - 02/01/22 ● Fixed Intercessors/Assault Intercessors.
● Added Novitiates and Warpcoven! ● Rethemed Imperial Guard, Intercessors, Forge
● Tons of cleanup with much more to come! World, Hunter Cadre, and Tactical Marines.
● Changed the boxes in the Roster.
V16 - 10/08/21 ● Lots and lots of clean up.
● FAQ Fixes!
V6 - 08/31/21
V15 - 09/23/21 ● “New” Matched Roster.
● Added Guardsmen Orders for Veteran ● Fixed some data.
Guardsmen, and Doctrina Imperatives for
Hunter Clade. V5 - 08/29/21
● Added a Roster Reference Template. ● Added Craftworld thanks to u/SurprisingJack.
● “Fixed” Bolter Discipline and Shock Assault.
V14 - 09/20/21 ● Rethemed Forge World and Greenskins.
● Hunter Clade Kill Team added! ● More Token Layout changes.
● Lots of fixes and edits. ● More Useful Links.
V13 - 09/17/21 ● Lots and lots MORE editing.
● IT IS FINISHED!!! (For now…) V4 - 08/27/21
● Added Reivers (Space Marines)! ● Added Thousand Sons with help from u/Quaath.
● Added Brood Coven (Genestealer Cults)! ● Added Chaos Daemons with help from
● Added Veteran Guardsmen! u/Musclemonte80.
V12 - 09/16/21 ● Revamped Matched Roster.
● Added Cadre Mercenary (Kroot)! ● Added a “Top of Document” link.
● Formatted Death Watch and Hunter Cadre to ● Added Page numbers for easier printing.
one page. ● Added more Useful Links.
● Changed all icon images to unicode. ● Rethemed Grey Knights, Heavy Intercessors,
● Added a Command Point tracker. and Deathwatch.
● Lots of new Useful Links. ● Lots and lots of editing.
● Lots of fixes. ● Changed Tokens layout.
V11 - 09/14/21 V3 - 08/26/21
● Added Hive Fleet reference! ● Added PDF for mobile.
● Added a Tac Ops Reference/Summary. (Work in ● Added Scouts [Space Marines] with help from
progress.) u/Mofoicus.
● Added more Useful Links. ● Added Numbered Tokens.
● Changed most of the icon images to unicode. ● Fixed an issue with the matched roster when
(Work in progress.) converting to PDF.
V10 - 09/08/21 ● Fixed Attacks on Chainsword.
● Added Score Sheet to Matched Roster! ● Rethemed Commorrites and Death Guard.
● Added Infiltrators/Incursors!
● Fixed and added missing info to Chaos
Daemons...again.
V9 - 09/07/21
● Finished cleaning up Kommandos.
● Fixed Chaos Daemons and Greenskins.
● Rethemed Roster, Grey Knights, Heavy
Intercessors, Hunter Cadre, and Imperial Guard.
● Added more useful links!
V8 - 09/02/21
● Added Kommandos thanks to Keaton W. (First
Draft)
● Rethemed Traitor Space Marines and Troupe.
● More Clean Up.

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TOKENS

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MATCHED ROSTER & SCORE SHEET
NAME KILL TEAM NAME FACTION

# ✔ UNIT WEAPONS/ABILITIES/EQUIPMENT WOUND TRACKING


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OBJECTIVES TAC OPS 1 TAC OPS 2 TAC OPS 3

◯◯◯◯◯◯ ◯◯◯◯◯◯ ◯◯ ◯◯ ◯◯

COMMAND POINTS ◯ ◯ ◯ ◯ ◯ ◯

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TAC OPS SUMMARY

SEEK AND DESTROY SECURITY INFILTRATION RECON

HEADHUNTER SEIZE GROUND CAPTURE MARK TARGET


Enemy Leader Killed. 1st TP, Reveal step. HOSTAGE&INFILTRATE Shoot the enemy Leader as the
★ 1VP. Select one terrain feature with You can reveal this Tac Ops only target. Reveal this Tac Op;
★ 1st or 2nd Turn, 1VP. heavy more than ◼ from your when an enemy Unit is instead of damage:
drop zone incapacitated by a friendly unit ★ 1VP
★ End of Battle: Your within ◯ of it and that friendly ★ In a later turn, 1VP.
APL within ▲ > enemy APL: Unit is more than ⬟ from other
1VP. enemies.
★ No enemies within ▲ - Remove that friendly Unit
of that terrain feature, and from the killzone, 1VP
your APL within ▲ >= 4: ★ 1st or 2nd Turn, 1VP.
1VP.
CHALLENGE HOLD THE LINE BEHIND ENEMY LINES TRIANGULATE
1st Turn Reveal step. Choose Reveal step but not 1st TP Any Turn, Target Reveal step. Action (1 AP): Secure edge if
one enemy and friendly unit. At the end of any TP: If any friendly units are wholly within ◼ of edge that is not
★ If the enemy is killed ★ No enemies within ⬟ within your opponent’s DZ and your own and not yet secured.
by the friendly, 1VP. of your drop zone, 1VP. more than ◼ from enemies, Cannot be performed within ◯
★ If done within ⬟, 1VP. ★ In a later TP, 1VP 1VP of enemies.
In a later turn, 1VP. ★ 2 triangulated edges, 1VP
★ 3 triangulated edges, 1VP
ROUT IMPLANT PLANT SIGNAL BEACON
Any Turn, Target Reveal step. Strike an enemy in combat. Action (2 AP, 1/mission):
★ If you kill an enemy Reveal this Tac Op; instead of Reveal. Place a token within▲.
within ⬟ of their drop zone, damage: Cannot be performed within ◯
1VP. ★ 1VP of enemies. If an enemy
★ In a later turn, 1VP. ★ If two other enemies finishes its move within▲of the
are implanted, 1VP center of token and is more
than ▲ from friendly Unit,
remove token.
★ End of the battle, if token is
within ⬟ of your opponent’s
DZ, 2VP.
EXECUTION DAMAGE LIMITATION INTERLOPER VANTAGE
End of turn where you killed Reveal step but not 1st TP Secretly select a unit. Any Turn, Target Reveal step.
more than your opponent. At the end of any TP: if no Action (1 AP, 2VP, 1/mission) Action (2 AP, 1VP, 2/mission):
★ At the end of the friendly operatives were Reveal. Must be within▲of an Secure vantage point not within
game, if you killed more incapacitated that TP enemy edge and more than ◼ your DZ and not yet secured.
than your opponent in 2+ ★ 1VP. from enemies. Remove unit. Cannot be performed within ◯
turns, 1VP. ★ In a later TP, 1VP of enemies.
★ If 3+ turns, 1VP.
DEADLY MARKSMAN UPLOAD VIRAL CODE RETRIEVAL
Secretly select a unit. Reveal Any Turn, Target Reveal step. 1st Turn Reveal step.
when they kill a unit while Action (2 AP, 1VP, 2/mission) Opponent places retrievable
within ◼ of their dropzone. Must be within ⬟ of your token in killzone that’s not a
★ If you kill another, opponent’s DZ and not within Vantage Point and more than
1VP. ◯ of enemy Units. ⬟ from their edge.
★ If achieved & still alive ★ If you control it at the end of
at the end of the game, 1VP. the battle, 1VP
★ If it is carried by a friendly
Unit, 1VP
ROB AND RANSACK CENTRAL CONTROL SABOTAGE OVERRUN
Enemy killed in melee, and not Any Turn, Target Reveal step. Any Turn, Target Reveal step. At the end of TP, friendly Unit
within ◼ of other enemies. At the end of any TP, if your Action (2 AP, 1VP, 2/mission) wholly in each killzone quarter
★ 1VP. APL within ◼ of the centre of Mark Heavy terrain within▲ and more than ◼ from the
★ If achieved & still alive the killzone > enemy APL: that is wholly within or within ⬟ center, 1VP
at the end of the game, 1VP. ★ 1VP. of your opponent's DZ not yet ★ In a later turn, 1VP.
★ In a later TP, 1VP sabotaged. Cannot be
performed within ◯ of enemies
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BLOODED KILL TEAM (TRAITOR GUARDSMAN)
GRENADIER/GUNNER/SHARPSHOOTER/COMMSMAN/CORPSEMAN BUTCHER
/FLENSER/TROOPER/CHIEFTAIN
M APL GA DF SV W
M APL GA DF SV W
3◯ 2 1 3 5+ 8
3◯ 2 1/2 3 5+ 7/8
[BUTCHER] UNHOLY SUSTENANCE: When it fights in combat and
[GRENADIER]: Has krak and frag grenades no EP cost incapacitates the enemy operative regain d3 wounds.
[GRENADIER] EXPLOSIVE DEMISE: May use when incapacitated. 1 d6, -1 if in
engament zone of enemy, on 3+ each operative visible and within ◯ suffer d3 MW. [BUTCHER] BLOOD OFFERING: In resolve successful hits of combat,
first critical hit strike t, +1 blooded token to pool
[SHARPSHOOTER] CAMO CLOAK: Each shooting attack against, if in cover 1
additional dice can be retained as successful normal save TRENCH SWEEPER/THUG/ENFORCER
[COMMSMAN] SIGNAL (1AP): If not in engagement range of enemy operative, 1
friendly operative visible and within ⬟ +1 APL
M APL GA DF SV W
[COMMSMAN] SACRILEGIOUS ACTUATION (1AP): If not in engagement range 3◯ 2 1 3 4+ 7/8
of enemy operative, move a blooded token from one operative within ⬟ to another
operative within ⬟ [TRENCH SWEEPER] SHIELD: Parries two hits instead of one.

[CORPSEMAN] REGULAR DOSE: When selected for deployment one friendly [TRENCH SWEEPER] SHIELDING: Until operative is next activated can re-roll any
operative gains a stem effect. or all defence dice against a shooting attack, -1◯ from movement

[CORPSEMAN] Stimms (1AP): If not in engagement range of enemy operative 1 [THUG] TOUGH: When shooting attack or combat made against -1 normal damage
characteristic of enemy’s weapons
friendly operative visible and within gets a stimm effect.
● Regain 2d3 wounds [ENFORCER] GRUELLING DISCIPLINARIAN: Friendly operatives visible to and
● until end of battle, melee weapons gain relentless
within ◼ are treated as not being injured
● Until the end of battle, if you would lose a wound, roll 1d6 on 6 wound is
not lost.
Each operative can only receive each effect once per battle. [ENFORCER] ENFORCE (1AP): If not in engagement range of an enemy operative
one friendly operative visible to and within ◼ can either immediately perform a free
[FLENSER] Stalk: If within ◯ of light or heavy terrain gain Lethal 5+ dash or if it has an engage order perform an overwatch.

[FLENSER] WRETCHED: Can charge with conceal order, if incapacitated in OGRYN


combat can strike with one attack dice before being removed.

[CHIEFTAIN] BLOODED ICON: Once per turning point, if a friendly operative with a M APL GA DF SV W
blooded token is incapacitated within ⬟ add that token to the pool.
3◯ 2 1 3 5+ 16
[CHIEFTAIN] LEAD WITH STRENGTH: When it fights in combat or makes a
shooting attack, if it has a blooded token and is more than ⬟ from your drop zone, AVALANCHE OF MUSCLE: When finishing a charge enemy in
treat it as if its under the gaze of the gods for that combat or shooting attack engagement range suffers d3 MW

BLOODED RULES CHEM-ENHANCED: Ignore any/all modifiers to APL, not affected by stun

Keep a Pool of Blooded tokens which are added to when BRUTE: Cannot perform mission actions, pick up, or have equipment
● At the start of each Initiative phase
● First time an enemy operative is incapacitated each turning point. STRATEGIC PLOYS
● First time a friendly operative is incapacitated within ⬟ of an enemy
operative in each turning point
Once in each strategy phase, you can assign any or all of your blooded tokens in the OVERCHARGE LASGUNS
pool. Each operative can only have 1 blooded token. Las weapons can gain option to add AP1 and Hot as SR
When a friendly operative has a blooded token during combat or shooting attack can
retain a successful normal hit without rolling it. If they are under the gaze of the gods, GLORY KILL
can retain one as a successful critical hit. When an operative fights or makes a shooting attack, you can re-roll 1
attack dice.
EQUIPMENT
RECKLESS ASPIRANTS
1.) FRAG GRENADE 2EP While within ⬟ of opponent’s drop zone, operatives are treated as having a
blooded token.
2.) KRAK GRENADE 3EP
DIRTY FIGHTERS
3.) ARMOUR PLATES 2EP When a friendly operative fights in combat if there is a supporting operative,
During shooting attack, can re-roll any defense dice results of 1. you can retain 1 successful hit as a critical hit.

4.) CHEM-BREATHER 1EP TACTICAL PLOYS


Ignore any or all modifiers to APL not affected by stun.
CALLOUS DISREGARD
5.) SINISTER TROPHY* 3EP Can make a shooting attack at an enemy in engagement range of another
-1 A of melee weapons against this operative. friendly operative, failed hits hit friendly operative.

6.) INCENDIARY SHELLS [TRENCH SWEEPER] 2EP MOMENT OF REPUTE


May add Blast and -1 normal damage to the shotgun. When a friendly operative under the gaze of gods is activated it gets +1
APL.
7.) BEAST PELT 1EP
Unaffected by splash SR, may re-roll 1 defense dice against range REWARD EARNED
weapons that have blast or torrent When an enemy is incapacitated by a friendly operative within ◼ of it. +1
Blooded token to pool.
8.) WICKED BLADES 1/2EP
Bayonet, bayonet and shield [2EP], improvised blade +1 normal damage DARK FAVOUR

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When a friendly operative that has a bloodied token is selected as a target of a
shooting attack another friendly operative within ◯, visible, and does not have a
blooded token can be the valid target instead.

NAME A BS/WS D SR !
Autopistol 4 3+ 2/3 Rng ⬟ -

Bolt Pistol 4 3+ 3/4 Rng ⬟ -

Boltgun 4 3+ 3/4 - -

Diabolyk bomb 4 3+ 3/3 Rng ⬟, Blast ◯, Indirect, Limited Splash 2

Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -

Frag Grenade 4 3+ 2/3 Rng ⬟, Blast ◯, Indirect, Limited -

Grenade Launcher
4 4+ 2/4 Blast ◯ -
-Frag
4 4+ 4/5 AP1 -
-Krak

Krak Grenade 4 3+ 4/5 Rng ⬟, AP1, Indirect, Limited, Can’t Overwatch

Lasgun 4 4+ 2/3 - -

Meltagun 4 4+ 6/3 Rng ⬟, AP2 MW4

Plasma gun
4 4+ 5/6 AP1
-Standard -
4 4+ 5/6 AP2, Hot
-Supercharge

Plasma Pistol
4 3+ 5/6 Rng ⬟,AP1
-Standard -
4 3+ 5/6 Rng ⬟,AP2, Hot
-Supercharge

Sharpshooter’s Long-Las 4 3+ 3/3 Silent MW1

⚔ Bayonet 3 4+ 2/3 - -

⚔ Bayonet and Shield 3 3+ 2/3 Shield -

⚔ Chainsword 4 3+ 3/4 Balanced -

⚔ Heavy Club 4 3+ 4/4 Brutal -

⚔ Improvised Blade 4 3+ 2/3 - -

⚔ Power Fist 4 4+ 5/7 Brutal -

⚔Power Weapon 4 3+ 4/6 Lethal 5+ -

⚔ Power Weapon and Cleaver 4 3+ 4/6 Lethal 5+, Blood Offering -

⚔ Power Weapon and Mutant Claw 4 3+ 5/6 - Rending, Stun

⚔ Skinning Blades 4 3+ 3/4 Ceaseless, Stalk -

⚔ Stim Needle 3 5+ 1/4 Lethal 5+ -

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BROOD COVEN (GENESTEALER CULTS)
NEOPHYTE (Leader1) ACOLYTE (Leader1) | METAMORPH (Leader2)
M APL GA DF SV W M APL GA DF SV W
3◯ 2 2/1 3 5+ 7/8 3◯ 2 1 3 5+ 8/9

SPECIAL ABILITIES
Icon Bearer: +1 APL for Control Point Purposes.
Cult Icon (1AP): Until end of turn, when rolling attack dice, can reroll one die.
Lash Whip: When an enemy is engaged with a unit with this weapon, -1 Attacks.

NAME A BS/WS D SR !
1
Autogun 4 4+ 3+ 2/3 - -
Autopistol 4 4+ 13+ 22+ 2/3 Rng ⬟ -
1
Bolt Pistol 4 3+ 2+ 3/4 Rng ⬟ -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Grenade Launcher - Frag 4 4+ 2/4 Blast ◯ -
Grenade Launcher - Krak 4 4+ 4/5 AP1 -
Hand Flamer 4 2+ 2/2 Rng ⬟, Torrent ▲ -
Heavy Rock Cutter 4 4+ 5/7 Lethal 5+ -
Heavy Rock Drill 4 3+ 4/7 Brutal -
Heavy Rock Saw 4 3+ 5/6 - -
Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade -
Lash Whip 4 2+ 3/4 Rng ◼ Stun
Mining Laser 5 4+ 5/6 Heavy, AP1 -
Seismic Cannon - Long-wave 6 4+ 2/2 Heavy, Blast ▲ Stun
Seismic Cannon - Short-wave 4 3+ 4/4 Rng ⬟, Heavy Stun, P1
Shotgun 4 3+ 12+ 3/3 Rng ⬟ -
Web Pistol 4 2+ 2/2 Rng ⬟ Stun
Webber 4 3+ 2/2 Rng ⬟, Lethal 5+ Stun
⚔ Chainsword 4 3+ 3/4 - -
⚔ Cult Bonesword and Claw 4 2+ 4/6 Balanced, Lethal 5+ -
⚔ Cult Bonesword and Metamorph 4 2+ 4/6 Balanced, Lethal 5+ Rending
⚔ Cult Knife and Claw 4 3+ 12+ 4/5 Balanced Rending
⚔ Gun Butt 3 4+ 2/3 - -
⚔ Metamorph Mutations 4 3+ 22+ 4/6 Balanced, Brutal Rending
⚔ Power Maul 4 3+ 4/5 - Stun
⚔ Power Pick 4 3+ 4/6 - Rending

STRATEGIC PLOYS EQUIPMENT


CULT AMBUSH 1.) BLASTING CHARGE [2EP]
1st turn. When units are activated, they can change order. 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect -

If in cover, and has 💀 LURK IN THE SHADOWS


, or is ready, can retain an additional defense
die for cover, or retain one crit save instead. 4 3+ 5/6
2.) DEMOLITION CHARGE [4EP]
Rng ⬟, Limited, Blast ◯, Indirect, AP1, Unwieldy
TACTICAL PLOYS 3.) HEAVY WEAPON BIPOD (Neophyte Heavy Gunner) [2EP]

💀
UNDERGROUND If you don’t move, you can reroll one attack die..
During setup, one unit can be given , and set up anywhere that is 4.) FLASH VISOR [1EP]
within ▲ of heavy terrain and more than ⬟ from enemies, and their Can ignore any and all mods to APL..
drop zone.
5.) MINING TOOL RIG (Acolyte Fighter) [3EP]
INTO THE SHADOWS
At end of activation, if unit has 🎯
, give them 💀. Heavy Rock Weapon gains Relentless..
6.) STRUCTURAL SURVEYOR* [3EP]
CROSSFIRE (1AP) Select one terrain within ⬟, and a friendly within ◼ and
After Shoot, until end of turn, units that attack the same unit can Visible. Until end of turn, each time they shoot, terrain is not
reroll one attack die. Obscuring, and enemies cannot gain Cover from it.

After activating a unit with💀


LYING IN WAIT

💀
, and is more than ◼ from enemies.
Can activate another unit with ◼ of this unit that has and is ◼
from enemies as well..

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CADRE MERCENARY (KROOT)
WARRIOR , LEADER , HOUND1 2
1 1
KROOTOX
M APL GA DF SV W M APL GA DF SV W
3◯/14◯ 2 1 3 6+ 8/9 3◯ 3 1 3 4+ 16

SPECIAL ABILITIES
1
Masters of Camouflage: While in Cover, SV is 4+.
2
Hunting Beast: Cannot perform mission actions, and cannot be equipped.

NAME A BS/WS D SR !
Kroot Rifle 4 4+ 3/4 - -
⚔ Rifle Blades 3 3+ 3/4 - -
⚔ Ripping Fangs 4 3+ 3/4 - Rending
Kroot Gun 4 4+ 5/6 - Rending
⚔ Krootx Fists 5 3+ 4/6 Brutal -
Kroot Hunting Rifle 4 4+ 3/3 Heavy, SIlent MW1
⚔ Skinning Blade 4 3+ 3/5 - -
Trophy Pistol 4 4+ 3/4 Rng ⬟, Blast ▲, Balanced -

STRATEGIC PLOYS EQUIPMENT


HUNTING CALL 1.) KROOT HUNTER RIFLE [3EP]
During Fight, can re-roll one attack die.
2.) SURE-FOOT CHARM* [2EP]
PATIENT STALKERS
Can charge while . 💀 After activation, activate another unit within ◼ and Visible.
3.) SKINNING BLADE [2EP]
FIELDCRAFT
(1AP): Change unit’s order. 4.) TROPHY PISTOL [3EP]

PERFECT AMBUSH 5.) BOLAS [3EP]


1st turn only. Can change orders on activation. (1AP): Select an enemy within ⬟ and Visible. Roll 3D6. If
the total is > the target's Wound characteristic. -1 APL.
TACTICAL PLOYS Cannot use while engaged w/enemies.

A GORY FEAST
On kill, +1 APL and regain D6 lost wounds.
BRUTE STRENGTH (Krootox)
When moving, it can move through light terrain and units as
if it wasn’t there.

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CHAOS DAEMONS
BLOODLETTER (Icon¹, Horn², Bloodreaper) BRIMSTONE HORROR³/BLUE HORROR
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 6+/5++ 9/10 2◯ 2 2 2 6+/6++ 5/6

DAEMONETTE (Icon¹, Horn², Alluress)


SPECIAL ABILITIES
M APL GA DF SV W ¹DAEMONIC ICON (1AP): Until the end of the turn, while this
3◯ 2 1 3 6+/5++ 8/9 unit is within ◼ of this unit, improve its invulnerable save by 1.
PLAGUEBEARER4 (Icon¹, Horn², Plagueridden) ²INSTRUMENT OF CHAOS (1AP): Until end of turn, +1▲ to
Move or Charge.
M APL GA DF SV W
¹ICON BEARER: +1 APL for Control Point Purposes.
2◯ 2 1 3 5+/5++ 8/9
3
INSIGNIFICANT: Pickup takes 2AP, and can’t be equipped.
PINK HORROR (Icon¹, Horn², Iridescent) 4
DISGUST RES - D6 on wound, 5+ not lost. Cannot be Injured.
M APL GA DF SV W
3◯ 2 1 3 6+/5++ 8/9

NAME A BS/WS D SR !
⚔ Hellblade 4 3+ 2+ 4/6 Lethal 5+
⚔ Fists 3 5+ 4+ 2/3
Coruscating Flames 4 3+ 2+ 3/4
Fizzing Flames 4 4+ 2/3 Rng ⬟
Brimstone Fists 2 5+ 2/3
⚔ Claws 4 3+ 2+ 4/5 Relentless
⚔ Plaguesword 4 3+ 2+ 4/6

STRATEGIC PLOYS EQUIPMENT


UNSTOPPABLE FEROCITY (Khorne) 1.) BRASS HORNS (Khorne) 1EP
Add 1 to the Attacks characteristic of melee weapons. Each time this unit fights in combat, in the Roll Attack Dice
GLISTENING BARRAGE (Tzeentch) step of that combat, if it performed a Charge action during
Ranged weapons gain Ceaseless. that activation, you can re-roll one of your attack dice.
QUICKSILVER SWIFTNESS (Slaanesh) 2.) SCORCHED SKULL (Khorne) 3EP
Each unit gets a free Dash action. 4 4+ 4/5 AP1 -
CONTAGION (Nurgle)
Each enemy Visible and within ◯ is considered injured. 3.) RITUAL DAGGER (Pink/Blue Horror) 2EP
3 4+ 3/6 Balanced -
TACTICAL PLOYS
WARP SURGE 4.) TRINKET OF FLUX-2EP
When a friendly unit is selected as the target of a ranged PINK HORROR or BLUE HORROR unit only. Select one
attack. Until the end of the turn, each time a shooting attack is coruscating flames or fizzing flames the unit is equipped with.
made against that friendly unit, you can re-roll any or all Add 1 to that weapon's Damage characteristic for the battle
defense dice. 5.) RANCID VOMIT (Nurgle) [3EP]
EPHEMERAL REGENERATION 5 2+ 2/3 Rng ⬟, Torrent ▲ -
When a friendly unit is activated. That friendly unit regains
2D3 lost wounds. 6.) DEATH’S HEADS (Nurgle) [1EP]
SPLIT (Pink Horror 2CP) (Blue Horror 1CP) 4 3+ 3/5 Rng ⬟ -
When killed:
PINK HORROR: set up two BLUE HORROR units close as 7.) ALLURING MUSK (Slaanesh) [3EP]
possible to that unit and not within Engagement. 5 2+ 1/1 Rng ⬟ Stun
BLUE HORROR: set up one BRIMSTONE HORROR unit 8.) PIERCING CLAWS (Slaanesh) [2EP]
close as possible to that unit and not within Engagement. Claws gain +1 Crit Dmg, and Rending on Crit.
In either case, set up those units with the same order as the
previous unit (including if it was ready or not). In narrative
play, units set up as a result of this Tactical Ploy are no longer
part of your kill team after the game.

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COMMORRITES (DRUKHARI)
Kabalites Wyches
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 8/9 3◯ 2 1 3 6+/5++ 8/9

NAME A BS/WS D SR !
⚔ Agoniser 4 2+ 3/6 Lethal 5+, Brutal -
⚔ Array Of Blades 3 3+ 2+ 2/3 - Rending
Blast Pistol 4 2+ 4/5 Rng ⬟, AP2 -
Blaster 4 3+ 5/6 AP2 -
Dark Lance 4 3+ 6/7 Heavy, Unwieldy, AP2 -
⚔ Hekatarii Blade 4 3+ 2+ 3/4 - Rending
⚔ Hydra Gauntlets 5 3+ 4/6 - -
⚔ Power Weapon 4 2+ 4/6 Lethal 5+ -
⚔ Razorflails 5 3+ 3/4 Ceaseless, Brutal Reap 1
⚔ Shardnet And Impaler 4 3+ 4/5 Engaged enemies have -1 Attacks -
Shredder 5 3+ 3/4 Blast ◯ -
Splinter Cannon 5 3+ 3/5 Heavy, Lethal 5+, Fusillade -
Splinter Pistol 4 2+ 2/4 Lethal 5+, Rng ⬟ -
Splinter Rifle 4 3+ 2+ 2/4 Lethal 5+ -

STRATEGIC PLOYS EQUIPMENT


FLEET 1.) PHANTASM GRENADE LAUNCHER (Leader) [3EP]
Free Dash with Fall Back or Normal Move. 4 3+ 1/2 Rng ⬟, Blast ▲, Lethal 5+ Stun
AGILE GLADIATORS (Wych)
Enemy fight normal hit, roll D6, parry 4+. 2.) PLASMA GRENADE [2EP]
● Can move through other units. 4 3+ 3/4 Rng ⬟, Limited, Blast ◯, Indirect -
● Ignore first ◯ for climbing, traversing, or falling.
● Auto pass jump tests. 3.) KABALITE BANNER (Sybarite) [3EP]
While friendly Kabalite is Visible and within ◼, when
PREY ON THE WEAK determining control of objective, friendly Kabalite has +1
If the target is injured, can reroll 2 attack dice. APL. This is not a modifier.
INURED TO SUFFERING 4.) AGONITE* (Kabalite) [3EP]
Roll D6 on wound, on 6+ no wound. Only if one unit is dead. Choose 1 Splinter weapon, add Relentless.
TACTICAL PLOYS 5.) DEATH BLOOM* (Kabalite) [3EP]
POWER FROM PAIN Choose 1 Splinter weapon, add Rending.
On kill, one ready unit within ⬟ from enemy can activate, add 6.) FERALEX* (Kabalite) [3EP]
1 to it’s APL, and Shoot or Fight twice. Choose 1 Splinter weapon, add Splash 1 crit hit.
NO ESCAPE (Wych) 7.) HAYWIRE GRENADE (Wych) [2EP]
When an enemy Falls Back, roll D6. On 3+ they cannot. 4 3+ 2/3 Rng ⬟, Blast ◯, Indirect, Limited -
If more wounds -1, if injured +1, to roll.
If enemy SV is 3+ or better, this has Lethal 4+.

8.) PAINBRINGER* (Wych) [2EP]


If attack dice does 3 or less, subtract 1.
9.) GRAVE LOTUS* (Wych) [2EP]
Each Fight, the first time you strike, +1 dmg.
10.) ADRENALITE* (Wych) [2EP]
If you Charged, you can re-roll one attack dice.
11.) HYPEX* (Wych) [2EP]
Add ▲ to Movement.

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CORSAIR VOIDSCARRED
M APL GA DF SV W
3◯ 2 1 3 4+ 8/9

NAME A BS/WS D SR !
Blaster 4 3+ 5/6 AP2 -
Fusion Pistol 4 3+ 5/3 Rng ◼, AP2 MW3
Neuro Disruptor 4 2+ 4/5 Rng ⬟, AP1 Stun
Plasma Grenade 4 3+ 3/4 Rng ⬟, Blast ◯, Limited, Indirect -
Ranger Long Rifle 4 2+ 3/3 Heavy, Silent MW3
Shredder 5 3+ 3/4 Blast ◯ -
Shuriken Cannon 5 3+ 4/5 Fusillade, Heavy, Unwieldy Rending
Shuriken Pistol 4 3+/2+ 3/4 Rng ⬟ Rending
Shuriken Rifle 4 3+/2+ 3/4 - Rending
Throwing Blades 4 3+ 2/4 Rng ⬟, Silent -
Wraithcannon 4 3+ 6/3 AP2, Heavy, Unwieldy MW4
⚔ Corsair Blade 3 3+ 3/4 - -
⚔ Dual Power Weapons 4 3+ 4/6 Lethal 5+, Relentless -
⚔ Hekatarii Blades 4 3+ 3/5 Lethal 5+, Relentless -
⚔ Power Weapon 4 3+ 4/6 Lethal 5+ -
⚔ Witch Staff 4 3+ 3/5 - -
⚔ Fists 3 3+ 2/3 - -

TACTICAL PLOYS EQUIPMENT


OPPORTUNISTIC FIGHTERS 1.) DIUTURNAL MANTLE [2EP]
When an enemy operative performs a Fall Back action. Before it Each time a shooting attack is made against this operative, if the ranged
weapon has the Torrent or Blast special rule, this operative has SV 3+.
moves, D3 mortal wounds for each friendly operative within
Engagement Range of it. 2.) PLASMA GRENADE [3EP]
LIGHT FINGERS 3.) CORSAIR BLADE [1EP]
During a friendly operative’s activation. Until the end of that 4.) OCULAR SCANNER* [2EP] (1AP)
activation, perform for free either one mission action or the Pick Until the end of this operative’s activation, the ranged weapons it is
Up action, even if it is within Engagement Range of an enemy. equipped with gain the No Cover special rule.

DEADLY AMBUSH 5.) RUNES OF PROTECTION [2EP]


After an enemy operative finishes an action in which it moved. Each time a shooting attack that is a result of a Manifest Psychic Power
action is made against this operative, in the Roll Defence Dice stepyou
Select one friendly operative not within the Engagement Range can re-roll any or all of your defence dice.
of an enemy operative. They can immediately perform a free
Charge action, but can only move up to ◼ and must finish that 6.) MISTFIELD* [FELARCH ONLY] [3EP]
move within Engagement Range of that enemy operative. While a friendly CORSAIR VOIDSCARRED operative is within ◯ of this
operative, that operative has a 5+ invulnerable save.
ONE STEP AHEAD 7.) LODESTAR HELM* [WAY SEEKER ONLY] [2EP]
At the end of the Initiative phase of the first Turning Point. You The second time this operative performs the Manifest Psychic Power
can redeploy up to two friendly operatives. Set them up wholly action in each of its activations, it does not suffer any mortal wounds as a
within your deployment zone and you can change their order. result of rolling a 1-2
STRATEGIC PLOYS 8.) PATHFINDER CLOAK* [FATE DEALER ONLY] [2EP]
While this operative has a Conceal order, it is always treated as having a
PLUNDERERS Conceal order, regardless of any other rules (e.g. Vantage Point).
Select up to three friendly operatives. Each can immediately
perform a free Dash action. If the mission you are playing has PSYCHIC POWERS
any objective markers that are not being carried, each must end LIGHTNING STRIKE
their Dash action closer to the nearest objective marker.
Lightning Strike 4 3+ 4/5
RAPID STRIKE
Until the end of the Turning Point, each time a friendly operative AP1
fights in combat, in the Roll Attack Dice step t, if you are the
Attacker and the target is not ready, you can select one of your WARDING SHIELD- Select one friendly CORSAIR VOIDSCARRED
normal hits to be retained as a critical hit. operative Visible to and within ⬟ of this operative. Until the end of the
OUTCASTS Turning Point, that operative has a 3+ invulnerable save.
Until the end of the Turning Point, each time a friendly operative FREEZING GRASP
fights or makes a shooting attack, in the Roll Attack Dice step, if Select one enemy operative Visible to this operative. Until the end of the
it is more than ⬟ from friendly operatives, if you retain any Turning Point, subtract ◯ from that enemy operative’s Movement
critical hits, a failed hit can be a normal successful hit. characteristic and it cannot perform Dash.
AELDARI AGILITY WARP FOLD
Until the end of the Turning Point, each time a friendly operative One other friendly operative Visible to and within ⬟ of this
operative.and this operative both drop any objective markers they are
is activated, it can use Aeldari agility. If it does so, it cannot
carrying. They swap positions.
perform Fight or Shoot actions during that activation, but each
time it performs a Dash, Fall Back or Normal Move action during
this activation, it can move an additional ▲.

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ABILITIES
[ALL] AELDARI RAIDERS
Each time this operative is activated, it can perform a free Dash action during that activation.
[DUELLIST] QUICK ON THE TRIGGER
This operative can perform the Pistol Barrage and Shoot actions while within Engagement Range of an enemy operative. If it does, in the Select Valid Target step
of that shooting attack(s), you can only select enemy operatives within this operative’s Engagement Range as the target(s).
[DUELLIST] PISTOL BARRAGE (1AP)
Make a shooting attack with the fusion pistol and make a shooting attack with the shuriken pistol this operative is equipped with (in any order). This action is
treated as a Shoot action. This operative cannot perform this action if it has a Conceal order
[KURNITE HUNTER] Faolchú If not in engagement range of an enemy operative select one enemy operative with a Conceal order that is Visible to this operative
and roll one D6, adding 1 to the result for each of the following:
● That enemy operative is within ⬟ of this operative.
● That enemy operative is not ready.
● That enemy operative is not within ▲ of Heavy cover.
On a 6+, until the end of the Turning Point, friendly operatives treat that enemy operative as if it has an Engage order.

[SHADE RUNNER] SLICING ATTACK (1AP)


Perform a free Normal Move action with this operative. Select one enemy operative this operative moved within Engagement Range of during that move. Roll one
attack dice as if this operative is fighting in combat (that dice can be re-rolled as a result of the Relentless special rule). If the result is a successful hit, you can
immediately strike that enemy operative.
[KURNATHI] BLADED STANCE
Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so,
that successful hit must be used to parry.Each combat, if it incapacitates an enemy operative, select one enemy operative within ◼ of it to get -1APL.
[FATE DEALER] CAMO CLOAK
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 in Cover,
one additional dice can be retained as a successful normal save as a result of Cover.
[FATE DEALER, FELARCH] TAKE AIM (1AP)
Until the end of this operative’s activation, the ranger long rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this
action if it is within ◼ of an enemy operative.
[WAY SEEKER] MANIFEST PSYCHIC POWER (1AP)
Psychic action. Resolve a CORSAIR VOIDSCARRED psychic power, as specified here. This operative can perform this action twice during its activation. This
operative cannot perform this action while within Engagement Range of an enemy operative.The second time a friendly CORSAIR VOIDSCARRED PSYKER
operative performs the Manifest Psychic Power action in each of its activations, roll one D6: on a 1-2, that operative suffers 3 mortal wounds. On a 3+, select
another psychic power from the list below to be resolved.
[SOUL WEAVER] SOUL CHANNEL (1AP)
Psychic action. Select one friendly CORSAIR VOIDSCARRED operative Visible to and within ⬟ of this operative. Add 1 to that operative’s APL. This operative
cannot perform this action if it is within Engagement Range of an enemy operative.
[SOUL WEAVER] SOUL HEAL (1AP)
Psychic action. Select one friendly CORSAIR VOIDSCARRED operative Visible to and within ⬟ of this operative. That operative regains D3 lost wounds. This
operative can perform this action twice during its activation, but cannot perform this action if it is within Engagement Range of an enemy operative.

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CRAFTWORD (AELDARI)
Storm/Defender Guardian Guardian Defender Heavy Weapon Platform
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 8/9 2◯ 0 1 3 3+ 12
Ranger Dire Avenger
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 5+ 8/9 3◯ 2 1 3 4+ 8/9
CAMMO CLOAK: Retains 1 additional defence die while in DEFENCE TACTICS: No penalty for overwatch.
cover. SHIMMERSHIELD (Exarch): 5++ to Dire Avengers within
SHURIKEN STORM (Exarch) (2AP): Shoot twice with Twin
Shuriken Catapult without relentless.

NAME A BS/WS D SR !
Aeldari Missile Launcher-Sunburst 4 3+ 3/5 Heavy, Blast ◯ -
Aeldari Missile Launcher-Starshot 4 3+ 5/7 Heavy, AP1 -
Avenger Shurkien Catapult 4 3+ 3/4 Balanced Rending
Bright Lance 4 3+ 6/7 Heavy, AP2 -
⚔ Diresword 4 2+ 4/5 Lethal 5+ Rending
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Fusion Gun 4 3+ 6/3 Rng ⬟, AP2 MW4
⚔ Fists 3 3+ 2/3 - -
⚔ Power Weapon 4 2+ 4/6 Lethal 5+ -
Ranger Long Rifle 4 2+ 3/3 Heavy, Silent MW1
Twin Avenger Shuriken Catapult 4 3+ 3/4 Relentless Rending
Scatter Laser 5 3+ 4/5 Heavy, Ceaseless, Fusillade -
Shuriken Cannon 4 3+ 5/6 Heavy Fusillade Rending
Shuriken Catapult 4 3+ 3/4 - Rending
Shuriken Pistol 4 3+ 3/4 Rng ⬟ Rending
Starcannon 4 3+ 5/6 Heavy, AP1 P2
Storm Guardian Blades 4 3+ 3/4 - -

STRATEGIC PLOYS EQUIPMENT


FLEET 1.) WEAPONISED PANOPLY (Dire Avengers) [3EP]
Free Dash with Fall Back or Normal Move. Weaponised Panoply 3 3+ 3/4
FOREWARNED
This turn you can re-roll one defence die each time a friendly 2.) RANGER SCOPE (Ranger) [3EP]
craftworld unit is shot. Ranger Long Rifle gains Lethal 5+
SUPREME DISDAIN 3.) PATHFINDER CLOAK (Ranger) [2EP]
This turn, when unit fights, if enemy fails more dice: 1 Normal While it has Conceal order, doesn’t lose it (Vantage point).
retained hit> 1 Critical hit. 2.) AVENGER SHRINE BANNER (Exarch) [2EP]
While friendly Craftworld is Visible and within ◼, when
All 💀 may makeHIDDEN PATHS (Rangers)
Free Dash from ▲ terrain ⬟ away from
enemies to ▲ terrain.
determining control of objective, friendly Craftworld has +1
APL. This is not a modifier.

TACTICAL PLOYS 3.) WRAITHBONE TALISMAN [3EP]


Once per battle. During Fight, Shoot, or Defend; use
MATCHLESS AGILITY
Command Re-roll for free.
1 unit increases dash by ◯ but cannot take shoot or fight
actions. 4.) CELESTIAL SHIELD (Guardian) [2EP]
Once per battle, 4++ vs 1 shooting attack
FIRST OF THE ASPECTS (Dire Avenger)
1 Friendly Dire Avenger +1APL. 7.) PLASMA GRENADE [2EP]
4 3+ 3/4 Rng ⬟, Limited, Blast ◯, Indirect

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DEATH GUARD
Plague Marines/Champion Poxwalkers
M APL GA DF SV W M APL GA DF SV W
2◯ 3 1 3 3+ 12/13 2◯ 2 2 3 6+ 7
DISGUST RES - D6 on wound, 5+ not lost. Can’t be Injured. DISGUST RES - D6 on wound, 5+ not lost. Can’t be Injured.
ICON BEARER - +1 APL for objective control. ICON BEARER - +1 APL for objective control.
ICON OF DECAY (1AP) - Until end of turn, while visible an ICON OF DECAY (1AP) - Until end of turn, while visible an
w/i ◼ of friendly Astartes they can reroll 1s and 2s of w/i ◼ of friendly Astartes they can reroll 1-2 of defense rolls.
Disgusting Resilient rolls.

NAME A BS/WS D SR !
Boltgun 4 3+ 2+ 3/4 - -
⚔ Plague Knife 3 3+ 3/5 - -
Plasma Gun - Standard 4 3+ 5/6 Ap1 -
- Supercharge 4 3+ 5/6 AP2, Hot -
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Plague Belcher 5 2+ 2/3 Rng ⬟, Torrent ◯ -
Blight Launcher 4 3+ 4/6 AP1 -
Plague Spewer 6 2+ 2/3 Rng ⬟, Torrent ◯ -
⚔ Flail of Corruption 5 3+ 4/5 - Reap 2
⚔ Great Plague Cleaver 5 4+ 5/7 - Rending
⚔ Bubotic Axe 5 3+ 4/6 - Rending
⚔ Mace of Contagion 5 3+ 4/5 - Stun
⚔ Plague Knives 5 3+ 3/5 Relentless -
Bolt Pistol 4 2+ 3/4 Rng ⬟ -
Plasma Pistol - Standard 4 2+ 5/6 Rng ⬟, AP1 -
- Supercharge 4 2+ 5/6 Rng ⬟, AP2, Hot -
⚔Plague Sword 5 2+ 4/6 - -
⚔Power Fist 5 3+ 5/7 Brutal -
⚔Improvised Weapon 4 4+ 2/3 - -

STRATEGIC PLOYS EQUIPMENT


MALICIOUS VOLLEYS - 1CP 1.) NURGLING* [3EP]
Bubonic Astartes can perform shoot 2x if bolt weapon and it Once per battle, when enemy visible and within ◼, -1 APL.
doesn't fight. 2.) PLAGUE BELL* [[3EP]
HATEFUL ASSAULT - 1CP Plague Bell (1AP) - Until end of turn, each time friendly
Bubonic Astartes can fight 2x if they dont shoot. Astartes is activated w/i ⬟, +◯ to their move.
CONTAGION - 1CP 3.) FILTH CENSER* [3EP]
While enemy is w/i ◯ of friendly unit, they are treated as When using CONTAGION, +1◯.
injured (only subtract ◯ from move if activated w/i ◯) 4.) MEPHITIC TOXIN [2EP]
TACTICAL PLOYS Select one plague knife or plague knives, +1 Dmg.
EFFLUENT DEMISE - 1 CP 5.) BLIGHT GRENADE [2EP]
When friendly Bubonic Astartes inacpacitated, inflict D3 Blight Grenade 4 3+ 2/3
mortal wounds on each enemy visible to and w/i ◯.
Rng ⬟, Blast ◯, Limited, Indirect, Ceaseless
REVOLTING DURABILITY - 1CP
When Resolve Successful Hits or Resolve Successful Saves 6.) KRAK GRENADE [3EP]
step of combat or shooting against friendly Bubonic Astartes, Krak Grenade 4 3+ 4/5
change one opponents critical hit into a normal hit Rng ⬟, Limited, AP1, Indirect, No Overwatch
DIG IN - 1CP
When friendly Astartes activated, until end of activation: 7.) VIRULENT ROUNDS [1 EP]
Dig In (1AP) - until end of turn, +1 Defence. Select one boltgun or bolt pistol, +1 Crit Dmg.

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DEATHWATCH (SPACE MARINES)
Deathwatch Veteran/Watch Sergeant Deathwatch Veteran (Fighter¹)
WS BS M APL GA DF SV W WS BS M APL GA DF SV W
2+ 2+ 3◯ 3 1 3 3+ 12 3+ 3+ 3◯ 3 1 3 3+ 11
Storm Shield - 4++, each Parry discards 2 Strikes.+ ¹Storm Shield - 4++, each Parry discards 2 Strikes.

NAME A BS Mod D SR !
Bolt pistol 4 - 3/4 Rng ⬟ -
Grav-pistol 4 - 4/5 Rng ⬟, AP1, Grav -
Hand flamer 4 +1 2/2 Rng ⬟, Torrent ▲ -
Inferno pistol 4 - 5/6 Rng ◼, AP2 MW3
Plasma pistol (Standard) 4 - 5/6 Rng ⬟, AP1 -
Plasma pistol (Supercharge) 4 - 5/6 Rng ⬟, AP2, Hot -
Combi-flamer 5 +1 2/2 Combi, Rng ⬟, Torrent ◯, Limited -
Combi-grav 4 - 4/5 Combi, AP1, Grav, Limited -
Combi-melta 4 - 6/3 Combi, Rng ⬟, AP2, Limited MW4
Combi-plasma (Standard) 4 - 5/6 Combi, AP1, Limited -
Combi-plasma (Overcharge) 4 - 5/6 Combi, AP2, Hot, Limited -
Deathwatch boltgun (Dragonfire) 4 - 3/4 No Cover -
Deathwatch boltgun (Hellfire) 4 - 3/4 - Rending
Deathwatch boltgun (Kraken) 4 - 3/4 - P1
Deathwatch boltgun (Vengeance) 4 - 4/4 - -
Deathwatch shotgun (Cryptclearer) 4 - 4/4 - -
Deathwatch shotgun (Wyrmsbreath) 5 +1 2/2 Rng ◼, Torrent ◯ -
Deathwatch shotgun (Xenopurge) 4 +1 3/5 Rng ⬟ P1
Flamer 5 +1 2/2 Rng ⬟, Torrent ◯ -
Grav-gun 4 - 4/5 Ap1, Grav -
Meltagun 4 - 6/3 Rng ⬟, AP2 MW4
Plasma gun (Standard) 4 - 5/6 AP1 -
Plasma gun (Supercharge) 4 - 5/6 AP2, Hot -
Stalker pattern boltgun 4 - 3/4 Heavy, AP1 -
Storm bolter 4 - 3/4 Relentless -
Frag cannon (Frag) 4 - 4/6 Blast ◯ -
Frag cannon (Shell) 4 - 5/6 AP1 -
Heavy bolter 5 - 4/5 Heavy, Fusillade P1
Heavy flamer 6 +1 2/2 Heavy, Rng ⬟, Torrent ◯ -
Infernus heavy bolter (Heavy bolter) 5 - 4/5 Heavy, Fusillade P1
Infernus heavy bolter (Heavy flamer) 6 +1 2/2 Heavy, Rng ⬟, Torrent ◯ -
Missile launcher (Frag) 4 - 3/5 Havy, Blast ◯ -
Missile launcher (Krak) 4 - 5/7 Heavy, AP1 -
⚔ Chainsword 5 - 4/5 - -
⚔ Fists 4 - 3/4 - -
⚔ Heavy thunder hammer 5 -1 6/8 - Stun
⚔ Lightning claw 5 - 4/5 Lethal 5+ -
⚔ Lightning claws 5 - 4/5 Lethal 5+, Relentless -
⚔ Power fist 5 -1 5/7 Brutal -
⚔ Power maul 5 - 4/5 - Stun
⚔ Power weapon 5 - 4/6 Lethal 5+ -
⚔ Thunder hammer 5 -1 5/6 - Stun
⚔ Xenophase blade 5 - 4/6 Brutal, Lethal 5+ -

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) FRAG GRENADE (2EP)
Can Shoot twice. Can’t Fight if done. "Bolt" only. 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
SHOCK ASSAULT
Can Fight Twice. Can’t Shoot if done. 2.) KRAK GRENADE (3EP)
TACTICAL PRECISION 4 3+ 4/5 Rng ⬟, Limited, AP1, Indirect
If within ◼ of Leader, can re-roll one attack die.
3.) PURITY SEAL [3EP]
TACTICAL PLOYS Once per battle. During Fight, Shoot, or Defend; use Cmd Re-roll for free.
ONLY IN DEATH DOES DUTY END 4.) SUSPENSOR SYSTEM [3EP]
When a Ready unit would die, instead he lives for one activation and isn’t Heavy rule, cannot move more than 3◯ if you shoot.
considered injured. 5.) AUSPEX* [3EP]
AND THEY SHALL KNOW NO FEAR (2AP) Unengaged only. One unit within ◼ and Visible has No Cover on all
One unit may ignore any or all modifiers to its APL characteristic and it is not ranged weapons until the end of turn.
injured until end of activation.

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ECCLESIARCHY (SISTERS OF BATTLE)
Battle Sister/Repentia Superior Repentia/Arco-Flagellant
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 3+ 8/9 3◯ 2 1 3 6+ 7/10
Icon Bearer - +1 APL for objective control. Solace in Anguish - D6 on wound, 5+ not lost.
Icon of Purity (1AP) - Until end of turn, while visible an w/i ◼ Whip Into Fury (1AP) - Select one REPENTIA w/i ◼ and
of SORORITAS, can retain a 5+ as Crit.. Visible. +1 APL, and until end of next act, +1◯ to Move.
Berserk Killing Machine - D6 on wound, 5+ not lost.
Cannot do mission or pickup actions. Cannot be equipped.

NAME A BS/WS D SR !
Boltgun 4 3+ 2+ 3/4 - -
Bolt Pistol 4 2+ 3/4 Rng ⬟ -
Combi-melta 4 2+ 6/3 Combi, Rng ⬟, AP2, Limited MW4
Combi-plasma Combi, AP1, Limited -
4 2+ 5/6
Overcharge Combi, AP2, Hot, Limited -
Condemnor Boltgun 4 2+ 3/3 Combi, Silent, Limited MW1, P1
Heavy Bolter 5 3+ 4/5 Heavy, Fusillade P1
Inferno Pistol 4 2+ 5/6 Rng ◼, AP1 -
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Ministorum Flamer (Combi) 5 2+ 2/3 Rng ⬟, Torrent ◯ (Combi, Limited) -
Ministorum Hand Flamer 4 2+ 3/4 Rng ⬟, Torrent ▲ -
Ministorum Heavy Flamer 6 2+ 2/3 Heavy, Rng ⬟, Torrent ◯ -
Neural Whips 5 3+ 2/3 Rng ⬟, Lethal 5+ Stun
Plasma Pistol Rng ⬟, AP1 -
4 2+ 5/6
Supercharge Rng ⬟, AP2, Hot -
⚔ Arco-flails 5 3+ 3/4 Ceaseless Reap 1
⚔ Chainsword 5 2+ 4/5 - -
⚔ Gun Butt 3 4+ 3+ 2/3 - -
⚔ Neural Whips 5 3+ 2/3 Lethal 5+ Stun
⚔ Penitent Eviscerator 4 4+ 5/6 Brutal Reap 2
⚔ Power Maul 4 2+ 4/5 - Stun
⚔ Power Weapon 4 2+ 4/6 Lethal 5+ -

STRATEGIC PLOYS EQUIPMENT


EMPEROR’S GUIDANCE (Sororitas) 1.) ROSARIUS* (Leader) [2EP]
In Attack Rolls, if you Crit, you can re-roll a die. 4++
DIVINE SHIELD (Sororitas) 2.) PHAIL OF RESTORATION* [2EP]
In Defence Rolls, if you Crit, you can re-roll a failed Save. Once only, regain 2D3 lost wounds.
EXTREMIS TRIGGER WORD (Arco-Flagellant) 3.) FRAG GRENADE (2EP)
Once only. Dash/Charge +1▲. Arco-Flails gain Lethal 5+. 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
TACTICAL PLOYS
4.) KRAK GRENADE (3EP)
PENANCE THROUGH DEATH (Repentia/Arco) 4 3+ 4/5 Rng ⬟, Limited, AP1, Indirect
On death, select a melee weapon, roll 1 die. If it’s a success,
you may strike an engaged enemy, then remove the unit. 5.) PURITY SEAL [3EP]
STORM OF RETRIBUTION (Gunner/Heavy Gunner) Once per battle. During Fight, Shoot, or Defend; use
Until end of act, weapons lose Heavy, and gain No Cover. Command Re-roll for free.
DIVINE INTERVENTION (Sororitas) 6.) SCOURGING BARBS (Repentia) [2EP]
When an attack die would inflict dmg, ignore that dmg. Each Fight, can re-roll one die. On 1 or 2, take a wound.

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FORGE WORLD (ADEPTUS MECHANICUS)
Skitarii/Alpha Sicarian/Princeps
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 7/8 3◯ 2 1 3 4+ 10/11

NAME A BS/WS D SR !
Galvanic Rifle 4 3+ 2+ 3/4 Heavy P1
Radium Carbine 4 3+ 2+ 2/3 - Rending
Arc Rifle 4 3+ 4/5 AP1 Stun
Plasma Caliver AP1 -
4 3+ 5/6
- Supercharged AP2, Hot -
Transuranic Arquebus 4 2+ 5/4 AP1, Heavy, Unwieldy MW2
⚔ Gun Butt 3 4+ 2/3 - -
Arc Pistol 4 2+ 4/5 Rng ⬟, AP1 Stun
Phosphor Blast Pistol 4 2+ 4/5 Rng ⬟, Blast ▲ -
Radium Pistol 4 2+ 2/3 Rng ⬟ Rending
⚔ Arc Maul 4 4+ 4/5 Stun
⚔ Power Weapon 4 4+ 4/6 Lethal 5+ -
⚔ Taser Goad 4 4+ 3/4 Lethal 5+ Stun
⚔ Chordclaw And Transonic Razor 5 3+ 2+ 4/5 Balanced -
⚔ Transonic Blades 5 3+ 2+ 4/6 - Rending
Flechette Blaster 5 3+ 2+ 2/3 Relentless, Fusillade, Rng ⬟ -
Stubcarbine 4 3+ 2+ 3/4 Ceaseless -

STRATEGIC PLOYS EQUIPMENT


PROTECTOR IMPERATIVE 1.) ENHANCED BIONICS (2EP)
Can re-roll one dice in shooting, but must re-roll one Can re-roll any or all 1’s in defense.
success in combat.
2.) OMNISPEX* (2EP) (1AP)
CONQUEROR IMPERATIVE Select a visible friendly within ◼, then an enemy. When that
Can re-roll one dice in combat, but must re-roll one success friendly shoots the enemy it is not Obscured and the
in shooting. weapons gain No Cover.

BULWARK IMPERATIVE 3.) UPLINKED VID-FEED (2EP)


Can re-roll one die in defence. -1 ◯ to movement. Can overwatch at normal BS.

AGGRESSOR IMPERATIVE 4.) CENSE BEARER (2EP)


+1 ▲ to move and charge, but must re-roll one success in Visible friendlies within ◯ do not worsen move
defence. from Injury.

TACTICAL PLOYS 5.) SERVO SKULL* (2EP)


Mission actions cost 1 AP less.
NEUROSTATIC INTERFERENCE (Infiltrator)
Start of the Firefight phase, select an enemy that 6.) DATA-TETHER (4EP)
is visible and within ⬟. Other enemy (1AP) If not engaged gain 1 CP.
must be activated before the target enemy.
CONTROL EDICT
Select the leader and unit within ◼, activate leader and then
activate the unit.

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GREENSKIN (ORKS)
Boyz/Spanner¹ Nob
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 5+ 10/11 3◯ 2 1 3 4+ 13
- -

Gretchin
M APL GA DF SV W
3 2 2 3 6+ 5
-
-

NAME A BS/WS D SR !
Shoota* 4 5+ 3/4 - -
Slugga 4 5+ 3/4 Rng ⬟ -
⚔ Choppa 4 3+ 4/5 - -
⚔ Fists 3 3+ 3/4 - -
Big shoota 6 5+ 2/3 Fusilade -
Rokkit launcha 5 5+ ¹4+ 4/5 AP1 Splash 1
Kombi-rokkit 5 5+ 4/5 Kombi*, Limited, AP1 Splash 1
Kombi-skorcha 6 2+ 2/2 Kombi*, Rng ⬟, Limited, Torrent ◯ -
⚔ Big Choppa 4 2+ 5/6 - -
⚔ Killsaw 4 3+ 5/7 - Rending
⚔ Power klaw 4 3+ 5/7 Brutal -
Gretchin blasta 3 4+ 2/3 Rng ⬟ -
⚔ Gretchin knife 3 5+ 1/2 - -
Deffgun 5 5+ 4/6 - -
Kustom Mega-Blasta 4 4+ 5/6 AP2, Hot -
Burna 5 2+ 2/2 Rng ⬟, Torrent ◯ -
-

- -

STRATEGIC PLOYS EQUIPMENT


DAKKA! DAKKA! DAKKA! 1.) BOSSPOLE* (Nob) [3EP]
Shooting: If you retain a crit hit, you can retain a failed hit as Boss only. Increase APL by 1.
a normal hit.
2.) ‘EAVY ARMOR [2EP]
WAAAAGH! units with 5+ SV only. Change SV to 4+.
Fighting: If you retain two or more normal hits, convert one
of those to a crit hit. 3.) STIKKBOMB [2EP]
Stikkbomb 4 3+ 2/4
GET STUCK IN!
Rng ⬟, Limited, Blast ◯, Indirect
Re-roll one attack dice for each fight action.

If 💀, can retain
SKULK ABOUT (Clan Kommando)
one defense die as a success without rolling
it.
4.) DRUM MAG [2EP]
Shoota or big shoota gains Ceaseless.
5.) TARGETIN’ FING [3EP]
TACTICAL PLOYS Select a ranged weapon, excluding kombi and burna.
Improve the BS of that weapon by 1 (maximum 4+).
JUST A SCRATCH
Ignore damage from one attack dice. 6.) CUTTIN’ NOZZLE (Burna) [2EP]
Cuttin’ Nozzle 4 3+ 3/5 Lethal 5+
MORE DAKKA
If the target of a shooting attack did not lose any wounds,
repeat that shooting attack. 7.) KUSTOM FORCE FIELD* (Spanner) [3EP]
- During an enemy shoot attack, if the target is within ◼ of this
unit, and the enemy is not, the target has 5++.
-

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GREY KNIGHTS
Warrior/Gunner
PSYCHIC POWERS
M APL GA DF SV W
ARMOURED RESILIENCE
3◯ 3 1 3 3+ 11 Improve Save by 1.
Justicar¹ HAMMERHEAD
Each Fight, do 1 additional dmg.
M APL GA DF SV W
ASTRAL AIM
3◯ 3 1 3 3+ 12
Ranged Weapons gain the “No Cover” rule.

NAME A BS/WS D SR !
Storm Bolter 4 3+ ¹2+ 3/4 Relentless -
Incinerator 6 2+ 2/3 Heavy, Rng ⬟, Torrent ◯ -
Psilencer 6 3+ 3/4 Heavy, Fusillade -
Psycannon 5 3+ 4/6 Heavy -
⚔ Fists 4 3+ 3/4 - -
⚔ Nemesis Daemon Hammer 5 4+ ¹3+ 5/6 - Stun
⚔ Nemesis Falchions 5 3+ ¹2+ 4/5 Relentless -
⚔ Nemesis Force Weapon 5 3+ ¹2+ 4/6 Lethal 5+ -
⚔ Nemesis Warding Stave 5 3+ ¹2+ 4/5 - Stun

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) PSYBOLT AMMUNITION* [3EP]
Can Shoot twice. Can’t Fight if done. Storm Bolter only. Add 1 to their Storm Bolter Damage characteristics.
SHOCK ASSAULT 2.) SANCTIC BLESSING [2EP]
Can Fight Twice. Can’t Shoot if done. Once per battle, they can perform a free Psychic action.

Each 💀 TIDE OF SHADOWS

🎯
unit that is in Cover by Light terrain, and is more
than ⬟ from the enemy, cannot be treated as due to
3.) HEXAGRAMMIC WARD* [2EP]
Once per battle, when an enemy performs a Psychic
action, roll a D6, on 3+, that power is canceled.
Vantage Point.
4.) TRUESILVER ARMOUR* [3EP]
TIDE OF CELERITY This unit has a Save characteristic of 2+.
When Charging, can move extra ▲.
5.) PURITY SEAL [3EP]
TACTICAL PLOYS Once per battle. During Fight, Shoot, or Defend; use
Command Re-roll for free.
ONLY IN DEATH DOES DUTY END
When a Ready GK would die, instead he lives for one 6.) PSYK-OUT GRENADE [2EP]
activation and isn’t considered injured. 4 3+ 1/1 Rng ⬟, Limited, Blast ◯, Indirect
AND THEY SHALL KNOW NO FEAR If Psyker/Daemon, dmg is 3/5 & Lethal 5+.
One GK may ignore any or all modifiers to its APL
characteristic and it is not injured until end of activation.

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HEAVY INTERCESSORS (SPACE MARINES)
Warrior/Gunner Sergeant¹
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 3+ 18 3◯ 2 1 3 3+ 19

NAME A BS/WS D SR !
Executor Bolt Rifle 4 3+ ¹2+ 4/5 Heavy, AP1 -
Executor Heavy Bolter 4 3+ 4/5 Heavy, AP1, Lethal 5+ -
Heavy Bolt Rifle 4 3+ ¹2+ 4/5 - P1
Heavy Bolter 5 3+ 4/5 Heavy, Fusillade -
Hellstorm Bolt Rifle 4 3+ ¹2+ 4/5 Ceaseless -
Hellstorm Heavy Bolter 5 3+ 4/5 Heavy, Ceaseless, Fusillade -
⚔ Fists 4 3+ 3/4 - -

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) FRAG GRENADE [2EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
SHOCK ASSAULT
Can Fight Twice. Can’t Shoot if done. 2.) KRAK GRENADE [3EP]
4 3+ 4/5 Rng ⬟, Limited, AP1, Indirect
TACTICAL PRECISION
If within ◼ of Leader, can re-roll one attack die. 3.) PURITY SEAL [3EP]
Once per battle. During Fight, Shoot, or Defend; use
TACTICAL PLOYS Command Re-roll for free.
TRANSHUMAN PHYSIOLOGY
4.) SUSPENSOR SYSTEM [3EP]
One defense roll, retain a Normal as a Crit.
Heavy rule, cannot move more than 3◯ if you shoot.
ONLY IN DEATH DOES DUTY END
5.) AUSPEX* [3EP]
When a Ready unit would die, instead he lives for one
(2AP) Unengaged only. One unit within ◼ and Visible has
activation and isn’t considered injured.
No Cover on all ranged weapons until the end of turn.
AND THEY SHALL KNOW NO FEAR
One unit may ignore any or all modifiers to its APL
characteristic and it is not injured until end of activation.

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HIVE FLEET (TYRANIDS)
1,2
Genestealer
M APL GA DF SV W SPECIAL RULES
3◯ 2 1 3 5+ 9/10 Synapse: See page 152 (compendium).
-

3,4 4 3,4
Tyranid (Fighter , Gunner , Leader ) 1
Lightning Reflexes: 5++, free Dash.
M
3◯
APL
2
GA
1
DF
3
SV
4+
W
18/19
2
Hidden Horror: While
any other rule.
💀, is always treated as 💀 despite
- Termagant/Hormagaunt 3
Weaponbeast: If equipped with 2 melee weapons +1 Attacks.
M APL GA DF SV W 4
Lash Whip: When an enemy is engaged with a unit with this
3◯ 2 2 3 6+ 7 weapon, -1 Attacks.

NAME A BS/WS D SR !
Barbed Strangler 5 4+ 4/5 Heavy, Blast ◯ -
Deathspitter 5 4+ 3+ 4/5 - -
Devourer 5 4+ 3+ 3/4 Ceaseless -
Fleshborer 5 4+ 3/4 Rng ⬟ -
Lash Whip 4 3+ 2+ 3/4 Rng ◼ Stun
Spinefists 5 3+ 2+ 3/4 Rng ⬟ -
Venom Cannon 5 4+ 5/6 Heavy, AP1 -
⚔ Bonesword 3 3+ 2+ 4/6 Lethal 5+ -
⚔ Boneswords 4 3+ 2+ 4/7 Lethal 5+ -
⚔ Double Rending Claws 5 3+ 2+ 4/5 Rentless Rending
⚔ Rending Claws 5 3+ 2+ 4/5 - Rending
⚔ Scything Talons
5 3+ 2+ 4/6 Balanced -
(Genestealer)
⚔ Scything Talons (Warrior) 4 3+ 2+ 4/6 Balanced -
⚔ Scything Talons
4 4+ 3/5 Relentless -
(Hormagaunt) -

- -

STRATEGIC PLOYS EQUIPMENT

💀STALK 1.) FLESH HOOKS [2EP]


One unit that has and ◼ or more away from an enemy, Flesh Hooks 4 2+ 3/4
can perform a normal Move. Rng ◼, Lethal 5+
LURK 2.) ACID MAW [2EP]
Each unit that is in Cover and has a Conceal order or is Acid Maw 4 2+ 3/3
ready, can retain one additional auto success in defense.
Rng ⬟, Splash 1 on Crit
FEED
When fighting, the first crit does +1 dmg. 3.) EXTENDED CHITIN [2/3EP]
You may reroll one of your defense dice. Tyranid Warrior 3EP.
TACTICAL PLOYS
UNSEEN HUNTER 4.) FEEDER TENDRILS [2EP]
Use at start or end of any activation. Select a unit that has not One each kill, gain D3 lost wounds.
shot this turn. You can change it’s order. 5.) TOXIN SACS [2EP]
WILL OF THE HIVE MIND Each Fight. If you Crit, you can take a failed as a success.
Friendly within ⬟ of SYNAPSE unit. +1 APL. 6.) ADRENAL GLANDS [2EP]
AGGRESSIVE BIOSTRAIN Add ▲ to units move characteristic.
-

Use if you shoot and the target doesn’t lose any wounds.
Repeat the shoot.
-

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HUNTER CADRE (TAU)
Fire Warrior Shas’la/Shas’ui Drone
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 7/8 3◯ 2 1 3 4+ 7/12
Artificial Intelligence, Savior Protocols
Stealth Battlesuit Shas’ui/Shas’vre
M APL GA DF SV W SPECIAL ABILITIES
3◯ 2 1 3 3+ 10/11 Shield Generator - Has 4++. D6 on W, on 5+ it is not lost.
Guardian Shield Generator - Has 5++.
always in cover. When 💀
, it is always treated as
rules.
💀
Camouflage Field - When shot at, if not within ◯ or a result of Blast, it is
regardless of other Guardian Field (1AP) - Until next act, units w/i ◼ have 5++.
Pulse Accelerator - While friendly unit w/i ◼, pulse weapons can retain
one die as a normal hit before rolling it.
Pathfinder Shas’la/Heavy Gunner/Shas’ui Grav-Inhibitor - When an enemy Charges and moves w/i ⬟, only add ▲
M APL GA DF SV W instead of ◯. If enemy Dashes and moves w/i ⬟, it can only move ◯ instead
of ◼.
3◯ 2 1 3 5+ 7/8
Grav-wave (1AP) - Place a grav-wave token w/i and Visible. Until next
Markerlight (1AP) act, while friendly w/i ◯ of center of token, it can Fall Back for -1 AP.
DS8 Tactical Support Turret Analyse (1AP) - Select one visible enemy and one ready friendly not
engaged. After this act you can activate the other unit, and each time it
M APL GA DF SV W shoots you can re-roll any attack dice.
1 1 3 4+ 9
Artificial Intelligence, Savior Protocols, Support Turret

NAME A BS/WS D SR !
Pulse Blaster - Close Range 4 4+ 3+ 4/5 Rng ⬟, AP1 -
Pulse Blaster - Long Range 4 4+ 3+ 3/4 - -
Pulse Carbine 4 4+ 3+ 4/5 - -
Pulse Rifle 4 4+ 3+ 4/5 - -
⚔Gun Butt 3 5+ 2/3 - -
Ion Rifle - Standard 5 4+ 4/5 - P1
Ion Rifle - Overcharge 5 4+ 5/6 AP1, Hot
Rail Rifle 4 4+ 4/4 AP1, Lethal 5+ MW2
Burst Cannon (Stealth Suit) 6 4+ 3+ 3/4 Ceaseless, Fusillade -
Fusion Blaster 4 4+ 3+ 6/3 Rng ⬟, AP2 MW4
⚔ Fists 4 5+ 4+ 2/3 - -
Twin Pulse Carbine 4 4+ 4/5 Relentless -
⚔ Ram 3 5+ 2/3 - -
Burst Cannon (Recon Drone) 6 4+ 3/4 Heavy,Ceaseless,Fusillade -
Missile Pod 4 4+ 5/7 Heavy -
Smart Missile System 6 4+ 3/4 Heavy, Smart Targeting -

STRATEGIC PLOYS EQUIPMENT


AIMED PULSE VOLLEY (Fire Warrior) 1.) MARKERLIGHT [2EP]
Each time it Shoots w/a Pulse Rifle, if it has not moved it can re-roll one attack Unit gains Markerlight (1AP)
die.
2.) PHOTON GRENADE [2EP]
BREACH AND CLEAR (Fire Warrior) (1AP) - Visible enemy more than ▲, roll D6, -1 not in LoS, -1 more than ⬟. On
E Shot w/ a Pulse Blaster, enemies w/i ◼ are not in cover, and if w/i ◼ you can 2+ that unit has a Photon Token, -1 ◯ from Movement and cannot Dash.
re-roll one die. Remove end of their act.
CAMOUFLAGE FIELD ENGAGEMENT (Stealth Battlesuit) 3.) TARGET LOCK (Stealth Battlesuit) [3EP]
(1AP) - Change this unit's order. When shooting, the target is treated as having Markerlight.
RECON SWEEP (Pathfinders) 4.) HOLOGRAPHIC READOUT* (Leader) [2EP]
When w/i ⬟ of a killzone edge can do a free Dash, but only if they can finish w/i Once only, when a non-drone unit is activated w/i ◼, until the end of it’s act it
⬟of a killzone edge that is not your own. can do one mission action for -1 AP.
TACTICAL PLOYS 5.) STIMULANT INJECTOR* [3EP]
Once only, when activated or would lose a W, until end of turn, each lost W roll
SUPPORTING FIRE - 1 CP D6, 5+ not lost, cannot be injured, and can ignore any or all modifiers to its
When shooting, select an enemy w/i ⬟ & w/i engagement range of one or more APL.
friendlies, that enemy cannot be in Cover as a result of friendly units bases.
STAND AND FIRE (Non-Drone)
When a target of Fight, select a ranged weapon to fight with, treat BS as WS,
and ignore any special rules the weapon has.

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HUNTER CLADE (ADEPTUS MECHANICUS)
RANGER/VANGUARD⁴ (Diktat¹, Surveyor², Alpha³) INFILTRATOR (Princeps⁵)/RUSTSTALKER⁶
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 7/8 3◯ 2 1 3 4+ 10/11
-

SPECIAL RULES SPECIAL RULES (cont)


¹Enhanced Data-tether (1AP): A unit within ⬟ and Visible, +1 APL. ⁶Wasteland Stalkers: 1 additional die may be retained when in Cover.
Can’t use while engaged.
DOCTRINA IMPERATIVES
²Omnispex (1AP): Select a friendly within ◼ and Visible, and an
enemy. Until end of turn, the friendly can shoot the enemy, ignoring Protector: ꜛDuring Shoot, can reroll 1 die, if 2+ failed hits. ꜜDuring
smoke, Obscured, weapons gain “No Cover”. Fight, must reroll one Crit.

³Control Edict: Once per turn, when a unit is activated within ◼ of this Conqueror: ꜛDuring Fight, can reroll 1 die. ꜜDuring Shoot, must reroll
one crit.
unit, you can activate another unit within ◼ after that one.
Bulwark: ꜛIf 2+ failed Saves, can reroll 1. ꜜ-1◯ movement.
⁴Rad-Saturation: Enemies Visible and within ◯, lose 1◯ movement.
Aggressor: ꜛ+1▲ to movement. ꜜDice can not be automatically
⁵Data Prehensiles: Once per turn, perform missions action for -1AP. retained from Cover.
Does not stack with Servo-skull.
-

NAME A BS/WS D SR !
Arc Pistol 4 2+ 4/5 Rng ⬟, AP1 Stun
Arc Rifle 4 3+ 4/5 AP1 Stun
Flechette Blaster 5 3+ 2+ 2/3 Relentless, Fusillade, Rng ⬟ -
Galvanic Rifle 4 3+ 2+ 3/4 Heavy P1
Master-crafted Radium Pistol 4 2+ 2/4 Rng ⬟, Balanced Rending
Phosphor Blast Pistol 4 2+ 4/5 Rng ⬟, Blast ▲, No Cover -
Plasma Caliver AP1 -
4 3+ 5/6
Supercharged AP2, Hot -
Radium Carbine 4 3+ 2+ 2/4 - Rending
Stubcarbine 4 3+ 2+ 3/4 Ceaseless -
Transuranic Arquebus 4 2+ 5/3 AP1, Heavy, Unwieldy MW3
⚔ Arc Maul 4 4+ 4/5 - Stun
⚔ Chordclaw & Transonic Blades 5 2+ 4/6 Balanced Rending
⚔ Chordclaw & Transonic Razor 5 3+ 4/5 Balanced -
⚔ Gun Butt 3 4+ 2/3 - -
⚔ Power Weapon 4 4+ 4/6 Lethal 5+ -
⚔ Taser Goad 4 4+ 3/4 Lethal 5+ Stun
⚔ Transonic Blades 5 3+ 4/6 -
- Rending
-

STRATEGIC PLOYS TACTICAL PLOYS (cont)


MARTIAL PROTOCOL MOTIVE FORCE VITALITY
Units within ◯ of an objective marker or ⬟ of opponent's drop zone, When a unit is activated it heals D3 lost wounds.
and Rangers who have not moved, may re-roll one die in shooting
-

EQUIPMENT
ACCELERANT AGENTS (Ruststalkers)
May either Fight as a free action or perform two Fight actions. 1.) UPLINKED VID-FEED [2EP]
Can overwatch at normal BS.
NEUROSTATIC INTERFERENCE (Infiltrator)
Enemies within ⬟ of a friendly Infiltrator cannot re-roll attack dice. 2.) SERVO SKULL* [2EP]
One mission action costs -1 AP each turn.
CALCULATED APPROACH
Units more than ⬟ from opponents may retain one failed save as a 3.) MECHADENDRITES* [2EP]
normal save if they retain any crits. Once per turn, may Pick Up for -1AP.
TACTICAL PLOYS 4.) CENSE BEARER [2EP]
Units within ◼ do not lose move except Bulwark Imperative.
PURSUERS (Ranger)
In Scouting, if you pick Recon, 2 units may Dash. If you pick Infiltrate, 5.) COMMAND UPLINK* (Diktat) [4EP]
2 units may change their order. 2AP: Gain 1CP. Cannot be used within ⬟ of enemies.
COMMAND OVERRIDE 6.) ENRICHED ROUNDS [2EP]
When a unit is activated, you may pick one Doctrina Imperative to be Radium Carbine or Mastercrafted Radium Pistol has +1 normal dmg.
active for them during this turn. 7.) OPTIMISED GAIT (Ruststalker) [1EP]
CONCEALED POSITION (Infiltrator) Ignores first ◯ spent to climb, drop or traverse each activation.
May set up one Infiltrator with a Conceal order anywhere within ▲ of 8.) REFRACTOR FIELD* (Leader) [3EP]
heavy terrain & more than ⬟ from enemies. One use only.
-
4++. -

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IMPERIAL GUARD (ASTRA MILITARUM)
Guardsman Trooper Tempestus³/Sergeant¹ ⁴
M APL GA DF SV W M APL GA DF SV W
3◯ 2 2 3 5+ 7 3◯ 2 1 3 4+ 8/9
- -

Guardsman (Comms², Gunner, Sergeant¹) SPECIAL RULES


M APL GA DF SV W ¹Accomplished Leader: Can use one Strategic Ploy for free in
3◯ 2 1 3 5+ 7/8 each Strategy phase.
²Relay Orders: If this unit is issued an order, it can issue it to
-

all other guardsmen. Subtract 1 from this unit’s APL.


Signal (1AP): Comms Only. Not within engagement range of
enemy. Select Guardsman/Scion within ⬟ to receive 1 APL.
-

NAME A BS/WS D SR !
Bolt Pistol 4 2+ 3/4 Rng ⬟ -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Grenade Launcher - Frag 4 4+ ³3+ 2/4 Blast ◯ -
Grenade Launcher - Krak 4 4+ ³3+ 4/5 AP1 -
Hot-Shot Lasgun 4 3+ 3/4 - -
Hot-Shot Laspistol 4 2+ 3/4 Rng ⬟ -
Hot-Shot Volley Gun 5 3+ 3/4 Fusillade P1
Lasgun 4 4+ 2/3 - -
Meltagun 4 4+ ³3+ 6/3 Rng ⬟, AP2 MW4
Plasma Gun - Standard 4 4+ ³3+ 5/6 AP1 -
Plasma Gun - Supercharge 4 4+ ³3+ 5/6 AP2, Hot -
Plasma Pistol - Standard 4 3+ ⁴2+ 5/6 Rng ⬟, AP1 -
Plasma Pistol - Supercharge 4 3+ ⁴2+ 5/6 Rng ⬟, AP2, Hot -
Sniper Rifle 4 3+ 3/3 Heavy, Silent MW1
⚔ Bayonet 3 4+ 2/3 - -
⚔ Chainsword 4 3+ 3/4 - -
⚔ Gun Butt 3 3+ 2/3 - -
⚔ Power Fist 4 4+ 5/7 Brutal -
⚔ Power Weapon 4 4+ ⁴3+ 4/6 -
Lethal 5+ -
- -

STRATEGIC PLOYS EQUIPMENT


TAKE AIM! 1.) FRAG GRENADE [2EP]
Can re-roll shooting attack results of 1. Frag Grenade 4 3+ 2/3
TAKE COVER! Rng ⬟, Limited, Blast ◯, Indirect
Can re-roll shooting defence results of 1 if in cover. 2.) KRAK GRENADE [3EP]
FIX BAYONETS! Krak Grenade 4 3+ 4/5
Can re-roll fighting attack results of 1. Rng ⬟, Limited, Indirect, No Overwatch.
MOVE! MOVE! MOVE! 3.) MEDIKIT [2EP]
Add ▲ to movement characteristic. (1AP): Friendly within ▲ regains 2D3 wounds.
SPECIAL FORCES (Tempestus)
-1AP for Pick Up action. 4.) CARAPACE ARMOR (Guardsman) [3EP]
Improve Save characteristic to 4+.
TACTICAL PLOYS
5.) SCION BLADE (Tempestus) [1EP]
BRING IT DOWN! Scion Blade 3 3+ 3/4
Use after making a shooting attack. All following shooting
attacks can re-roll any or all attack dice. 6.) REGIMENTAL STANDARD [3EP]
-
APL +1 when determining control of an objective marker.
(1AP): This turn, units within ◼ of unit can re-roll 1 DF Die.
Per Guardsman/Tempestus.
-

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INFILTRATORS/INCURSORS (SPACE MARINES)
Warrior Sergeant¹
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 12 3◯ 3 1 3 3+ 13

NAME A BS/WS D SR !
Marksman Bolt Carbine 4 3+ ¹2+ 3/4 Lethal 5+ -
Oculus Bolt Carbine 4 3+ ¹2+ 3/4 No Cover -
⚔ Combat Blade 4 3+ 3/5 - -
⚔ Fists 4 3+ 3/4 - -

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) HELIX GAUNTLET* [2EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. Gains Medic. (1AP): Select unit Visible and within ▲, they
gain 2D3 lost wounds. Can’t perform while in engagement
SHOCK ASSAULT w/enemies.
Can Fight Twice. Can’t Shoot if done.
2.) FRAG GRENADE [2EP]
TACTICAL PRECISION
4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
If within ◼ of Leader, can re-roll one attack die.

TACTICAL PLOYS 3.) KRAK GRENADE [3EP]


4 3+ 4/5 Rng ⬟, Limited, AP1, Indirect
TRANSHUMAN PHYSIOLOGY
One defense roll, retain a Normal as a Crit. 4.) PURITY SEAL [3EP]
ONLY IN DEATH DOES DUTY END Once per battle. During Fight, Shoot, or Defend; use
When a Ready unit would die, instead he lives for one Command Re-roll for free.
activation and isn’t considered injured. 5.) SUSPENSOR SYSTEM [3EP]
AND THEY SHALL KNOW NO FEAR Heavy rule, cannot move more than 3◯ if you shoot.
One unit may ignore any or all modifiers to its APL 6.) AUSPEX* [3EP]
characteristic and it is not injured until end of activation.
(2AP) Unengaged only. One unit within ◼ and Visible has
OMNI-SCRAMBLER (Infiltrator) No Cover on all ranged weapons until the end of turn.
Start of firefight phase. Choose enemy within ⬟ and Visible, 7.) SMOKE GRENADE [3EP]
they cannot activate until another unit is activated, unless it
Place center of smoke token within ⬟ of unit. Creates an
is the last one.
area of smoke with a ◯ radius upward (not below) from
MULTI-SPECTRUM ARRAY (Incursor) center. Until end of turn, a unit is Obscured if all Cover lines
During this Shoot, enemies are not Obscured. cross smoke. Can only be done once and not engaged.
8.) HAYWIRE MINE* [3EP]
(1AP) Place token within ▲ of unit. Not while engaged.
4 3+ 2/3 Detonate, Silent, No Overwatch Stun
Each Shoot, make additional attack against each within ◼.
All are Visible. Token is the active unit. Remove token.

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INTERCESSORS/ASSAULT INTERCESSORS (SPACE MARINE)
Warrior Sergeant (Int¹, Assault²)
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 13 3◯ 3 1 3 3+ 14

NAME A BS/WS D SR !
Auto Bolt Rifle 4 3+ ¹2+ 3/4 Ceaseless -
Bolt Pistol 4 3+ ¹2+ 3/4 Rng ⬟ -
Bolt Rifle 4 3+ ¹2+ 3/4 - P1
Hand Flamer 4 2+ 2/2 Rng ⬟, Torrent ▲ -
Heavy Bolt Pistol 4 3+ 3/4 Rng ⬟ P1
Plasma Pistol - Standard Rng ⬟, AP1
4 2+ 5/6 -
- Superchrage Rng ⬟, AP2, Hot
Stalker Bolt Rifle 4 3+ ¹2+ 3/4 Heavy, AP1 -
⚔ Chainsword 4 3+ 4/5 - -
⚔ Fists 4 3+ 3/4 - -
⚔ Power Fist 5 ¹4+ ²3+ 5/7 Brutal -
⚔ Power Weapon 5 ¹3+ ²2+ 4/6 Lethal 5+ -
⚔ Thunder Hammer 4 ¹4+ ²3+ 5/6 - Stun

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) AUXILIARY GRENADE LAUNCHER* [1EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. Frag and Krak can be used twice, and lose Rng ⬟ and
Indirect.
SHOCK ASSAULT
Can Fight Twice. Can’t Shoot if done. 2.) FRAG GRENADE [2EP]

TACTICAL PRECISION Frag Grenade 4 3+ 2/3


If within ◼ of Leader, can re-roll one attack die. Rng ⬟, Limited, Blast ◯, Indirect
TACTICAL PLOYS
3.) KRAK GRENADE [3EP]
TRANSHUMAN PHYSIOLOGY
One defense roll, retain a Normal as a Crit. Krak Grenade 4 3+ 4/5

ONLY IN DEATH DOES DUTY END Rng ⬟, Limited, Indirect, AP1, Can’t Overwatch.
When a Ready unit would die, instead he lives for one
activation and isn’t considered injured. 4.) PURITY SEAL [3EP]
Once per battle. During Fight, Shoot, or Defend; use
AND THEY SHALL KNOW NO FEAR Command Re-roll for free.
One unit may ignore any or all modifiers to its APL
characteristic and it is not injured until end of activation. 5.) SUSPENSOR SYSTEM [3EP]
Heavy rule, cannot move more than 3◯ if you shoot.
6.) AUSPEX* [3EP]
(2AP) Unengaged only. One unit within ◼ and Visible has
No Cover on all ranged weapons until the end of turn.

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INTERCESSION SQUAD
Intercessor (1Sergeant, 2Assault Sergeant, 3Warrior, 4Assault Warrior)
M APL GA DF SV W Special Rules
3 414 3 13
Bolter Discipline: Can perform two shoot actions
3◯ 3 1 3 3+ 2 24
15 Shock Assault: Can perform two fight actions

NAME A BS/WS D SR !
Auto Bolt Rifle 4 3+ ¹2+ 3/4 Ceaseless -
Auxiliary Grenade Launcher - Frag 4 3+ 2/4 Blast ◯, No Overwatch -
- Krak 4 3+ 4/5 AP1, No Overwatch -
Bolt Pistol 4 3+ ¹2+ 3/4 Rng ⬟ -
Bolt Rifle 4 3+ ¹2+ 3/4 - P1
Combat Blade 4 3+ 3/5 - -
Frag Grenade 4 3+ 2/3 Rng ⬟, Blast ◯, Indirect, Limited -
Hand Flamer 5 ¹2+ 2/2 Rng ⬟, Torrent ▲ -
Heavy Bolt Pistol 4 3+ 3/4 Rng ⬟ P1
Krak Grenade 4 3+ 2/3 Rng ⬟, AP1, Indirect, Limited -
Plasma Pistol - Standard Rng ⬟, AP1
4 3+ 5/6 -
- Supercharge Rng ⬟, AP2, Hot
Stalker Bolt Rifle 4 3+ ¹2+ 3/4 Heavy, AP1 -
⚔ Chainsword 5 ¹4 ²5 3+ ¹3+ ²2+ 4/5 - -
⚔Combat Blade 4 3+ 3/5 - -
⚔ Fists 4 3+ 3/4 - -
⚔ Power Fist ¹4 ²5 ¹4+ ²3+ 5/7 Brutal -
⚔ Power Weapon ¹4 ²5 ¹3+ ²2+ 4/6 Lethal 5+ -
⚔ Thunder Hammer ¹4 ²5 ¹4+ ²3+ 5/6 - Stun

STRATEGIC PLOYS
EQUIPMENT
DEVASTATOR DOCTRINE
When shooting more than ⬟, re-roll one die Combat Blade [1EP]

TACTICAL DOCTRINE FRAG GRENADE [2EP]


When shooting less than ⬟, re-roll one die
KRAK GRENADE [3EP]
ASSAULT DOCTRINE
After charging that turn when fighting, re-roll one die
VENGEANCE-CLASS SCOPE [3EP]
AND THEY SHALL KNOW NO FEAR Add Lethal 5+ to stalker or bolt rifle for the battle.
Ignore modifiers to APL, operatives not injured
RECLUSIAM-BLESSED BOLTS+ [3EP]
TACTICAL PLOYS Add 1 to both Damage characteristics of bolt gun for the
ADAPTIVE TACTICS battle.
Only when selecting kill team. Change one Chapter Tactics
TILTING SHIELD [3EP]
TRANSHUMAN PHYSIOLOGY Ability: Your opponent cannot retain <6 as critical hits.
After rolling defense dice. Turn normal save to crit save
ANGEL OF DEATH
At the end of Firefight phase. Operative performs a fight

WRATH OF VENGEANCE
When operative incapacitated. Operative can shoot (injured)

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KOMMANDOS (ORKS)
BOY/SLASHA/BREACHA/SNIPA/DAKKA/COMMS/BURNA/ROKKIT KOMMANDO NOB

M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 5+ 10 3◯ 2 1 3 4+ 13

[SLASHA] DAT ALL YOU GOT?: Each time this unit fights, if it lost any GET IT DUN!: Each time this unit activates, you can select one unit within
wounds but not incapacitated, roll D6: on 4+, the enemy suffers 2MW. ⬟ of and visible. +1 APL.

[BREACHA] BULL CHARGE: Each time this unit fights, if it charged, its KOMMANDO GROT
Breacha Ram gains the Stun critical rule.
M APL GA DF SV W
[BREACHA] BREACH: Each time this unit performs a move, dash or
charge, it can move through parts of terrain that are no more than ▲ thick 3◯ 2 1 3 5+ 5
as if they were not there.

[SNIPA] ‘AV IT! (2AP): Do a free shoot with this unit using its scoped big 💀
SNEAKY ZOGGER: This unit cannot have an
treated as , regardless of rules.
🎯. This unit is always
shoota, then roll to hit every valid target within ◯ with -2 Attack Dice (4 on
each target). GRAPPLING HOOK (1AP): Select a point on a terrain feature that is
Visible to this unit. Perform a free normal move action, moving in a straight

using its scoped big shoota, even if 💀


[SNIPA] DA BEST SPOT (2AP): Perform a free shoot action with this unit
.
line with an unlimited movement as flying. It must finish within
point.
of that

[DAKKA] UNLOAD SLUGS: Each time this unit shoots with this weapon, if
BOMB SQUIG
the target is within ⬟, you can re-roll any or all of your attack dice.

[DAKKA] DAKKA DASH(1AP): Perform a free shoot action with daka M APL GA DF SV W
shoota and free dash action with this unit in any order.
3◯ 2 1 3 6+ 6
[COMMS] I GOT A PLAN, LADZ: Once per turn, during activation, can
perform a mission or Pick Up action for -1AP. BOMB SQUIG: Can shoot while engaged. When this unit shoots, do
Torrent ◯, then it dies, not gaining “BOOM!”. Cannot Overwatch.
[COMMS] LISTEN IN (1AP): select one unit within ⬟ of and visible, +1
APL, cannot be done while engaged. BOOM!: On death, roll a D6, on 3+, it can shoot.

[ROKKIT] BOOM BOY: Each Shoot, if not moved, can re-roll any or all
attack dice. equipped, or 💀
STOOPID: Cannot perform mission actions, pick up action, cannot be
. Cannot gain or lose XP, and auto passes Casualty test.

NAME A BS/WS D SR !
⚔ Choppa 4 3+ 4/5 - -

Slugga 4 4+ 3/4 Rng ⬟ -

Throwing knives 4 3+ 2/5 Rng ⬟,Silent -

⚔ Twin choppas 4 3+ 4/5 Relentless -

⚔ Breacha ram 3 3+ 5/5 Brutal Stun on Charge

Scoped big shoota 6 3+ 2/2 - MW2

⚔ Fists 3 3+ 3/4 - -

Dakka shoota 5 4+ 3/4 Unload Slugs -

Shokka pistol 6 4+ 1/1 Rng ⬟ Stun,MW2

Burna 5 2+ 2/2 Rng ⬟,Torrent ◯ -

Rokkit launcha 5 4+ 4/5 AP1 Splash 1

⚔ Grot choppa 3 5+ 1/4 - -

⚔ Big Choppa 4 2+ 5/6 - -

⚔ Power klaw 4 3+ 5/7 Brutal -

⚔ Vicious bit 3 4+ 4/5 - -

Dynamite (Squig) 4 3+ 5/6 AP1,Bomb Squig P2

Dynamite [EP] 4 3+ 5/6 Rng ⬟, Limited, Blast ◯, Indirect, Unwieldy, AP1 -

Harpoon 4 4+ 4/5 Rng ⬟ Stun

Sledgehammer 4 3+ 4/4 - Stun

Stikkbomb 4 3+ 2/4 Rng ⬟, Limited, Blast ◯, Indirect

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STRATEGIC PLOYS EQUIPMENT
SSSSHHHH!
Once only. Units that are not in LOS, or within ⬟ of enemies, and have
can immediately do a free dash.
💀, 1.) CHOPPA 2EP

2.) SLUGGA 2EP

DAKKA! DAKKA! DAKKA! 3.) HARPOON 3EP


Each shoot, if you crit, you can take 1 of your failed as a normal.
4.) SLEDGEHAMMER 3EP
WAAAGH!
Each fight, when you would retain 2+ normal hits, you can take 1 as a crit. 5.) SMOKE GRENADE 3EP 1AP
Only once, and not while engaged. Until end of the turn, place one Smoke
SKULK ABOUT
Each time a shooting attack is made against you, if it has
successful save without rolling it.
💀, retain one as a token within ⬟ of this unit. It creates an area of smoke with a ◯ radius and
unlimited height (not below) measured from the center. Until end of turn, a
unit is Obscured if all Cover lines cross smoke. Can only be done once and
not engaged.
TACTICAL PLOYS
6.) STUN GRENADE 2EP 1AP
JUST A SCRATCH (Not Grot) Only once and while not engaged. Select one point within ⬟ of this unit. Roll
When damage would be inflicted on a unit from an attack die. Ignore the a D6 for each unit within ◯ of that point, -1 from the result if they are not
damage. visible. On a 4+, -1 APL.

KRUMP ‘EM! 7.) STIKKBOMB 2EP


Use at end of firefight phase. Unit can perform a free fight.
8.) DYNAMITE+ 4EP
SNEAKY GIT (Not Bomb Squig)
In the set up units phase. One unit can be set up with a conceal order 9.) CLIMBING ROPE 1EP
anywhere that is within ▲ of Heavy terrain and more than ⬟ from enemy Each time this unit ascends or descends while climbing, the first vertical
units and the enemy drop zone. distance of up to 3◯counts as 1◯. Does not need to be within ▲ to climb.
Each Drop can be any vertical distance, and is counted as half.

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NOVITIATES (ADEPTA-SORORITAS)
NOVITIATE
M APL GA DF SV W [EXACTOR] WHIP INTO FRENZY (1AP): Friendly within ◼ +1 APL. If it’s
3◯ 2 1 3 4+ 7 the Penitent, add ◯ to its Movement characteristic.
[PENITENT] ZEALOUS RAGE: Re-roll any or all attack dice during first fight [PRECEPTOR] UNFLINCHING DETERMINATION: Each Unit ◼of this can
action of every activation. re-roll one defence dice for each shooting attack made against it.
[PENITENT] ABSOLUTION THROUGH DESTRUCTION (1AP): Perform a [PRECEPTOR] GLORIOUS HYMNAL (1AP): Until end of turning point, if
fight action, then perform another fight action. friendly fights in combat within ⬟ of this, it can re-roll results of 1 or 2.
[PURGATUS] BURNING ADVANCE (1AP): Perform a free dash action, [DIALOGUS] STIRRING RHETORIC (1AP): Friendly within ⬟ +1 APL.
then perform a free shoot action with Ministorum flamer. [DIALOGUS] AUTO-BROADCASTER (1AP): Place Condemning Sermon
[PRONATUS] RELIC SEEKER: Can perform a free mission action. token within ⬟ of this. Worsen BS of enemy Units within ◯ by 1. Remove
[PRONATUS] RAISE RELIC (1AP): Gain 2 faith points. If within ◯ of the token in the next Ready Units step.
objective marker or ⬟ of enemy dropzone, gain 3 instead. [DUELIST] EXPERT RIPOSTE: When this Unit parries with a critical hit, it
[RELIQUARIUS] ICON OF PURITY: When a friendly is incapacitated within also inflicts critical damage.
⬟ of this roll D6. On a 4+ that Unit performs a free shoot action. [CONDEMNOR] NULL ROD: When an enemy within ⬟ of this activates, its
[RELIQUARIUS] PLANT THE ICON (1AP): Perform while within ◯ of APL cannot be higher than 2. Enemies within ⬟ of this must subtract 1
center of objective marker. Halve APL of enemy Units (rounding up) when additional AP to perform psychic actions.
determining control of that objective marker. SUPERIOR
[HOSPITALLER] MANTRA OF RESTORATION: Once per turning point, if
M APL GA DF SV W
friendly is incapacitated within ◼ of this and neither is in engagement range,
revive it with 1 wound. It can then dash to ▲ of this Unit. 3◯ 2 1 3 3+ 8
[HOSPITALLER] CHIRURGEON’S TOOLS (1AP): Select one friendly within LEAD BY EXAMPLE: After this unit has activated, if it performed mission
▲ to regain 2D3 lost wounds. Cannot select an Unit that was revived with action or incapacitated enemy Unit, you can select one unit within ⬟ of and
Mantra of Restoration during this turning point. visible to activate.

NAME A BS/WS D SR !
⚔ Gun Butt 3 4+ 2/3 - -
Autogun 4 3+ 2/3 - -
⚔ Novitiate blade 4 3+ 4/5 Balanced -
Autopistol 4 3+ 2/3 Rng ⬟ -
⚔ Penitent eviscerator 4 4+ 5/6 Brutal Reap 2
Ministorum flamer 5 2+ 2/3 Rng ⬟,Torrent ◯ Inferno 1
⚔ Neural whips 5 3+ 2/3 Lethal 5+ Stun
Neural whips 5 3+ 2/3 Rng ◼, Lethal 5+ Stun
Mace of the Righteous 4 3+ 5/5 - Inferno 2, Stun
⚔ Surgical saw 4 4+ 2/3 Lethal 5+ -
⚔ Dialogus stave 3 4+ 3/3 -
⚔ Duelling blades 4 2+ 3/4 Lethal 5+ Expert Riposte
Condemnor stakethrower 4 3+ 2/3 Silent P1, MW2
⚔ Null rod 3 3+ 3/3 - Stun
Bolt pistol (Superior) 4 2+ 3/4 Rng ⬟ -
Boltgun (Superior) 4 2+ 3/4 - -
Plasma pistol - Standard (Superior) 4 2+ 5/6 Rng ⬟, AP1 -
Plasma pistol - Supercharge (Superior) 4 2+ 5/6 Rng ⬟, AP2, Hot -
⚔ Gun butt (Superior) 3 2+ 2/3 - -
⚔ Power weapon (Superior) 4 2+ 4/6 Lethal 5+ -
Inferno x: Target gains x Inferno tokens. At the end of the turning point, roll one D6 for each Inferno token: on a 4+ suffer MW1.

STRATEGIC PLOYS EQUIPMENT


EYES OF THE EMPEROR (1CP) ICON OF FAITH* [2EP]
Remove the Range special rule from friendly pistols. Once per battle, this Unit can perform one free Act of Faith.
SANCTIFIED ROUNDS (1CP) CHAPLET ECCLESIATICUS [2EP]
Add 1 to the damage of friendly autoguns and autopistols. On each activation roll one D6, on a 6+ add 1 to its APL.
AEGIS OF THE EMPEROR (Novitiate) (1CP) ADAMANTINE-WEAVE SURPLICE [2EP]
Each time an enemy w/i ⬟ of unit does a psychic act, that enemy takes MW1. This model has Save 3+.
DEFENDERS OF THE FAITH (2CP) FRAG GRENADE [2EP]
At the start of the Firefight phase, one friendly within ◯ the centre of each 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
objective marker, can perform a free Shoot or Fight action.
KRAK GRENADE [3EP]
TACTICAL PLOYS
4 3+ 4/5 Rng ⬟, Limited, AP1, Indirect, No Overwatch
GLORIOUS MARTYRDOM (1CP)
When a friendly is incapacitated, each enemy within ◯ and visible suffers AUTO-CHASTISER [1EP]
MW1, and you gain D3 Faith points. Can re-roll any or all attack dice results of 1. If any re-roll result is also 1,
BURNING WRATH (1CP) suffer MW1.
One friendly Novitiate Purgatus’ Ministorum flamer has this profile: SAINTED RELIQUAE [2EP]
5 2+ 3/4 Inferno 2, Rng ⬟, Torrent ◯ For each strike with a critical hit, gain 1 Faith point.

RIGHTEOUS CONDEMNATION (Condemnor) (1CP)


When Shooting, re-roll any or all attack dice.

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ACTS OF FAITH
FAITHFUL BLESSING
1 Faith point
Re-roll one of your attack or defence dice.Can be used more than once, and with other Acts of Faith.
GUIDING LIGHT
2 Faith points
In fight or shooting, retain a failed hit as a successful normal hit.
VENGEFUL STRIKE
3 Faith points
In fight or shooting, retain a successful normal hit as a critical hit.
DIVINE SHIELD
2 Faith points
Retain a failed save as a successful normal save.
ARMOR OF CONTEMPT
2 Faith points
Retain a successful normal save as a critical save.
EMPEROR’S PROTECTION
1 Faith point
Ignore one mortal wound. Can be used more than once.
BLESSED REJUVENATION
2 Faith points
When a friendly is activated, use this to regain D3 lost wounds. Can be used up to two times.
BLINDING AURA
2 Faith points
When an enemy shoots, select a friendly that is now treated as being in cover until the end of activation.

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LEGIONARIES (HERETIC ASTARTES)
M APL GA DF SV W
3◯ 3 1 3 3+ 12/13

NAME A BS/WS D SR !
Bolt Pistol 4 3+ 3/4 Rng ⬟ -
Boltgun 4 3+ 3/4 - -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Frag Grenade 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
Heavy Bolter 5 3+ 4/5 Heavy, Fusillade P1
Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade -
Rng ⬟, Limited, Indirect, AP1, Can’t -
Krak Grenade 4 3+ 4/5
Overwatch -
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Missile Launcher - Frag 4 3+ 3/5 Heavy, Blast -
- Krak 4 3+ 5/7 Heavy, AP1 -
Plasma Gun AP1 -
4 3+ 5/6
- Super Charge AP2, Hot -
Plasma Pistol - Standard 4 2+ 5/6 Rng ⬟, AP1 -
- Supercharge 4 2+ 5/6 Rng ⬟, AP2, Hot -
Reaper Chaincannon 6 3+ 3/4 Ceaseless, Fusillade, Heavy -
Tainted Bolt Pistol 4 3+/ 2+ 3/4 Rng ⬟, Balanced -
⚔ Chainsword 5 3+ 4/5 - -
⚔ Daemon Blade 5 2+ 4/7 Lethal 5+ -
⚔ Daemonic claw 5 3+ 4/5 Rending
⚔ Double-handed chain axe 4 4+ 5/7 Vicious Blows* Reap 2
⚔ Fists 4 3+ 3/4 - -
⚔ Fell dagger 5 3+ 3/4 Daemonic Energies* -
⚔ Flensing blades 5 3+ 3/5 Lethal 5+ -
⚔ Gun Butt 3 4+ 2/3 - -
⚔ Malefic Blade 5 3+ 3/5 - -
⚔ Power Fist 5 3+ 5/7 Brutal -
⚔ Power Maul 5 2+ 4/6 - Stun
⚔ Power Weapon 5 2+ 4/6 Lethal 5+ -
⚔ Tainted Chainsword 5 2+ 4/5 Parry Hook -

TACTICAL PLOYS EQUIPMENT


VETERAN OF THE LONG WAR 1.) AGGRESSION STIMULANTS* [3EP]
When Fighting or Shooting, if the enemy takes no wounds, Each combat, in the Roll Attack Dice step of that combat, if this
repeat the Fight or Shoot. operative performed a Charge action during this Turning Point,
you can re-roll one of your attack dice.
UNENDING BLOODSHED
When a KHORNE operative is incapacitated in combat by an 2.) FRAG GRENADE [2EP]
enemy operative. Before they are removed from the killzone, 3.) KRAK GRENADE [3EP]
select one melee weapon it is equipped with and roll one attack
dice as if it is the attacker fighting in combat. If the result is a 4.) WARDED ARMOUR* [3EP]
successful hit, you can immediately strike an enemy operative SV 2+, In the Resolve Successful Hits step of a combat or
within Engagement Range of it. Then remove them from the shooting attack, if an attack dice inflicts damage on this
killzone. operative, its Save characteristic is changed back to its normal
characteristic for the rest of the battle.
MUTABILITY AND CHANGE
When a TZEENTCH operative is activated, +1 APL 5.) SUSPENSOR SYSTEM [3EP]
Instead of Heavy rule, an operative cannot move more than 3◯
MALIGNANT AURA in the same activation in which it performs a Shoot action..
During a NURGLE operative’s activation. Until the end of the
Turning Point, while an enemy operative gets -1 DF if within ◼ of 6.) MALIGN SCRIPTURE [2EP]
that NURGLE operative Can perform two Manifest Psychic Power actions during its
activation. On second Psychic Power during the same activation,
SICKENING CAPTIVATION roll one D6: on a 1-2, that friendly operative suffers 3 MW; on a
During a friendly SLAANESH operative’s activation enemy 3+You select a psychic power that you haven’t already resolved
operative Visible to and within ◼ of them -1 APL. during this Turning Point.
7.) TAINTED ROUNDS* [3EP]
boltgun, bolt pistol or tainted bolt pistol +1 to D
8.) GRISLY TROPHY* [2EP]
Enemy operatives Visible and within ◼, -1 A to weapons
9.) MALEFIC BLADE [2EP]

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STRATEGIC PLOYS PSYCHIC POWERS
HATEFUL ASSAULT FIREBLAST
Until end of turn, if you do not Shoot, you may fight twice..
Fireblast 4 3+ 3/4
MALICIOUS VOLLEYS
Until end of turn, if you do not Fight, you may Shoot twice with a No Cover, Blast◯, !Splash▲
weapon with bolt in the name.
BLOOD FOR THE BLOOD GOD MALIGN INFLUENCE- Until the end of the Turning Point, weapons of
Until the end of the Turning Point, KHORNE operatives in the selected friendly operative gain the Lethal 5+, No Cover and Brutal SRs.
Resolve Successful Hits step of combat, if it performed a Charge LIFE SIPHON
action during that activation, the first time it strikes, can inflict
Life Siphon 5 3+ 3/3
one additional damage.
PERPETUAL AGGRESSION Siphon Life Force- Resolve Successful Hits step of the shooting
Until the end of the Turning Point, each time after a friendly attack, if you resolve two or more attack dice, one friendly
KHORNE operative fights in combat, if it is not within LEGIONARY operative within ⬟ of the target regains D3 lost
Engagement Range of an enemy operative, it can make a move wounds.
with the following rules:
● It can only move up to ◼ ABILITIES
● It can move within Engagement Range of enemy [ICON BEARER, CHOSEN, CHAMPION] FAVOURED OF THE DARK
operatives. GODS- Once per Turning Point, when you can use a Strategic Ploy, use
● If it can, it must finish the move within the Engagement free strategic ploy that has same MARK OF CHAOS
Range of the closest Visible enemy operative.
[ANOINTED] Unleash Daemon - Once per battle, when this operative
● It can do so even if it’s performed a Normal Move or is activated, the daemon can take control. If it does so, until the end of
Charge action during the activation the battle:
MUTAGENIC FLESH ● Cannot perform Overwatch, Pick Up, Shoot or mission actions.
Until the end of the Turning Point, each time Normal Damage ● On wound loss, roll one D6: on a 5+, that wound is not lost.
● Its daemonic claw gains the Ceaseless and Lethal 5+ SR
would be inflicted upon a friendly NURGLE operative from an
● Can perform 2 fight actions.
attack dice, subtract 1 from the damage inflicted from that attack
dice (to a minimum of 2). [BUTCHER] DEVASTATING ONSLAUGHT - Enemy operatives within
Engagement Range of it cannot provide combat support for that combat.
IMPLACABLE Treat the distance of this operative’s Engagement Range as ◯ for
Until the end of the Turning Point, friendly NURGLE operatives: enemy actions that include Dash, Fall Back and Normal Moves.
● Are not treated as being injured. [BUTCHER] VICIOUS BLOWS -
● Ignore all negative modifiers to their APL. ● If this operative is the Attacker, the weapon gains Ceaseless
● Ignore the worsening of their BS when performing an SR for that combat.
Overwatch action. ● If performed a Charge action during this activation, this
weapon gains the Relentless SR for that combat.
GRACEFUL KILLER
Until the end of the Turning Point, add 1 to the Critical Damage [SHRIVETALON] VICIOUS REFLEXES - Each combat, in the Resolve
Successful Hits step, if Defendering, then you start instead of the
characteristic of friendly SLAANESH operatives’ melee
Attacker when resolving successful hits.
weapons..
[SHRIVETALON] HORRIFYING DISMEMBERMENT - Each combat, if it
DELICIOUS AGONY incapacitates an enemy operative, select one enemy operative within ◼
Until the end of the Turning Point, SLAANESH operatives in the of it to get -1APL.
Resolve Successful Hits step of that combat, when you would [SHRIVETALON] GRISLY MARK (2AP) - Grisly Mark token within ▲ of
resolve your first successful hit, if the target is injured, you can this operative. Only usable once, cannot be in the engagement range of
resolve two of your successful hits the enemy.
PROTECTED BY FATE ● If enemy operative is within ◼ of Grisly Mark token, to perform
Until the end of the Turning Point, each time a shooting attack is mission or pick up actions +1AP.
made against a friendly TZEENTCH operative, in the Roll ● When determining control of an objective marker is within ◼ of
Defence Dice step of that shooting attack, if you retain any Grisly Mark, enemy operatives’ total APL -1.
critical saves, you can select one of your failed saves to be [ICON BEARER] ICON BEARER - When determining control of an
retained as a successful normal save.. objective marker, APL +1
AETHERIC WARD [BALEFIRE ACOLYTE] HATRED OF SORCERY - Cannot have KHORNE
Until the end of the Turning Point, TZEENTCH operatives have mark of chaos
4++ SV [BALEFIRE ACOLYTE] DAEMONIC ENERGIES - In each combat iin the
Roll Attack Dice step, for each retained critical hit, the target suffers 2
CHAOS BLESSINGS MW
Khorne- Wrathful Onslaught - Each combat, in the Resolve Successful Hits [BALEFIRE ACOLYTE] MANIFEST PSYCHIC POWER (1AP) - Psychic
step, if you did not retain any critical hits, you can strike with one normal hit as if it action, cannot be used while in engagement range
were a critical hit.
[CHOSEN] DAEMONIC AURA - Each time an enemy operative starts a
NURGLE- DISGUSTING VIGOUR - Each time a shooting attack is made against this
operative, in the Roll Defence Dice step of that shooting attack, you can retain one Fall Back action while within Engagement Range of this operative,
normal save as a critical save.. reduce the distance that enemy operative can move by 2◯ (min of ◯).
SLAANESH- UNNATURAL AGILITY - Add ▲ to this operative’s Movement [CHOSEN] SOUL FEAST - Each time this operative fights in combat, at
characteristic. the end of the Resolve Successful Hits step of that combat, if this
TZEENTCH- EMPYREAL GUIDANCE - Each shooting attack, in the Roll Attack operative has not been incapacitated and any of their strikes inflicted
Dice step, one of your attack dice results of 5+ that is a successful hit can be a Critical Damage, this operative regains 2 lost wounds..
critical hit.
[CHAMPION] Parry Hook - In the Resolve Successful Hits step of
UNDIVIDED- VICIOUS REAVERS - Each combat shooting attack, in the Roll Attack combat, for each parry with a normal hit, you can discard critical hit
Dice step, if the target is within ⬟ , you can re-roll 1 of your attack dice. instead.
[CHAMPION] IN THE EYES OF THE GODS - Once per turning point if it
incapacitates an enemy operative, gets free action

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PATHFINDERS (TAU)
SHAS’UI PATHFINDER SHAS’LA PATHFINDER/PATHFINDERS
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 5+ 8 3◯ 2 1 3 5+ 7

MB3 RECON DRONE NON-RECON DRONE


M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 34 4+ 12 3◯ 2 1 3 4+ 7

NAME A BS/WS D SR !
⚔ Bionic arm 3 4+ 3/4 - -
⚔ Bonding Knife 3 4+ 3/4 Balanced -
⚔ Fists 3 5+ 2/3 - -
⚔ Ram (MB3 Recon) 3 5+ 3/4 - -
⚔ Ram (Other Drones) 3 5+ 2/3 - -
ʘ Burst cannon 6 4+ 3/4 Heavy, Ceaseless, Fusillade -
ʘ Iron rifle (Standard) 5 4+ 4/5 - P1
(Overcharge) 5 4+ 5/6 AP1, Hot -
ʘ Marksman rail rifle (Standard) 4 3+ 4/4 AP1, Lethal 5+ MW2
(Dart round) 4 3+ 3/3 AP1, Silent MW2
ʘ Pulse Carbine 4 3+ 4/5 - -
ʘ Rail rifle 4 4+ 4/4 AP1, Lethal 5+ MW2
ʘ Suppressed pulse carbine 4 3+ 4/5 Silent -
ʘ Twin pulse carbine 4 4+ 4/5 Relentless -

ʘ EMP Grenade 4 3+ 2/3 Rng ⬟, Blast ◯, Indirect, Limited, EMP* -

ʘ Fusion Grenade 4 3+ 4/3 Rng ⬟, Indirect, Limited, AP2 MW3


ʘ Photon Grenade - - - - -

STRATEGIC PLOYS TACTICAL PLOYS


RECON SWEEP A WORTHY CAUSE (2CP)
Friendly operatives within ⬟ of any killzone edge can immediately At the start of the Firefight phase. Can only be used once
perform a free Dash action, but only if they can finish that move wholly
within ⬟ of a killzone edge that is not your own killzone edge.
per battle, and only if you don’t have the initiative. Select
one ready friendly non-drone operative within ◼ of any
TAKE COVER enemy operatives or within ◯ of the center of an
Until the end of the Turning Point, each time a shooting attack is made objective marker and activate it.
against a friendly non-drone operative , if it is in Cover, improve its SV
by 1.
SUPPORTING FIRE
BONDED In the Firefight phase, when a Shoot action is declared
Until the end of the Turning Point, each time a friendly operative makes for a friendly operative. Enemies within ⬟ and in
a shooting attack, in the Roll Attack Dice step, if it is within ◼ of another engagement range of a friendly operative are valid
friendly non-drone operative , you can re-roll one of your attack dice.
shooting targets.
DETERMINED TACTICIAN (2CP)
If a friendly SHAS'UI operative is in the killzone and it used itsit’s Art of REPOSITION
War ability in the previous Turning Point, you can use this Strategic In the Firefight phase, when a friendly operative is
Ploy. Until the end of the Turning Point, while a friendly operative is activated. Can perform Dash actions within engagement
within ⬟ of and Visible to a friendly SHAS'UI operative, it treats the
same Art of War that was in effect for your kill team in the previous range of enemies but cannot end in engagement range
Turning Point as being in effect for this Turning Point. You can only use of enemies.
this Strategic Ploy once.

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EQUIPMENT Markerlight Rules

1.) TARGET ANALYSIS OPTIC [2EP] Markerlight [1AP]


Enemy operatives with at least one Markerlighl token are If not in engagement range of an enemy operative, a
considered to have one additional Markerlight token for that selected enemy operative visible to this operative gains 1
shooting attack. Markerlight token. A shoot action in same activation must
target this enemy operative.
2.) HIGH-INTENSITY MARKERLIGHT [2 EP]
Markerlight gives 2 markerlight tokens instead of 1. Markerlight Tokens Benefits
3.) ORBITAL SURVEY UPLINK+ [3 EP] (2 AP) During shooting attack
Select one enemy operative. That operative, and each enemy during roll attack dice, you
operative within ▲of it, gains 1 Markerlight token if they are 1+
can re-roll one of your
visible to an orbital scan (determine each operative
attack dice
separately). An operative is not visible to an orbital scan if any
part of its base is hidden by a terrain feature from directly For that shooting attack,
above.
the active operative’s
2+
4.) DRONE REPAIR KIT [2 EP] (1AP) ranged weapons gain the
If not in engagement range of an enemy operative a DRONE No Cover special rule
operative Visible to and within ▲ of this operative It regains
D3 lost wounds. If the operative performing this action is a
For that shooting attack,
3+
Drone Controller Pathfinder operative, the selected operative improve the BS by 1
regains 3 lost wounds instead.
Enemy Operative is not
4+
5.) EMP GRENADE [2 EP] Obscured
Lethal X special rule. X is the target’s unmodified Save
characteristic.
Enemy Operative treated
as having an engage order
6.) FUSION GRENADE [4 EP] 5+
unless its in cover provided
The Operative is equipped with a fusion grenade. It cannot make
a shooting attack with this weapon by performing an Overwatch
by heavy terrain
action
7.) PHOTON GRENADE [2EP] (1AP)
If not in engagement range of an enemy operative, select one
enemy operative. Roll one D6, subtracting 1 from the result as
follows:
If that enemy operative is not in this operative's LOS.
If that enemy operative is more than ⬟ from this operative.
On a 2+, that enemy operative gains a Photon token. While an
operative has any Photon tokens, subtract ◯ from its Movement
characteristic and it cannot perform Dash actions. At the end of
an operative's activation, remove all Photon tokens it has. This
operative can only perform this action once
8.) CLIMBING EQUIPMENT [1 EP]
Each Time this operative ascends or descends a terrain
feature while climbing, the first vertical distance of up
to 3 ◯ it travels are counted as 1 ◯ for that climb.
This operative does not need to be within ▲ of a physical
and climbable part of a terrain feature in order to climb
it.
Each time this operative drops, the intended location can be
any vertical distance from the level it occupies.
Each time this operative drops, it counts any vertical
distance it travels as half for that drop.

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Abilities
[Shas’ui] Art of War
Once per battle, during strategic ploy, 1 art of war will be in effect until [Recon Drone] AnalyzeAnalyse [1AP]
end of turning point. If not in engagement range of an enemy operative select one visible
Mont’ka- Each time a friendly operative with an engage order is enemy operative then select one other friendly operative that is not in
activated they can perform a free dash action during that engagement range of an enemy operative. After this operative’s
activation activation you can activate that other friendly operative. During the roll
Kauyon- Each time a shooting attack is made against a friendly attack step ofduring shoot actions from that friendly operative against
operative, before rolling defense dice, one additional dice the enemy operative you can re-roll any or all of your attack dice.
can be retained as a result of cover.

[Shas’ui] Holographic Readout [Recon Drone] Recon Suite


Once per battle,visible Operative within ◼, perform one mission action During scouting set you may resolve a recon option in addition to
for 1 less AP (min of 0 AP) other options, initiative is determined by original selection.

[Drones] Saviour Protocols


[Medical Technician] Medic!
When a non-drone operative is selected as the target of a shooting attack, if
Once per turning point, if not in engagement range of an enemy there is a friendly drone within ◯ of them, not in engagement range of an
operative, if a visible friendly (not drone) operative that is not within enemy operative, and not protecting any other friendly operatives, it can protect
engagement range of an enemy operative and that is within ◼ of this that operative until the end of the turning point or until they are no longer within
operative is incapacitated that operative can be revived.It is not ◯ of each other (whichever comes first).Whenever a shooting attack is made
incapacitated has 1 W remaining and can perform a free dash action against that operative make that shooting attack against the dronge instead,
but must end within ▲ of this operative. Subtract 1 APL from both even if it would not be a valid target. Defense dice cannot be automatically
operatives. retained as a result of cover.Shooting attacks made from a specified point such
as a result of Blast X or Torrent X cannot be protected against.

[Drones] Artificial Intelligence


[Medical Technician] Medikit [1AP] Cannot perform mission actions or the pick up action
If this operative is not in the engagement range of an enemy operative APL is 1 lower for controlling objectives
one visible one friendly operative (excluding drones) within ▲ of this If it has an engage order cannot automatically retain defense dice
operative and was not revived this turning point by the Medic! Ability, as a result of cover
regains 2d3 lost wounds. Visibility line is from any part of top disc
Cannot be equipped with equipment (unless specifically otherwise)

[Grav-inhibitor Drone] Grav-inhibitor


[Drone Controller] Drone Scout
If an enemy operative performs a charge action within ⬟ of this
During Deployment, set up 1 friendly drone with conceal order
operative only add ▲ instead of ◯. If an enemy operative performs a
anywhere within ⬟ of your drop zone, more than ⬟ away from enemy
dash action within ⬟ of this operative it can only move ◯ instead of
operatives, and more than◼ from enemy dropzone
◼.

[Drone Controller] Control Drone [1AP]


If not in engagement range of an enemy operative select one friendly drone [Grav-inhibitor Drone] Grav Wave [1AP]
then select one of the following Place Grave Wave token within ⬟ of and visible to this
If the drone is ready, after this activation, activate that drone, until the end
operative. When friendly operative is within ▲ of the center
of the turning point, it does not have the first 3 bullet points of AI.
If the drone has already been activated during this turning point, perform a of that token, it can perform fall back actions for 1 less AP
free dash or shoot action with it. The shoot action’s BS score is (min 0AP). Token is removed on operative’s next activation.
worsened by 1.

[Transpectral Interference] Multi-spectral Sensor


[Assault Grenadier] Grenadier
For shooting attacks, when selecting a valid enemy operative, enemy
Equipped with EMP, fusion, and photon grenades, do not cost any EP
operatives are not Obscured

[Transpectral Interference] System Jam [1AP]


If this operative does not have a conceal order and is not in [Assault Grenadier] Nanocrystalline Headgear
engagement range of an enemy operative. Subtract 1 APL from 1 Ignore any or all modifiers to this operatives APL, BS, and WS.
visible enemy operative

[Communications] Signal [1AP] [Pulse Accelerator Drone] Pulse Accelerator


If not in engagement range of an enemy operative add 1 APL to one When a friendly operative is within ◼ of this operative each time a
friendly operative within ⬟ and visible to this operative. shooting attack with pulse weapons are made before rolling attack
dicve you may retain 1 as a successful normal hit.

[Marksman] Inertial Dampener [Marker Drone] High-intensity Markerlight


Overwatch does not worsen BS Markerlight gives 2 markerlight tokens instead of 1

[Shield Drone] Shield Generator


4++, each time a wound is lost that is not the results of a MW roll 1 d6
on 5+ the wound is not lost.

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PHOBOS STRIKE TEAM
M APL GA DF SV W
3◯ 3 1 3 3+ 12/13

NAME A BS/WS D SR !
Bolt Pistol 4 3+ 3/4 Rng ⬟ -
Bolt Carbine 4 3+/2+ 3/4 - -
Boltgun 4 3+ 3/4 - -
Custom Blot Carbine 4 3+ 3/4 Custom -
Frag Grenade 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect -
Haywire Mine 4 2+ 2/4 Lethal 5+, No Cover, Proximity Stun
Rng ⬟, Limited, Indirect, AP1, Can’t -
Krak Grenade 4 3+ 4/5
Overwatch -
Marksman Bolt Carbine 4 3+/2+ 3.4 Lethal 5+ -
Oculus Bolt Carbine 4 3+/2+ 3/4 No Cover -
Remote Explosives 4 2+ 5/6 AP1, Detonate, Silent -
Special Issue Bolt Pistol 4 3+/2+ 3/4 Rng ⬟, AP1 -
Stalker Marksman Bolt Carbine 4 2+ 3/4 AP1, Lethal 5+ -
⚔ Chainsword 5 3+ 4/5 - -
⚔ Combat Blade 4 3+ 3/5 - -
⚔ Combat Knife 4 3+/2+ 4/5 - -
⚔ Fists 4 3+/2+ 3/4 - -
⚔ Gun Butt 3 4+ 2/3 - -
⚔ Power Weapon 5 2+ 4/6 Lethal 5+ -

TACTICAL PLOYS EQUIPMENT


STEALTH ASSAULT 1.) GRAPNEL LAUNCHER [1EP]
When a friendly operative with a conceal order not in While climbing, the first 3◯ = 1◯. Does not need to
engagement range of an enemy is activated. Cannot be within ▲ to climb. When dropping can be any
make shooting attacks, in combat after you resolve your
vertical distance from the level it’s on, and halves
first successful hit you can immediately resolve another
successful hit. vertical distance.
TRANSHUMAN PHYSIOLOGY 2.) GRAV-CHUTE [2EP]
After rolling defence dice can retain one successful After scouting, this unit can move 2◯ and can Fly.
normal save as a critical save. When moving from a Vantage Point, can Fly as long
ONE STEP AHEAD as it ends lower than the VP.
After selecting a kill team can change out 1 operative.
8.) SMOKE GRENADE [3EP]
ELITE RECONNAISSANCE
At the end of the scouting step, either redeploy 2 friendly (1AP) Place center of smoke token within ⬟ of unit.
operatives or select and resolve an additional scouting Creates an area of smoke with a ◯ radius upward
option other than originally picked. (not below) from center. Until end of turn, a unit is
Obscured if all Cover lines cross smoke. Can only
STRATEGIC PLOYS
be done once and not engaged.
BOLTER DISCIPLINE
Can Shoot twice. 9.) SHOCK GRENADE [3EP]
SHOCK ASSAULT (1AP) Select a point within ⬟, Roll D6 for each unit
Can fight twice. within ◯ of that point, -1 if not Visible. On 4+, -1
VANGUARD APL. Can only be performed once and not engaged
Ignore first ◯ for a climb, drop, or traverse, w/enemies.
Automatically pass jump tests, Add ▲ to M 5.) FRAG GRENADE [2EP]
AND THEY SHALL KNOW NO FEAR 6.) KRAK GRENADE [3EP]
Ignore any or all modifiers to APL, not injured
7.) THROWING KNIFE [2EP]
8.) PURITY SEAL [3EP]
Once per battle, can use command re-roll tactical
ploy without CP

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ABILITIES
[ALL] GUERILLA WARFARE (1AP)-
If not first turning point or within ⬟ of an enemy operative change this operative’s order.
[INCURSOR] MULTI-SPECTRUM ARRAY -
When determining LOS, areas of smoke have no effect, target must be more than 2◯ from point of cover feature that
is obscuring.
[REIVER] TERROR (1AP)-
Objective marker control -1 APL and mission actions and pick up actions cost 1 more AP for enemy operatives within

[INFILTRATOR] OMNI-SCRAMBLER-
During strategy phase one enemy operative visible to any friendly operative with this ability is treated as having a GA
of 1 and cannot perform actions until one of the following is true
● Number of enemies equal to the number of friendly operatives with this ability have been activated.
● Is last enemy operative to be activated.
[SERGEANT] COMMS ARRAY (1AP)-
If not in engagement range of an enemy one friendly visible operative can immediately perform a free 1 AP action.
Cannot be an action already performed and cannot be performed again this turning point.
[COMMSMAN] STRATEGISE (1AP)-
If not in engagement range of enemy gain 1 CP
[HELIX ADEPT] COMBAT RESTORATIVES-
Once per turning point if a friendly operative visible, within ◼, and not within engagement range of an enemy
operative. The enemy is not incapacitated with d3 wounds remaining. That operative can perform a free dash but
must finish the move within ▲ of this operative. -1 APL from both operatives
[HELIX ADEPT] HELIX GAUNTLET (1AP)-
Friendly operative visible and within▲ regains 2d3 lost wounds.
[MARKSMAN] TRACK TARGET (1AP)-
Once per turning point during an enemy operative’s activation, after they perform an action you can interrupt it. Can
perform overwatch (if currently concealed change to engage) on that enemy.
[SABOTEUR] SABOTEURS (1AP)-
Cannot be performed within engagement range of an enemy unless they are a SABOTEUR or MINELAYER. Remove
Saboteur token.
[MINELAYER] PROXIMITY-
First time an enemy operative moves within ◼ of haywire token make shooting attack with haywire mine against that
enemy.
[MINELAYER] PLANT HAYWIRE MINE (1AP)-
Usable only once, if not in engagement range of enemy, place a haywire mine token within ▲ of this operative.
[SABOTEUR] DETONATE-
Make shooting action with this weapon against each operative within ◼ of the center of the explosive token. All
operatives are visible, and determine cover based on the token. Cannot perform overwatch.
[SABOTEUR] PLANT SABOTEUR EXPLOSIVES (1AP)-
Usable only once, if not in engagement range of enemy, place a saboteur explosives token within ▲ of this operative.
If this operative is removed from killzone so is this token.
[VETERAN] CUSTOM-
For the battle select two of the following SR or CR for this weapon: Balanced, Lethal 5+, No Cover, MW1, P1,
Rending.
[VOXBREAKER] VOXBREAK (1AP)-
While an enemy is within ⬟ every time they fight or make a shooting attack they cannot re-roll attack dice.
[VOXBREAKER] AUSPEX SCAN (1AP)-
If not in engagement range of an enemy, select one enemy operative with a conceal order within ⬟ and one friendly
operative visible and within◼. That friendly operative treats that enemy as if it has an engage order.

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REIVERS (SPACE MARINES)
Warrior Sergeant1
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 12 3◯ 3 1 3 3+ 13

NAME A BS/WS D SR !
Bolt Carbine 4 3+ 12+ 3/4 - -

Special Issue Bolt Pistol 4 3+ 12+ 3/4 Rng ⬟, AP1 -

⚔ Combat Knife 5 3+ 12+ 3/4 - -

⚔ Fists 4 3+ 12+ 3/4 - -


Frag Grenade 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect -
Krak Grenade 4 3+ 4/5 Rng ⬟, Lmtd, Indirect, AP1, No Overwatch -

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) GRAPNEL LAUNCHER [1EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. While climbing, the first 3◯ = 1◯. Does not need to be
within ▲ to climb. When dropping can be any vertical
SHOCK ASSAULT distance from the level it’s on, and halves vertical distance.
Can Fight Twice. Can’t Shoot if done.
2.) GRAV-CHUTE [2EP]
TACTICAL PRECISION After scouting, this unit can move 2◯ and can Fly. When
If within ◼ of Leader, can re-roll one attack die. moving from a Vantage Point, can Fly as long as it ends
lower than the VP.
TACTICAL PLOYS
3.) FRAG GRENADE [2EP]
TRANSHUMAN PHYSIOLOGY
One defense roll, retain a Normal as a Crit. 4.) KRAK GRENADE [3EP]
ONLY IN DEATH DOES DUTY END 5.) PURITY SEAL [3EP]
When a Ready unit would die, instead he lives for one Once per battle. During Fight, Shoot, or Defend; use
activation and isn’t considered injured. Command Re-roll for free.
AND THEY SHALL KNOW NO FEAR 6.) SUSPENSOR SYSTEM [3EP]
One unit may ignore any or all modifiers to its APL Heavy rule, cannot move more than 3◯ if you shoot.
characteristic and it is not injured until end of activation.
7.) AUSPEX* [3EP]
TERROR TROOP (2AP) Unengaged only. One unit within ◼ and Visible has
When an enemy performs a mission/pickup action, and is No Cover on all ranged weapons until the end of turn.
within ◼ of your unit, +1AP to complete. Also, when
determining control of an objective, enemies have -1APL if 8.) SMOKE GRENADE [3EP]
your unit is within range of the objective. (1AP) Place center of smoke token within ⬟ of unit. Creates
an area of smoke with a ◯ radius upward (not below) from
center. Until end of turn, a unit is Obscured if all Cover lines
cross smoke. Can only be done once and not engaged.
9.) SHOCK GRENADE [3EP]
(1AP) Select a point within ⬟, Roll D6 for each unit within ◯
of that point, -1 if not Visible. On 4+, -1 APL. Can only be
performed once and not engaged w/enemies.

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SCOUTS (SPACE MARINES)
Scout (Warrior/Sergeant) Scout (Heavy Gunner)
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 8/9 3◯ 2 1 3 4+ 8
Scout Sniper (Sergeant) Scout Sniper (Warrior)
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 9 3◯ 2 1 3 4+ 8
Camo Cloak: When in cover may retain one additional die. Camo Cloak: When in cover may retain one additional die.

NAME A BS/WS D SR !
Astartes Shotgun 4 2+ 4/4 Rng ⬟ -
Boltgun 4 3+ 3/4 - -
Bolt Pistol 4 3+ 3/4 Rng ⬟ -
⚔Chainsword 5 2+ 4/5 - -
⚔Combat Knife 4 3+ 3/4 - -
⚔ Fists 3 3+ 3/4 - -
Heavy Bolter 5 3+ 4/5 Heavy, Fusilade P1
Missile Launcher -Frag 4 3+ 3/5 Heavy, Blast ◯ -
Missile Launcher -Krak 4 3+ 5/7 Heavy, AP1 -
Scout Sniper Rifle 4 2+ 3/3 Heavy, Silent MW1
Scout Sniper Rifle (Sergeant) 4 2+ 3/3 Heavy, Silent, Balanced MW1

STRATEGIC PLOYS EQUIPMENT


Tactical Precision 2.) FRAG GRENADE [2EP]
Until end of turn, while friendly Scout is Visible and within ◼of Frag grenade 4 3+ 2/3
Friendly Leader, can reroll 1 attack dice.
Rng ⬟, Limited, Blast ◯, Indirect
TACTICAL PLOYS
3.) KRAK GRENADE [3EP]
Only In Death Does Duty End
When a Ready unit would die, instead he lives for one Frag grenade 4 3+ 4/5
activation and isn’t considered injured.. Rng ⬟, Limited, AP1, Indirect, No Overwatch
And They Shall Know No Fear
4.) PURITY SEAL [3EP]
One unit may ignore any or all modifiers to its APL
Once per battle. During Fight, Shoot, or Defend; use
characteristic and it is not injured until end of activation.
Command Re-roll for free.
EQUIPMENT 5.) SUSPENSOR SYSTEM [3EP]
Heavy rule, cannot move more than 3◯ if you shoot.
1.) SMOKE GRENADE [3EP]
Place center of smoke token within ⬟ of unit. Creates an 6.) AUSPEX [2EP]
area of smoke with a ◯ radius upward (not below) from (2AP) Unengaged only. One unit within ◼ and Visible has
center. Until end of turn, a unit is Obscured if all Cover lines No Cover on all ranged weapons until the end of turn.
cross smoke. Can only be done once and not engaged.

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TACTICAL MARINES (SPACE MARINES)
Warrior, Gunner, Heavy Gunner Sergeant¹
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 11 3◯ 3 1 3 3+ 12

NAME A BS/WS D SR !
Bolt pistol 4 2+ 3/4 Rng ⬟ -
Boltgun 4 3+ ¹2+ 3/4 - -
Combi-flamer 5 2+ 2/2 Combi, Rng ⬟, Torrent ◯, Limited -
Combi-grav 4 2+ 4/5 Combi, AP1, Grav, Limited -
Combi-melta 4 2+ 6/3 Combi, Rng ⬟, AP2, Limited MW4
Combi-plasma (Overcharge) 4 2+ 5/6 Combi, AP2, Hot, Limited -
Combi-plasma (Standard) 4 2+ 5/6 Combi, AP1, Limited -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Grav-gun 4 3+ 4/5 AP1, Grav -
Grav-pistol 4 2+ 4/5 Rng ⬟, AP1, Grav -
Hand flamer 4 2+ 2/2 Rng ⬟, Torrent ▲ -
Heavy bolter 5 3+ 4/5 Heavy, Fusilade P1
Inferno pistol 4 2+ 5/6 Rng ◼, AP2 MW3
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Missile Launcher - Frag 4 3+ 3/5 Heavy, Blast ◯ -
Missile Launcher - Krak 4 3+ 5/7 Heavy, AP1 -
Plasma Gun - Standard 4 3+ 5/6 AP1 -
Plasma Gun - Supercharge 4 3+ 5/6 AP2, Hot -
Plasma Pistol - Standard 4 2+ 5/6 Rng ⬟, AP1 -
Plasma Pistol - Supercharge 4 2+ 5/6 Rng ⬟, AP2, Hot -
⚔ Chainsword 5 2+ 4/5 - -
⚔ Fists 3 3+ ¹2+ 3/4 - -
⚔ Power fist 5 3+ 5/7 Brutal -
⚔ Power Weapon 5 2+ 4/6 Lethal 5+ -

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) AUSPEX* [3EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. (2AP): Grant No Cover special rule to friendly unit within ◼.
SHOCK ASSAULT 2.) SUSPENSOR SYSTEM [3EP]
Can Fight Twice. Can’t Shoot if done. Can move up to 3◯ and still Shoot with Heavy weapons.
TACTICAL PRECISION 3.) PURITY SEAL [3EP]
Can re-roll one attack dice if within ◼ of LEADER. Once per battle. During Fight, Shoot, or Defend; use
TACTICAL PLOYS Command Re-roll for free.

ONLY IN DEATH DOES DUTY END 4.) FRAG GRENADE [2EP]


When a Ready SM would die, instead he lives for one Frag Grenade 4 3+ 2/3
activation and isn’t considered injured. Rng ⬟, Limited, Blast ◯, Indirect
AND THEY SHALL KNOW NO FEAR
5.) KRAK GRENADE [3EP]
One SM may ignore any or all modifiers to its APL
characteristic and it is not injured until end of activation. Krak Grenade 4 3+ 4/5
Rng ⬟, Limited, Indirect, No Overwatch.

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TALONS OF THE EMPEROR
CUSTODES SISTERS
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 2+ 18/19 3◯ 2 1 3 3+ 8/9

SPECIAL ABILITIES SPECIAL ABILITIES


The Emperor’s Chosen - Cannot be injured. Can ignore Psychic Abomination - If within , enemies cannot
mods to APL. Ignores the Stun Crit Rule. perform Psychic actions.

Storm Shield - 4++, each Parry discards 2 Strikes.

NAME A BS/WS D SR !
Guardian Spear 4 2+ 3/5 - P1
Sentinel Blade 4 2+ 3/4 Rng ⬟ P1
⚔ Guardian Spear 5 2+ 5/7 Lethal 5+ -
⚔ Sentinel Blade 5 2+ 4/6 Lethal 5+ -
Boltgun 4 3+ 2+ 3/4 - -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
⚔ Executioner Greatblade 4 3+ 2+ 4/6 Lethal 5+ -
⚔ Gun Butt 4 3+ 2+ 2/3 - -

STRATEGIC PLOYS EQUIPMENT


AEGIS OF THE EMPEROR 1.) OATH PARCHMENT [3EP]
Crit Dmg is reduced Normal Dmg. Once per battle, Command Re-roll for free.
CREEPING DREAD 2.) TANGLEFOOT GRENADE (Custodes) [3EP]
If within ◼ of a Sister unit, BS/WS is worsened by 1. Once per battle, and while not engaged, -1 from Visible
enemy APL within ⬟.
PEERLESS WARRIORS
Custodes units can perform up to 2 Shoots and Fights. 3.) MISERICORDIA (Custodes) [2EP]
No Storm Shield. Each Fight, roll D6, 3+ enemy takes 2MW.
TACTICAL PLOYS
4.) PSYK-OUT GRENADE [2EP]
ARCANE GENETIC ALCHEMY
Custodes. Change normal save roll to crit. Psyk-out Grenade 4 3+ 1/1
Rng ⬟, Limited, Blast ◯, Indirect
BROTHERHOOD OF DEMIGODS
If Psyker or Daemon, dmg is 3/5 and has Lethal 5+.
End of Firefight phase, or when it’s your turn, one Custodes
may perform a Fight or Overwatch action. Does not activate.
5.) VRATINE FACEPLATE (Sisters) [2EP]
TALONS Once per battle, subtract 3 dmg from one attack dice.
When within ⬟ of enemy, or ◯ of objective marker; a Sister
may jointly activate a ◼ Custodes, or vice versa.

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THOUSAND SONS
Rubric Marine/Aspiring Sorcerer Tzaangor/Twistbray
M APL GA DF SV W M APL GA DF SV W
3◯ 2/3 1 3 3+ 12/13 3◯ 2 1 3 6+ 8/9
Favoured by Change: 5++. Favoured by Change, Icon Bearer
All is Dust When shot, if normal dmg stat of wpn is ≤3, SV=2+. Herd Banner (1AP): Until end of turn, while w/i ◼of a friendly
Icon Bearer: APL is +1 for Objective Control Purposes. Tzaangor improve its ++ by 1.
Icon of Flame: While Aspiring Sorcerer w/i ◼ it can resolve a Brayhorn (1AP): Until end or turn, each time a Tzaangor
2nd psychic power w/o rolling a D6. Moves or Charges, add .
NAME A BS/WS D SR !
Inferno Boltgun 4 3+ 3/4 AP1 -
⚔ Fists 3 3+ 3/4 - -
Soulreaper Cannon 6 3+ 3/4 AP1, Fusillade -
Warpflamer 5 2+ 2/3 Rng ⬟, Torrent ◯, AP1 -
Inferno Bolt Pistol 4 2+ 3/4 Rng ⬟, AP1 -
Plasma Pistol - Standard 4 2+ 5/6 Rng ⬟, AP1 -
Plasma Pistol - Supercharge 4 2+ 5/6 Rng ⬟, AP2, Hot -
Warpflame Pistol 4 2+ 2/3 Rng ⬟, Torrent ▲, AP1 -
⚔ Force Stave 4 3+ 4/5 - Stun
Autopistol 4 4+ 2/3 Rng ⬟ -
⚔ Chainsword 4 4+ 3+ 4/5 - -
⚔ Tzaangor Blades 4 4+ 3+ 4/5 Relentless -
⚔ Dagger 4 4+ 3/4 - -

STRATEGIC PLOYS EQUIPMENT


MALICIOUS VOLLEYS - 1CP 1.) ALL-SEEING EYE* [2EP]
Arcana Astartes can shoot 2x if bolt weapon (excluding Once per battle, do one of the following:
Doombolt) and it doesn't fight. - If ready, you can activate after activating a friendly unit.
SORCEROUS AUTOMATA - 1CP - You can activate a ready friendly unit after this one.
Until end or turn, Arcana Astartes (excluding 2.) RUNIC WARD* [3EP]
Sorcerer) get +1 APL when activating w/i ◼ of a ready Once per battle, in the Roll Defence Dice step when shot at,
Aspiring Sorcerer. you can retain one failed save as a successful normal save, or
INHUMAN SAVAGERY - 1CP one normal save as a successful crit save.
Until end of turn, when a Tzaangor fights in combat, if it 3.) MYTHIC SCROLL* (Aspiring Sorcerer) [2EP]
Charged, in the Roll Attack Dice step if you retain two or more Once only, perform a free Manifest Psychic Power action.
successful hits, you can retain one failed hit as a normal hit. 4.) GARGOYLE BAYONET [2EP]
TACTICAL PLOYS Gargoyle Bayonet 3 3+ 4/4
TREASURE HUNTER - 1 CP
Use when Tzaangor activated. It can perform a mission 5.) TREASURE TRINKET* [3EP]
action or Pick Up action for 1 less AP (min 0). Tzaangor only. +1 CP.
SORCEROUS FOCUS - 1CP 6.) GILDED HORNS (Tzaangor) [1 EP]
When rolling a D6 to resolve a 2nd psychic power and not w/i Each time this unit fights in combat, if it Charged, can retain
engagement range of enemies, treat result as a 6. one attack result of 5+ that is successful as a critical hit.
INFERNAL FUSILLADE - 1CP 7.) ENSORCELLED ROUNDS [2EP]
After making a shooting attack w/ Arcana Astartes (excluding Tzaangor only. Select one autopistol, add 1 to Damage.
sorcerer), if target did not lose any wounds repeat the attack. PSYCHIC POWERS
PSYCHIC POWERS DOOMBOLT
IMMATERIAL SURGE Doombolt 4 3+ 3/3
Select 1 other visible friendly unit, add 1 to its APL. Lethal 5+ ! - MW2
TWIST OF FATE FIRESTORM
Select 1 visible enemy, until end of turn, each time a TS unit
fights or shoots that enemy, in the Roll Attack Firestorm 5 4+ 2/2
Dice step you can re-roll one die. Indirect, Barrage, Blast ▲

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TOMB WORLD (NECRON)
WARRIOR FLAYED ONE
M APL GA DF SV W M APL GA DF SV W
2◯ 2 1 3 4+ 9 2◯ 2 1 3 4+ 9/10
IMMORTAL DEATHMARK
M APL GA DF SV W M APL GA DF SV W
2◯ 2 1 3 3+ 10/11 2◯ 2 1 3 3+ 10/11

SPECIAL ABILITIES
Living Metal - In the Ready units step of each turn, regain up to 2 lost wounds.

NAME A BS/WS D SR !
Gauss Flayer 4 3+ 3/4 - -
Gauss Reaper 4 3+ 4/5 Rng ⬟ P1
⚔ Bayonet (warrior) 3 3+ 3/4 - -
⚔ Bayonet (Immortal) 4 3+ 2+ 3/4 - -
Gauss Blaster 4 3+ 2+ 4/5 AP1 -
Tesla Carbine 4 3+ 2+ 4/5 - Splash 1
⚔ Flayer Claws 5 3+ 2+ 4/5 - Rending
Synaptic Disintegrator 4 2+ 4/4 Heavy, AP1, (Leader: Balanced) MW1
⚔ Fists 3 3+ 2+ 3/4 - -

STRATEGIC PLOYS EQUIPMENT


RELENTLESS ONSLAUGHT 1.) DEVOURER NANOSCARABS [3EP]
Until end of turn, when shooting, if target w/i ⬟ you can re-roll Devourer Nanoscarabs 4 3+ 3/4
one die.
Rng ⬟, Limited, Indirect, Lethal 5+
DIMENSIONAL CONCEALMENT (Deathmark)
(1AP) Change this unit’s order. 2.) SEMPITERNAL WEAVE* [3EP]
IMPLACABLE MARCH Deathmark Leader or Immortal Leader gains: Save 2+.
After determining unit’s order, if Engage order, +1◯ to its 3.) TESLA WEAVE [2EP]
move, and it can only perform Normal Move, Charge, Shoot, Each time an enemy finishes a Charge w/i engagement
and Fight actions. range, roll 3 D6. For each 5+ they suffer 1 mortal wound.
4.) STARFIRE CORE (Gauss Flayer/Reaper/Blaster) [2EP]
💀.
SKULKING KILLER (Flayed Ones)
Skulking Killer - Can perform a Charge while Each shooting attack, if you retain any critical hits, you can
retain one failed hit as a successful normal hit.
TACTICAL PLOYS
5.) HYPERPHASE BLADE (Bayonet) [2EP]
REANIMATION PROTOCOLS Gains Lethal 5+.
On death place Reanimation token and leave its order.
Before resolving Living Metal, roll D6 for each Reanimation 6.) MINDSHACKLE SCARABS* [3EP]
token. On a 3+ (or 2+ for Warriors), return unit near the token (AP1) Once per battle, Select one enemy w/i ◼ and visible,
not in engagement. It has D3 wounds remaining. roll a D6. If the result is higher than their APL, they get -1
APL. If the result is more than double their APL you can
LIVING LIGHTNING (Tesla Carbine) - 1CP perform a free Shoot or Fight action with that enemy as if it
When shooting, when one or more critical hits are retained, was friendly.
treat Splash 1 critical as Splash 2 critical, or treat the
distance for splash as ◼ instead of ◯.

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TRAITOR SPACE MARINES (HERETIC ASTARTES)
SPACE MARINES CULTIST FIGHTERS
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 12/13 3◯ 2 2 3 5+ 7
SPECIAL ABILITIES M APL GA DF SV W
Icon Bearer - +1 APL for objective control. 3◯ 2 1 3 5+ 7/8
Icon of Vengeance (1AP) - Until end of turn, when rolling
attack dice, if you crit, you can make one failed, Normal.

NAME A BS/WS D SR !
Autogun 4 4+ 2/3 - -
Autopistol 4 4+ 2/3 Rng ⬟ -
Bolt Pistol 4 3+/2+ 3/4 Rng ⬟ -
Boltgun 4 3+/2+ 3/4 - -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Heavy Bolter 5 3+ 4/5 Heavy, Fusillade P1
Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade -
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Missile Launcher - Frag 4 3+ 3/5 Heavy, Blast -
- Krak 4 3+ 5/7 Heavy, AP1 -
Plasma Gun AP1 -
4 3+ 5/6
- Super Charge AP2, Hot -
Plasma Pistol - Standard 4 2+ 5/6 Rng ⬟, AP1 -
- Supercharge 4 2+ 5/6 Rng ⬟, AP2, Hot -
⚔ Brutal Assault Weapon 4 4+ 2/3 - -
⚔ Chainsword 5 3+ 4/5 - -
⚔ Fists 4 3+ 3/4 - -
⚔ Gun Butt 3 4+ 2/3 - -
⚔ Power Fist 5 3+ 5/7 Brutal -
⚔ Power Weapon 5 2+ 4/6 Lethal 5+ -

STRATEGIC PLOYS EQUIPMENT


MALICIOUS VOLLEYS (Space Marine) 1.) BELT FEED [2/3EP]
Until end of turn, if you do not Fight, you may Shoot twice Add Ceaseless to a Boltgun, Bolt Pistol, or Heavy Bolter. If
with a weapon with bolt in the name. Heavy Bolter, 3EP.
HATEFUL ASSAULT (Space Marine) 2.) MALEFIC ROUNDS [2EP]
Until end of turn, if you do not Shoot, you may fight twice.. Add P1 Crit to a Boltgun, Bolt Pistol, or Heavy Bolter. If it
LET THE GALAXY BURN! (Space Marine) already has P1, add AP1 instead.
You can retain one of your 5+ dice rolls as a Crit. Can retain 3.) DARK BLESSING [3EP]
a 4+ if another effect retains a 5+. One Melee Weapon has +1 Attacks.
TACTICAL PLOYS 4.) FRAG GRENADE [2EP]
VETERAN OF THE LONG WAR (Space Marine) Frag Grenade 4 3+ 2/3
When Fighting or Shooting, if the enemy takes no wounds, Rng ⬟, Limited, Blast ◯, Indirect
repeat the Fight or Shoot.
5.) KRAK GRENADE [3EP]
STRIKE FROM WITHIN (Cultist)
Krak Grenade 4 3+ 4/5
Use in Set Up units step. That unit can be set up with a
Conceal order anywhere that is within ▲ of Heavy terrain and Rng ⬟, Limited, Indirect, AP1, Can’t Overwatch.
more than ⬟ from enemy units and the enemy drop zone. 6.) GRISLY TROPHY* [3EP]
WARP INFUSED (Space Marine) If enemy is Visible and within ◼, -1 to their attacks.
Ignore any or all mods to APL and isn’t injured. 7.) SUSPENSOR SYSTEM [3EP]
Heavy rule, cannot move more than 3◯ if you shoot.
8.) SACRIFICIAL DAGGER* [3EP]
Once a turn, on kill, gain 4 lost wounds.

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TROUPE (HARLEQUINS)

M APL GA DF SV W ABILITIES
3◯ 3 1 3 6+/4++ 8/9 Flip Belt - Moves as though it can Fly, passes jump tests.

NAME A BS/WS D SR !
Fusion Pistol 4 3+ 5/3 Rng ◼, AP2 MW3
Neuro Disruptor 4 3+ 4/5 Rng ⬟, AP1 Stun
Shuriken Pistol 4 3+ 3/4 Rng ⬟ Rending
⚔ Harlequin’s Blade 5 3+ 4/5 Balanced -
⚔ Harlequin's Caress 5 4+ 5/6 - -
⚔ Harlequin's Embrace 5 3+ 4/5 Brutal -
⚔ Harlequin’s Kiss 5 3+ 3/7 - -
⚔ Power Weapon 5 2+ 4/6 Lethal 5+ -

STRATEGIC PLOYS EQUIPMENT


RISING CRESCENDO 1.) SHRIEKER TOXIN ROUNDS [3EP]
Each time a unit is activated, it can Dash and Charge while Shuriken Pistol gains MW1 on crit.
in engagement range, and any move action may add 1 ▲.
2.) DEATH MASK* [3EP]
DOMINO FIELD If this unit dies, gain 1CP.
If haven’t shot, and within ▲ of Cover, treated as Conceal.
3.) ACCELERATED MONOFILAMENT WIRE [3EP]
PRISMATIC BLUR Harlequin’s Embrace gains Reap 1 on crit and Lethal 5+
Each Move, Fall Back, or Charge causes Prismatic Blur. special rule.
Can re-roll 1 Defense Die when being shot. Can roll a D6
when Striked, on 4+ it’s parried. 4.) SUPERTENSILE MONOFILAMENT WIRE [3EP]
Harlequin’s Kiss gains +1 Normal Dmg.
TACTICAL PLOYS
5.) PURE PSYCHOCRYSTALS [3EP]
MURDEROUS ENTRANCE Neuro Disruptor gains Lethal 5+.
After a Charge, if you Strike with a Crit, you may
immediately Strike with a second die. 6.) WRAITHBONE TALISMAN [3EP]
Once per battle, when fighting, shooting, or defending, you
THE CURTAIN FALLS can used Command Re-roll for free.
When you Strike, end combat and Fall Back for 1AP.
7.) PRISMATIC GRENADE [3EP]
HERO’S PATH
Prismatic Grenade 4 3+ 3/4
When activated, can move anywhere that is more than ⬟
from an enemy for 3AP. Rng ⬟, Limited, Blast ◯, Indirect, Stun on crit.

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VETERAN GUARDSMEN (ASTRA MILITARUM)
VETERAN
-

M APL GA DF SV W SPECIAL RULES (cont)


3◯ 2 1/2 3 5+ 7/8 [HARDENED] by War: D6 on wound, 5+ not lost. Ignore -APL.
[MEDIC]!: Once per turn, when one unit within ◼ and not engaged can be
-

SPECIAL RULES revived with 1 wound. Combat ends. Can perform free Dash to end within ▲ of
this unit. -1 APL for both.
[SERGEANT] Guardsmen Orders:.Within ⬟ and Visible Issued Order
Medikit (1AP): Friendly within ▲ regains 2D3 wounds. Cannot be engaged.
[SNIPER]: If no Normal Move, Charge, or Fall Back, Long-las gains Silent.
Cannot be used on a target of MEDIC! this turn.
[CONFIDANT] Second in Command: If Sergeant dies, gains Leader and
[COMMS] Relay Orders: If this unit is issued an order, it can issue it to all other
Guardsmen Orders.
guardsmen. Subtract 1 from this unit’s APL.
Directive: If not Leader, can activate a unit within ⬟ and Visible, after it’s
Signal (1AP): Comms Only. Not within engagement range of enemy. Select
activation.
Guardsman/Scion within ⬟ to receive 1 APL.
[DEMOLITION] *Detonate: Shoot from center of mine token with Rng ◼. All
[BRUISER]: Once per turn, during fight, ignore 1 normal hit.
enemies are Visible. Remove token.
Plant Mine (1AP): Place mine token within ▲ of unit, then free Dash. Cannot GUARDSMEN ORDERS
do while engaged or if a token is already in play.
[ZEALOT] The Emperor Protects: Reroll any/all defense dice. MOVE! MOVE! MOVE!: Add ▲ to movement characteristics.
Uplifting Primer (1AP): Until end of turn, any unit within ◼ can select one TAKE AIM!: Can re-roll shooting attack results of 1. Not usable with Mortar
attack die of 5+ as crit. Barrage and Remote Mine Ranged Weapons, or attacks with tactical assets.
[SPOTTER] (2AP): Select one enemy Visible, and one friendly within ◯ and HOLD POSITION!: Can re-roll shooting defense results of 1 if in Cover, and
cannot Dash or Charge.
having 🎯
Visible to this unit. Activate the unit after this one. The enemy is treated as
. Cannot be engaged.
-
FIX BAYONETS!: Can re-roll fighting attack results of 1.

NAME A BS/WS D SR !
Bolt Pistol 4 4+ 3/4 Rng ⬟ -
Boltgun 4 4+ 3+ 3/4 - -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Grenade Launcher - Frag 4 4+ 2/4 Blast ◯ -
Grenade Launcher - Krak 4 4+ 4/5 AP1 -
Laspistol 4 4+ 3+ 2/3 Rng ⬟ -
Lasgun - Standard 4 4+ 2/3 - -
Lasgun - Overcharge* 4 4+ 2/3 AP1, Hot -
Long-las 4 2+ 3/3 - MW3
Meltagun 4 4+ 6/3 Rng ⬟, AP2 MW4
Mortar Barrage 5 4+ 2/3 Barrage, Unwieldy, Blast ◯, Silent -
Plasma Gun - Standard 4 4+ 5/6 AP1 -
Plasma Gun - Supercharge 4 4+ 5/6 AP2, Hot -
Plasma Pistol - Standard 4 3+ 5/6 Rng ⬟, AP1 -
Plasma Pistol - Supercharge 4 3+ 5/6 Rng ⬟, AP2, Hot -
Remote Mine 4 2+ 5/6 AP1, Detonate*, Silent, No Overwatch -
⚔ Bayonet 3 4+ 3+ 2/3 - -
⚔ Bionic Arm 3 4+ 4/5 - -
⚔ Chainsword 4 4+ 3+ 3/4 - -
⚔ Power Weapon 4 3+ 4/6 Lethal 5+ -
⚔ Trench Club 3 3+ 3/3 - Stun
Frag Grenade 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect -
Krak Grenade 4 3+ 4/5 Rng ⬟, Lmtd, Indirect, AP1, No Overwatch -
⚔ Hand Axe 3 4+ 3/5 - -
-
- -

STRATEGIC PLOYS EQUIPMENT


*OVERCHARGE LASGUNS 1.) FRAG GRENADE [2EP]
TAKE COVER 2.) KRAK GRENADE [3EP]
If in cover, improve SV by 1. 3.) HOT-SHOT CAPACITOR PACK [2EP]
INTO THE BREACH Add 1 to dmg characteristics of Lasguns and Laspistols.
If in your drop zone, can make free Dash towards enemy drop zone.
4.) ROSARY* [2EP]
CLEAR THE LINE Once only, ignore dmg from 1 Attack Die.
Each fight, can retain a normal hit without rolling it.
5.) HAND AXE [2EP]
TACTICAL PLOYS 6.) TRENCH SHOVEL [2EP]
INSPIRATIONAL LEADERSHIP (Leader) When within drop zone, enemies more than ◯ treat this unit as in cover, but not
Issue a different Guardsmen Order to all friendlies within ⬟ and Visible. if this unit moved.
IN DEATH, ATONEMENT 7.) CHRONOMETER* [3EP]
When a Ready unit dies, he lives for one activation and isn’t injured. Once only, can reroll initiative die.
COMBINED ARMS 8.) TOPOGRAPHICAL CHART* [3EP]
During Shoot, if targeting a unit already shot, reroll any/all attack die. Choose a 2nd, different scouting option. Initiative is based on 1st.
-
-

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ANCILLARY SUPPORT
(4 troopers or 2 of the following)
ARTILLERY BARRAGE
For purposes of LOS and weapon’s special rules, select friendly operative as performing this shoot action.

Artillery Barrage 6 5+ 2/3

Barrage, Blast ◯, Indirect

MARKED AIR STRIKE


For purposes of LOS and weapon’s special rules, select friendly operative as performing this shoot action.

Marked Air Strike 5 4+ 3/4

Barrage, Blast ◯

GUIDED MISSILE
For purposes of LOS and weapon’s special rules, select friendly operative as performing this shoot action.

Guided Missile 6 3+ 4/6

AP1

Strafing Run
Select an enemy operative in a friendly operative’s LOS as a mark. Then place Strafing run token anywhere in the killzone.
Draw a 1mm line between any part of the mark’s base and the strafing token. Make a shooting attack against every operative
that passes through that line. When determining valid targets, if they are in cover draw visibility and cover lines from the marked
operative, if they are in cover provided by light cover or another operative treat them as having an engage order.

Strafing Run 6 4+ 2/3

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VOID-DANCER-TROUPE (HARLEQUINS)

M APL GA DF SV W ABILITIES
3◯ 3 1 3 6+/4++ 8/9 [Lead Player] Performance Lead - Once, per battle, in
the Strategy phase you can select a different Allegory and
PSYCHIC POWERS may select a different operative for the pivotal role.
Veil of Tears - Visible Friendly Operative gets: If more Humbling Cruelty - If target loses any wounds, they are
than ⬟ they are in cover and enemy operatives cannot end injured till end of turning point
charge in engagement range of them
[Death Jester Shrieking Harvest](2 AP) -Free shoot
Fog of Dreams - Visible Enemy Operative, GA is now 1, action, Shrieker Cannon replace Fusillade with Torrent ◯
operative cannot be activated or perform actions until it is
the last enemy operative activated or 1 d6 enemy operatives [Shadowseer] Manifest Psychic Power (1 AP) -Use
have been activated before them psychic power, can perform twice during an activation, can
only use if not in engagement range
Mirror of Minds - Enemy Operative in LOS, both players
roll 6 d6, for each matching pair the enemy operative suffers [Shadowseer] Hallucinogen Grenade (1 AP) -Select
that many MW point within ⬟ of the operative, for each operative within ◯
roll 1 d6 for each, subtracting 1 if not visible, on 4+ subtract
1 APL in addition on a 6 sufferers 1 MW, only once per
battle

NAME A BS/WS D SR !
Fusion Pistol 4 3+ 2+ 5/3 Rng ◼, AP2 MW3
Neuro Disruptor 4 3+ 2+ 4/5 Rng ⬟, AP1 Stun
Shuriken Pistol 4 3+2+ 3/4 Rng ⬟ Rending
Shrieker Cannon 5 3+ 4/5 Fusillade, Heavy, Humbling Cruelty Rending
Prismatic Grenade 4 3+ 3/4 Rng ⬟, Limited, Blast ◯,Indirect Stun
⚔ Harlequin’s Blade 5 3+2+ 4/5 Balanced -
⚔ Harlequin's Caress 5 3+ 2+ 4/5 - Rending
⚔ Harlequin's Embrace 5 3+ 2+ 4/5 Brutal -
⚔ Harlequin’s Kiss 5 3+ 3/7 - -
⚔ Power Weapon 5 2+ 4/6 Lethal 5+ -
⚔ Shrieker Blade 2 3+ 3/4 - Reap 2
⚔ Miststave 4 3+ 4/5 - Stun

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STRATEGIC PLOYS EQUIPMENT
BETWEEN COLOURS 1.) SHRIEKER TOXIN ROUNDS [3EP/4EP]
Can perform shoot actions during normal move, except for Shuriken Pistol/Shrieker Cannon gains MW1 on crit.
shrieker cannon.
2.) DEATH MASK* [3EP]
DOMINO FIELD If this unit dies, gain 1CP.
Until they make a shooting action each friendly operative
has: When determining LOS if they are within of a terrain 3.) ACCELERATED MONOFILAMENT WIRE [3EP]
feature and more than ⬟ from enemy operative, they are Harlequin’s Embrace gains Reap 1 on crit and Lethal 5+
considered to have a conceal order, regardless of any other special rule.
rule
4.) SUPERTENSILE MONOFILAMENT WIRE [3EP]
PRISMATIC BLUR Harlequin’s Kiss gains +1 Normal Dmg.
Any action in which an operative move gives it Prismatic
Blur until the end of Turning Point. Can re-roll 1 Defense Die 5.) PURE PSYCHOCRYSTALS* [3EP]
when being shot. Neuro Disruptor gains Lethal 5+.

CEORACH’S JEST 6.) WRAITHBONE TALISMAN [3EP]


Each time a friendly operative fights in combat once in the Once per battle, when fighting, shooting, or defending, you
resolve successful hits you may roll 1 d6, if the result is can used Command Re-roll for free.
equal or less than the enemy operatives WS that strike is
7.) PRISMATIC GRENADE [3EP]
treated as a parry

TACTICAL PLOYS 8.)Support Grip*[1EP]


Remove Heavy from Shrieker Cannon replace with
MURDEROUS ENTRANCE Cumbersome: cannot move more than 3◯ in same
After a Charge, if you Strike with a Crit, you may activation which it performs a shoot action
immediately Strike with a second die.
ALLEGORY PERFORMANCE ACCOLADE
THE CURTAIN FALLS
When you Strike, end combat and Fall Back for 1AP. Fall Back costs 1
C COMEDY Perform Fall Back less AP to a
RUTHLESS DERISION minimum of 1
If you perform a fall back, during the same activation after
rolling attack dice for shooting action you may re-roll any or In resolve
successful hits in When Fighting, in
all of your attack dice for that shooting attack. resolve successful
combat
hits, if you retain no
CAPRICIOUS ROLE C EPIC incapacitate an crit hits you may use a
When friendly operative is activated, can perform dash and enemy operative normal success as a
with ≦ 2 attack crit
charge actions while in engagement range of enemy
dice
operatives.
In resolve
SAEDATH When making a
successful hits in
shooting attack, in
shooting
● Friendly pivotal role the roll attack dice
C MELODRAMA incapacitate an
step you can re-roll
operative has accolade enemy operative
of active allegory one of your attack
with ≦ 2 attack
● +1 Performance tally dice
dice
when a friendly
operative completes Perform a charge
the performance of
<4 Performance Tallies action and end Add ◼ to a charge
active allegory ODYSSEY
C

within ⬟ of instead of ◯
C

● +1 Performance tally
when a friendly pivotal enemy drop zone
role operative
completes the When a shooting
performance of active attack is made in
allegory the roll defence
Lose a wound from step if you are not
TRAGEDY a shooting attack in cover you can
● All Friendly operatives
C

gain accolade ability of retain one


active allegory successful normal
4 Performance Tallies save
● Gain 1 Command Point
C

achieved ● Generate 1 additional


Command Point each
Turning Point

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WARPCOVEN (THOUSAND SONS)
Rubric Marine/Sorcerer Tzaangor
M APL GA DF SV W M APL GA DF SV W
3◯ 2/3 1 3 3+ 12/13 3◯ 2 1 3 6+ 8
Favoured by Change 5++, Icon Bearer APL is +1 for Objective Control Favoured by Change: 5++
All is Dust When shot, if normal dmg stat of wpn is ≤3, SV=2+; max 3◯ Icon Bearer: APL is +1 for Objective Control Purposes.
move/activation. Herd Banner (1AP): Until end of turn, while w/i ◼of a friendly Tzaangor
Rubric Command: One visible and w/i ◼ friendly Rubric +1APL, max 1/TP. improve its ++ by 1.
Manifest Psychic Power (1AP): 1 Warpcoven psychic power, not Engaged. Brayhorn (1AP): Until end or turn, each time Moves or Charges, add .
Relentless: If has force stave & proserpine khopesh, both gain Relentless. Savage Assault (1AP): Free Fight action. If still in Engagement range after,
Icon of Flame: If Sorcerer w/i ◼ it can resolve a 2nd psychic w/o rolling a D6. fight again (can be different target).
NAME A BS/WS D SR !
Inferno Boltgun 4 3+ 3/4 AP1 -
⚔ Fists 3 3+ 3/4 - -
Soulreaper Cannon 6 3+ 3/4 AP1, Fusillade -
Warpflamer 5 2+ 2/4 Rng ⬟, Torrent ◯, AP1 -
Inferno Bolt Pistol 4 3+ 3/4 Rng ⬟, AP1 -
Warpflame Pistol 5 2+ 2/4 Rng ⬟, Torrent ▲, AP1 -
⚔ Force Stave 4 3+ 4/6 - Stun
Autopistol 4 4+ 2/3 Rng ⬟ -
⚔ Chainsword 4 4+ 4/5 - -
⚔ Tzaangor Blades 4 4+ 4/5 Relentless -
⚔ Dagger 4 4+ 3/4 - -
⚔ Prosperine Khopesh 4 3+ 4/6 Lethal 5+ -
⚔ Tzaangor Greataxe 4 3+ 4/5 Brutal, Lethal 5+ -
⚔ Tzaangor Greatblade 4 3+ 4/5 Lethal 5+ Reap 1

STRATEGIC PLOYS
EXALTED ASTARTES (Each Sorcerer) - 1CP EQUIPMENT
- Fight twice, cannot shoot. 1.) HIGH CAPACITY MAGAZINE [1/3EP]
- Shoot twice, cannot fight. Only different weapons (psychic included). Select one autopistol, inferno bolt pistol, or inferno boltgun, it gains Ceasless.
PSYCHIC DOMINION - 1CP If autopistol 1EP, else 3EP.
Until end of turn, each Sorcerer can perform Manifest Psychic Power twice.
2.) OCCULT TALISMAN [2EP]
SLOW AND PURPUSEFUL (Rubric Marine) - 1CP Occult Talisman: When losing wound from mortal wound or psychic shooting,
Until end of turn, can re-roll all shoot dice if not Charged, Fall Back, or Moved. 5+FNP.
SAVAGE HERD - 1CP
3.) SORCEROUS SCROLL* (Sorcerer) [4EP]
Until end of turn, each Tzaangor can retain one die as success in fight. If
Sorcerous Scroll: Gain one additional psychic power from unstudied discipline.
supported, retain one as critical success.
Once per battle, perform Manifest Psychic Power action with that power.
TACTICAL PLOYS
4.) GARGOYLE BAYONET (Rubric Marine) [2EP]
CAPRICIOUS PLAN - 1 CP
Use when Sorcerer’s activation ended. Sorcerer can Dash & change its order Gargoyle Bayonet 3 3+ 4/4
PSYCHIC CABAL (Sorcerer) - 1CP 5.) ARCANE ROBES (Sorcerer) [2EP]
When manifests psychic power. Choose a power from discipline of unit w/i ⬟. Arcane Robes: Once per battle, Convert critical hit on this Unit in normal hit.
MUTANT HERD (Tzaangor) - 1CP
Start of activation. Choose another Tzaangor w/i ◼. After activating first, 6.) GILDED HORNS (Tzaangor) [1 EP]
activate another before any opponent’s activations or Overwatch actions. Each time this unit fights in combat, if it Charged, can retain one attack result
of 5+ that is successful as a critical hit.
SCHEMES OF CHANGE - 1CP
At start of Target Reveal of Strategy phase, or when activating warpcoven Unit. 7.) ENSORCELLED ROUNDS [2EP]
Discard one TacOp (discard scored VPs from it) and randomly determine new Tzaangor only. Select one autopistol, add 1 to Damage.
TacOp (from remaining TacOps).
PSYCHIC POWERS - DESTINY DISCIPLINE PSYCHIC POWERS - TEMPYRIC DISCIPLINE
WEAVE FATE WEAVE FATE
Select 1 other visible unit. Until next turn, you can re-roll all defence dice. Until next turn, enemy Units subtract ◯ when Charging and Dashing.
TWIST DESTINY TEMPORAL MANIPULATION
Select 1 visible enemy, until end of turn: that Unit cannot re-roll attack dice, Select 1 other friendly Unit. It regains 2D3 lost wounds.
and ignores all positive APL modifiers. FLUXBLAST
DOOMBOLT 4 3+ 3/4 Blast ◯ ! - Rending
4 3+ 3/3 Lethal 5+ ! - MW2
PSYCHIC POWERS - WARPFIRE DISCIPLINE
BOONS OF TZEENTCH
WARP PORTAL
MUTATION Select 1 other visible friendly unit w/i ◼ and not moved. Remove it and place it
Warp Swell: +1 Damage on melee weapons w/i ⬟ and not in Engagement range.
Mutant Appendage: Once per turn do Pick Up or mission action for -1AP.
Avian Talons: If no criticals in fight when charging, one normal is critical. INFERNAL FIRE
Select 1 visible enemy, until end of turn, each time a warpcoven Unit fights or
FATE shoots that enemy, in the Roll Attack Dice step you can re-roll any and all dice.
Patron of Destiny: once per turn free command re-roll fir shooting, fighting or
save. Roll D6, on 1-3 lose ability FIRESTORM
Incorporeal Sight: ranged weapons have Lethal 5+ and No Cover 5 4+ 2/2 Barrage, Blast ▲, Indirect
Time Walker: +1A for melee and +▲M
AETHERIC
Immaterial Flight: gain Fly
Crystalline: improve save by +1
Emphyric Ward: gain 4++

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Wyrmblade (GENESTEALER CULTS)
Cult Agents Brood-Adept, Heavy Gunner/Gunner/Icon Bearer, Leader
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 4++ 9 3◯ 2 2/1 3 5+ 7/8

NAME A BS/WS D SR !
Autogun 4 4+ 13+ 2/3 - -
Autopistol 4 4+ 13+ 2/3 Rng ⬟ -
Barbed tail 4 3+ 3/4 Rng ◼, Silent -
Blasting charge 4 3+ 3/4 Rng ⬟,Blast ▲, Indirect, Limited -
Bolt Pistol 4 3+ 3/4 Rng ⬟ -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Frag grenade 4 3+ 2/3 Rng ⬟,Blast ◯, Indirect, Limited -
Grenade Launcher - Frag 4 4+ 2/4 Blast ◯ -
Grenade Launcher - Krak 4 4+ 4/5 AP1 -
Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade -
Liberator Autosubs- long range 4 4+ 3/4 - -
Liberator Autostubs- short range 5 2+ 3/4 - -
Master-Crafted Autopistol 4 3+ Rng ⬟, Balanced, Lethal 5+ -
Mining Laser 5 4+ 5/6 Heavy, AP1 -
Sanctus Sniper Rifle 4 2+ 3/3 Heavy, Silent MW3
Seismic Cannon - Long-wave 6 4+ 2/2 Heavy, Blast ▲ Stun
Seismic Cannon - Short-wave 4 3+ 4/4 Rng ⬟, Heavy Stun, P1
Shotgun 4 3+ 12+ 3/3 Rng ⬟ -
Web Pistol 4 2+ 2/2 Rng ⬟ Stun
Webber 4 3+ 2/2 Rng ⬟, Lethal 5+ Stun
⚔ Chainsword 4 3+ 4/5 Ceaseless -
⚔ Cult Knife 4 4+ 2/3 - Rending
⚔ Fists 3 3+ 2/4 - -
⚔ Gun Butt 3 4+ 2/3 - -
⚔ Kelermorph Knife 3 3+ 3/4 - -
Locus blades 5 2+ 4/6 Lethal 5+ -
⚔ Power Maul 4 3+ 4/5 - Stun
⚔ Power Pick 4 3+ 4/5 - Rending
⚔ Sanctus bio-dagger 4 2+ 3/6 Leath 4+ Stun

STRATEGIC PLOYS EQUIPMENT


METICULOUS PLAN 1.) FRAG GRENADE [2EP]
Usable only once, If a friendly neophyte operative has a conceal
order it can perform a mission or pick up action for one less AP 2.) BLASTING CHARGE [3EP]
to a min of 0 3.) FLASH VISOR [1EP]
ONE WITH THE SHADOWS Can ignore any and all mods to APL..
When determining LOS from an enemy operative to a friendly 4.) SPOTLIGHT [3EP]
operative, if the friendly has a conceal order light terrain is While an enemy operative is visible to and within ⬟ of this
obscuring operative that enemy operative cannot be obscured
WRITHING INGRESS 5.) CULT TALISMAN [2EP]
Usable only once, Place one Ingress token within ▲ of a terrain Once per battle during a shooting attack made against this
feature no thicker than ▲. Friendly operatives can move through operative, in the resolve successful saves step, you can change
that terrain feature as if it were not there as long as they are one of your retained normal saves to a critical save.
within ▲ of the token.
6.) CLIMBING EQUIPMENT [1EP]
CROSSFIRE ● Each Time this operative ascends or descends a terrain feature
● After friendly operatives makes a shooting attack and while climbing, the first vertical distance of up to 3 ◯ it travels
target is not incapacitated and does not have a are counted as 1 ◯ for that climb.
crossfire token it gains one until end of turning point. ● This operative does not need to be within ▲ of a physical and
climbable part of a terrain feature in order to climb it.
● When a friendly operatives makes a shooting attack
● Each time this operative drops, the intended location can be
against a target that has a crossfire token, in the roll any vertical distance from the level it occupies.
attack dice step before rolling attack dice you can retain ● Each time this operative drops, it counts any vertical distance
one as a successful normal hit without rolling it. it travels as half for that drop.

7.) CULT KNIFE [1EP]

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SPECIAL ABILITIES TACTICAL PLOYS
Cult Ambush [All] SLINK INTO DARKNESS
: During the first turning point when an operative is activated you can Each friendly operative can only use this once, at the end of a
change its order. The first time the operative performs either a fight or
friendly operative’s activation you may change its engage order
shoot action in each of its activations, and its order was changed from
conceal to engage during that activation, in combat or shooting attack to a conceal order.
you may re-roll any or all of your attacks that have results of 1. COILED SERPENT
Preternatural assassin [Cult Agents] Used when a friendly operative is activated and changes its
: Cannot be equipped with equipment, 4++, If shooting attack is made order from conceal to engage. The first time they fight or shoot
against while in cover if in roll defense dice step you may pick 1one of during the activation in the roll attack dice step you can retain a
the following normal successful hit as a critical instead.
● Retain one additional dice as a successful normal save
● Retain one dice as a successful critical save instead of a UNQUESTIONING LOYALTY
normal save Used when a friendly leader or cult agent operative is selected
Shadow Vector [Leader] as the target for combat. Select one other friendly locus or
: Once per turning point, friendly visible neophyte operative can be the neophyte operative (excluding leader) within ◼ to intervene.
target for either the Slink into Darkness or Coiled Serpent tactical ploy. ● If an intervening friendly operative is not within
Heroic Inspiration [Kelermorph] engagement rage of an enemy operative, you can
: If this operative incapacitates an enemy oepratives, until the end of the interrupt that combat to perform a free a charge action
turning point it is a Heroic Inspiration. When it has heroic inspiration each but must end in engagement range of the enemy
time a friendly neophyte operative fights or makes a shooting attack operative fighting in that combat.
while within ◼ and visible to this operative you can retain one attack dice ● If the friendly operative is within engagement range of
results of 5+ that is a successful normal hit as a critical hit instead. that enemy operative, it becomes target for that
Expert Gunslinger [Kelermorph] combat.
: Can perform two shoots actions in one activation
HIDING
Hypersense [Kelermorph] (1AP)
Used during Set Up Operatives step, select up to two friendly
: For next shooting action during this activation, short range profile of
neophyte operatives to be set up hiding instead. In firefight
liberator autostubs gains indirect and no cover special rules but loses P1
and rending critical hit rules. phase of first Turning Point:
● Have a GA of 1, are considered to be within the killzone
Icon Bearer
and can be activated as normal
: +1 APL for Control Point Purposes.
● When activated for first time, set it up with an order of
Signal the Strike [Icon Bearer] (1AP) your choice anywhere in killzone within ⬟ of your drop
: Until the end of the turning point if not within engagement range of an zone and more than ◼ from enemy operatives. It is
enemy operative, the cult ambush ability for friendly operatives visible
treated as having performed a normal move action
and within ◼ may re-roll any of all of their attack dice instead.
(-1AP).
Target Vulnerability [Sniper] (1AP) ● Is incapacitated if not activated by end of first turning
: Sniper rifle gets lethal 5+ SR till end of activation.
point
Familiar’s Soulsight [Sniper] (1AP)
: Select one enemy operative. Until the end of Turning point each time
this operative makes a shooting attack against that enemy operative.
● The Sanctus sniper rifle this operative is equipped with gains
the No Cover special rule for that shooting attack
● That enemy operative cannot be Obscured for that shooting
attack.
● Areas of smoke cannot prevent that enemy operative from
being Visible for that shooting attack.
Creeping Shadow [Talon]
: This operative can perform a Charge action while it has a Conceal
order. Each time after this operative fights in combat, it can perform a
free Dash action, regardless of any other actions it has performed during
this activation, and even if it is within Engagement Range of an enemy
operative (but it cannot finish that move within Engagement Range of an
enemy operative).
Familiar’s Soulsight [Talon] (1AP)
: Select one enemy operative. Until the end of the Turning Point, each
time this operative fights in combat with that enemy operative, the
Sanctus bio-dagger this operative is equipped with gains the Brutal and
Balanced special rules for that combat.
Duellist [Locus]
: Each time this operative fights in combat, in the Resolve Successful
Hits step of that combat, you can resolve one successful hit before the
Attacker, If you do so, that successful hit must be used to parry.
Expert Swordsman [Locus]
This operative can perform two Fight actions during each of its
activations. Each time after this operative fights in combat, it can perform
a free Charge action (even if it has done so during this activation), but
can only move up to ◼
Quicksilver Strike [Locus] (1AP)
Once this Turning Point, when an enemy operative is performing a
Normal Move or Dash action and moves within of this operative, you can
interrupt that action to perform a free Charge action with this operative (it
must finish that move within Engagement Range of that enemy
operative, and if this operative has a Conceal order, change it to an
Engage order to do so). If you do so, that enemy operative’s action ends
without finishing their move, and you must then perform a free Fight

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action with this operative against that enemy operative. This action is
treated as a Fight action for the purposes of action restrictions.

Wyrmblade (GENESTEALER CULTS)


Cult Agents Brood-Adept, Heavy Gunner/Gunner/Icon Bearer, Leader
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 4++ 9 3◯ 2 2/1 3 5+ 7/8

NAME A BS/WS D SR !
Autogun 4 4+ 13+ 2/3 - -
Autopistol 4 4+ 13+ 2/3 Rng ⬟ -
Barbed tail 4 3+ 3/4 Rng ◼, Silent -
Blasting charge 4 3+ 3/4 Rng ⬟,Blast ▲, Indirect, Limited -
Bolt Pistol 4 3+ 3/4 Rng ⬟ -
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯ -
Frag grenade 4 3+ 2/3 Rng ⬟,Blast ◯, Indirect, Limited -
Grenade Launcher - Frag 4 4+ 2/4 Blast ◯ -
Grenade Launcher - Krak 4 4+ 4/5 AP1 -
Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade -
Liberator Autosubs- long range 4 4+ 3/4 - -
Liberator Autostubs- short range 5 2+ 3/4 - -
Master-Crafted Autopistol 4 3+ Rng ⬟, Balanced, Lethal 5+ -
Mining Laser 5 4+ 5/6 Heavy, AP1 -
Sanctus Sniper Rifle 4 2+ 3/3 Heavy, Silent MW3
Seismic Cannon - Long-wave 6 4+ 2/2 Heavy, Blast ▲ Stun
Seismic Cannon - Short-wave 4 3+ 4/4 Rng ⬟, Heavy Stun, P1
Shotgun 4 3+ 12+ 3/3 Rng ⬟ -
Web Pistol 4 2+ 2/2 Rng ⬟ Stun
Webber 4 3+ 2/2 Rng ⬟, Lethal 5+ Stun
⚔ Chainsword 4 3+ 4/5 Ceaseless -
⚔ Cult Knife 4 4+ 2/3 - Rending
⚔ Fists 3 3+ 2/4 - -
⚔ Gun Butt 3 4+ 2/3 - -
⚔ Kelermorph Knife 3 3+ 3/4 - -
Locus blades 5 2+ 4/6 Lethal 5+ -
⚔ Power Maul 4 3+ 4/5 - Stun
⚔ Power Pick 4 3+ 4/5 - Rending
⚔ Sanctus bio-dagger 4 2+ 3/6 Leath 4+ Stun

STRATEGIC PLOYS EQUIPMENT


METICULOUS PLAN 1.) FRAG GRENADE [2EP]
Usable only once, If a friendly neophyte operative has a conceal
order it can perform a mission or pick up action for one less AP 2.) BLASTING CHARGE [3EP]
to a min of 0 3.) FLASH VISOR [1EP]
ONE WITH THE SHADOWS Can ignore any and all mods to APL..
When determining LOS from an enemy operative to a friendly 4.) SPOTLIGHT [3EP]
operative, if the friendly has a conceal order light terrain is While an enemy operative is visible to and within ⬟ of this
obscuring operative that enemy operative cannot be obscured
WRITHING INGRESS 5.) CULT TALISMAN [2EP]
Usable only once, Place one Ingress token within ▲ of a terrain Once per battle during a shooting attack made against this
feature no thicker than ▲. Friendly operatives can move through operative, in the resolve successful saves step, you can change
that terrain feature as if it were not there as long as they are one of your retained normal saves to a critical save.
within ▲ of the token.
6.) CLIMBING EQUIPMENT [1EP]
CROSSFIRE ● Each Time this operative ascends or descends a terrain feature
● After friendly operatives makes a shooting attack and while climbing, the first vertical distance of up to 3 ◯ it travels
target is not incapacitated and does not have a are counted as 1 ◯ for that climb.
crossfire token it gains one until end of turning point. ● This operative does not need to be within ▲ of a physical and
climbable part of a terrain feature in order to climb it.
● When a friendly operatives makes a shooting attack

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against a target that has a crossfire token, in the roll ● Each time this operative drops, the intended location can be
attack dice step before rolling attack dice you can retain any vertical distance from the level it occupies.
● Each time this operative drops, it counts any vertical distance
one as a successful normal hit without rolling it.
it travels as half for that drop.

7.) CULT KNIFE [1EP]


SPECIAL ABILITIES
Cult Ambush [All]
TACTICAL PLOYS
During the first turning point when an operative is activated you can SLINK INTO DARKNESS
change its order. The first time the operative performs either a fight or Each friendly operative can only use this once, at the end of a
shoot action in each of its activations, and its order was changed from friendly operative’s activation you may change its engage order
conceal to engage during that activation, in combat or shooting attack
you may re-roll any or all of your attacks that have results of 1.
to a conceal order.
Preternatural assassin [Cult Agents] COILED SERPENT
Cannot be equipped with equipment, 4++, If shooting attack is made Used when a friendly operative is activated and changes its
against while in cover if in roll defense dice step you may pick 1 of the order from conceal to engage. The first time they fight or shoot
following during the activation in the roll attack dice step you can retain a
● Retain one additional dice as a successful normal save normal successful hit as a critical instead.
● Retain one dice as a successful critical save instead of a
normal save UNQUESTIONING LOYALTY
Shadow Vector [Leader] Used when a friendly leader or cult agent operative is selected
Once per turning point, friendly visible neophyte operative can be the as the target for combat. Select one other friendly locus or
target for either the Slink into Darkness or Coiled Serpent tactical ploy. neophyte operative (excluding leader) within ◼ to intervene.
Heroic Inspiration [Kelermorph] ● If an intervening friendly operative is not within
If this operative incapacitates an enemy oepratives, until the end of the engagement rage of an enemy operative, you can
turning point it is a Heroic Inspiration. When it has heroic inspiration each interrupt that combat to perform a free a charge action
time a friendly neophyte operative fights or makes a shooting attack but must end in engagement range of the enemy
while within ◼ and visible to this operative you can retain one attack dice operative fighting in that combat.
results of 5+ that is a successful normal hit as a critical hit instead. ● If the friendly operative is within engagement range of
Expert Gunslinger [Kelermorph] that enemy operative, it becomes target for that
Can perform two shoots actions in one activation combat.
Hypersense [Kelermorph] (1AP)
HIDING
For next shooting action during this activation, short range profile of
liberator autostubs gains indirect and no cover special rules but loses P1 Used during Set Up Operatives step, select up to two friendly
and rending critical hit rules. neophyte operatives to be set up hiding instead. In firefight
Icon Bearer
phase of first Turning Point:
+1 APL for Control Point Purposes. ● Have a GA of 1, are considered to be within the killzone
and can be activated as normal
Signal the Strike [Icon Bearer] (1AP)
Until the end of the turning point if not within engagement range of an ● When activated for first time, set it up with an order of
enemy operative, the cult ambush ability for friendly operatives visible your choice anywhere in killzone within ⬟ of your drop
and within ◼ may re-roll any of all of their attack dice instead. zone and more than ◼ from enemy operatives. It is
Target Vulnerability [Sniper] (1AP) treated as having performed a normal move action
Sniper rifle gets lethal 5+ SR till end of activation. (-1AP).
Familiar’s Soulsight [Sniper] (1AP) ● Is incapacitated if not activated by end of first turning
Select one enemy operative. Until the end of Turning point each time point
this operative makes a shooting attack against that enemy operative.
● The Sanctus sniper rifle this operative is equipped with gains
the No Cover special rule for that shooting attack
● That enemy operative cannot be Obscured for that shooting
● Areas of smoke cannot prevent that enemy operative from
being Visible for that shooting attack.
Creeping Shadow [Talon]
This operative can perform a Charge action while it has a Conceal order.
Each time after this operative fights in combat, it can perform a free Dash
action, regardless of any other actions it has performed during this
activation, and even if it is within Engagement Range of an enemy
operative (but it cannot finish that move within Engagement Range of an
enemy operative).
Familiar’s Soulsight [Talon] (1AP)
Select one enemy operative. Until the end of the Turning Point, each
time this operative fights in combat with that enemy operative, the
Sanctus bio-dagger this operative is equipped with gains the Brutal and
Balanced special rules for that combat.
Duellist [Locus]
Each time this operative fights in combat, in the Resolve Successful Hits
step of that combat, you can resolve one successful hit before the
Attacker, If you do so, that successful hit must be used to parry.
Expert Swordsman [Locus]
This operative can perform two Fight actions during each of its
activations. Each time after this operative fights in combat, it can perform
a free Charge action (even if it has done so during this activation), but
can only move up to ◼
Quicksilver Strike [Locus] (1AP)
Once this Turning Point, when an enemy operative is performing a
Normal Move or Dash action and moves within of this operative, you can
interrupt that action to perform a free Charge action with this operative (it
must finish that move within Engagement Range of that enemy

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operative, and if this operative has a Conceal order, change it to an
Engage order to do so). If you do so, that enemy operative’s action ends
without finishing their move, and you must then perform a free Fight
action with this operative against that enemy operative. This action is
treated as a Fight action for the purposes of action restrictions.

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