Battle Honours

Battle Honour specialisms are similar to the 2nd edition Narrative Spec-Ops and can be found in Reference. Only Latent Psyker operatives may gain abilities from the additional Psyker specialism, detailed in the following section. Some Followers may choose from multiple Battle Honour specialisms; the first time they gain a Battle Honour, choose their Primary Specialism.

Each time an ACOLYTE RETINUE operative gains a Battle Honour, instead of determining one from the specialism indicated by the progression table, you can determine one from the Acolyte table below.

Each time an OFF-WORLDER operative gains a Battle Honour, you can determine one from the Off-Worlder Specialisms (see Reference).

An operative cannot have the same Battle Honour more than once.

COMMON SPECIALISMS

COMBAT BATTLE HONOURS

D6 Battle Honour
1 Inexorable: Whenever this operative fights or retailiates, the enemy operative in combat cannot be supported
.2 Bladework: Whenever this operative fights or retailiates, its melee weapons gain Balanced weapon rule.
3 Dirty Fighter: Whenever this operative fights or retailiates, if any friendly operative support them, add 1 to its melee weapons' Atk stat.
4 Vicious: Add 1 to this operative's melee weapons critical Dmg.
5 Duellist: Whenever this operative fights or retailiates, worsen the Hit stat of enemy operative in combat by 1.
6 Savage: Whenever this operative fights or retailiates, if you retain any critical hits, inflict 1 damage to the enemy operative in that combat in addition to any other weapon rules.

MARKSMAN BATTLE HONOURS

6Death from Above: Once per turning point, if this operative shoots from Vantage point and no damage was inflicted to its target, repeat that Shoot action.
D6 Battle Honour
1 Gun Ace: Whenever this operative shoots, its ranged weapns gain Balanced weapon rule.
2 Crack Shot: Whenever this operative shoots, if you retain any critical hits, inflict 1 damage to the enemy operative in that combat in addition to any other weapon rules.
3 Calculated: When this operative is counteracting, if it performs Shoot action, it can then perform Dash action.
4 Careful Aim: Whenever this operative shoots, its target cannot gain Cover from other operatives' bases.
5 Sharpshooter: Whenever this operative shoots, if it did not perform Reposition, Fall Back or Charge actions in current activation, its ranged weapons gain Lethal 5+ weapon rule.

SCOUT BATTLE HONOURS

D6 Battle Honour
1 Runner: This operative can perform Dash action for 1AP less, as long as it did not Shoot or Fight.
2 Swift: This operative can perform Dash action more than once per activation. In addition, whenever it climbs, ignore first 2" of vertical distance.
3 Covert: This operative can change its order for 1AP during its activation.
4 Picket: This operative can be set up wholly within 3" of the Drop zone.
5 Evasive: Whenever the Shoot action is made against this operative, if it is in Cover, you can re-roll one Defense dice.
6 Dodge: This operative can move within control range of enemy operatives, but must finish its Reposition or Dash without control range of any enemy operatives.

STAUNCH BATTLE HONOURS

D6 Battle Honour
1 Resilient: Add 2 to this operative's Wounds stat.
2 Shrug Off: Whenever the Shoot action is made against this operative, you can change one of your opponent's critical hits to normal hit.
3 Focused: For the purposes of mission, treat this operative's APL stat as 1 more.
4 Stalwart: This operative is never injured.
5 Invulnerable: Whenever the Shoot action is made against this operative, ignore Piercing 1 and Piercing Crits 1 weapon rules.
6 Indomitable: Each time normal Dmg is inflicted on this operative, roll a D6. On a roll of 5+, reduce that Dmg by 1.

ACOLYTE BATTLE HONOURS

D8 Battle Honour
1 Cautious: This operative can perform the Guard action for one less AP, to a minimum of 0AP.
2 Fervent: Each time this operative performs the Charge action, it can move an additional 1".
3 Gunfighter: This operative can perform two Shoot actions during its activation if a pistol weapon is selected for both of those actions.
4 Pile In: Each time after this operative fights in combat, if it is not within control range of an enemy operative, it can make a free Charge action, but with maximum distance of 3", even if it has already performed the Charge action and without preventing its later use in that activation.
5 Sneaky: Whenever this operative has the Conceal order, it is always treated as having the Conceal order, regardless of any other rules.
6 Stubborn: You can ignore any or all modifiers to this operative's APL and Move stats and it is not affected by the Shock and Stun weapon rules.
7 Tough: You can re-roll Recovery tests taken for this operative. In addition, each time this operative gains a Battle Scar, you can roll an extra D6 and select which result to use.
8 Well-Prepared: In the Select Equipment step, this operative can Select two additional EP of Equipment above the scenario limit.

Designer's Note: Random progression may not be for everyone. If you prefer, roll two dice and pick the result that suits best, re-roll inappropriate results, or simply choose your Battle Honours.

LATENT PSYKER SPECIALISM

Latent psychic power manifests unpredictably among all levels of human society. this power is by its nature unpredictable - it is unclear what capacity a psyker will have until it begins to manifest, and untrained psychic exertions are inherently dangerous. Most latent psykers suffer a grim fate - either succumbing to the horrors of the Empyrean or vanishing into the Blackships of the Adeptus Astra Telepathica. Some however learn to harness, control and conceal their gifts, and are of particular interest to Inquisitors, whether as assets or as threats.

On character creation, Latent Psykers gain the PSYKER keyword. When determining a Battle Honour in the Psychic discipline, the Operative gains access to one of the following ACOLYTE psychic powers:

PSYKER BATTLE HONOURS

D6 Psychic Power
1 Unerring Aim: Select one friendly ACOLYTE RETINUE operative Visible to this operative. Until the end of the turning point, ranged weapons that operative is equipped with gain the Seek weapon rule, and targets cannot be obscured.
2 Bloodlust: Select one friendly ACOLYTE RETINUE operative Visible to this operative. Until the end of its current or next activation, whichever comes first, each time this operative fights or retailiates, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker.
3 Explosive Decompression: Perform a free Shoot action with the following weapon:
  NAME ATK HIT DMG WR
  Explosive Decompression 4 - 4/5 PSYCHIC, Piercing 1, Saturate
4 Spontaneous Combustion: Perform the free Shoot action with the following weapon:
  NAME ATK HIT DMG WR
  Spontaneous Combustion 4 - 3/4 PSYCHIC, Blast 2", 1" Devastating 1, Saturate, Blaze
5 Feet of Lead: Select one enemy operative Visible to this operative. Until the end of the Turning Point, subtract 2" from that enemy operative's Move stat and it cannot perform the Dash action.
6 Temporal Blip: Select one friendly ACOLYTE RETINUE operative Visible to this operative. Add 1 to its APL stat.

When a Latent Psyker gains their first Psyker Battle Honour, they also gain the following unique action:

MANIFEST PSYCHIC POWER 1AP

&nbsp: PSYCHIC. Roll a D6. On a 2+, resolve an ACOLYTE psychic power available to this operative. On a 1, roll on the Perils of the Warp table instead.

  This action may be performed more than once, but for each subsequent attempt during the operative's activation subtract 2 from the roll.

PERILS OF WARP

When a Latent Psyker fails a Manifest Psychic Power roll, roll again on the following table:

D6 Peril
1 Isolation: The psyker instinctively recoils from some foul entity reaching out from the void. This operative may not perform the Manifest Psychic Power action for the remainder of the scenario.
2 Trauma: The psyker doubles over under the weight of a massive psychic shock. This operative immediately inflicts D3 damage to self.
3 Feedback: The psyker momentarily loses control of their powers. This operative immediately inflicts 1 damage to self.
4 Confusion: The psyker is overwhelmed by a flood of sensory information. Subtract 1 APL until the end this operative's next activation.
5 Flux: The ground under the psyker's feet suddenly seem less real. Until this operative's next activation, treat its Move stat as 2" less, and when it performs the Dash action, it can only move up to 1".
6 Whispers: Ethereal voices uttering profane threats and foul promises fill the air. Until this operative's next activation, all operatives within 6" of it worsen their Hit stat by 1.

FACTION SPECIALISMS

Here are represented the adapted specialisms from 2nd edition of Kill Team. For certain reasons, number of available faction Battle Honours is reduced - both to reduce paperwork and to stimulate players building character with diverse talents.

DEATH KORPS BATTLE HONOURS

D3 Battle Honour
1 Capable Under Fire: If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being in LoS as a result of a Vantage Point.
2 Siege Specialist: Select one of this operative's ranged weapons. It gains Saturate weapon rule.
3 Final Litany: When this operative is incapacitated, if it's Ready, it is not removed from the killzone until the end of its activation or until the end of next friendly operative activation (whichever comes first). It is treated as being Injured.

EXACTION SQUAD BATTLE HONOURS

D3 Battle Honour
1 Rigid Determination: You can ignore any or all modifiers to this operative's Move and Hit stats.
2 No Lenience: Whenever this operative is shooting an enemy operative that is not in Cover, its ranged weapons gain Lethal 5+ weapon rule.
3 Priority Endowment: In the Select Equipment Step, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for one less equipment point (to a minimum of 0EP).

HUNTER CLADE BATTLE HONOURS

D3 Battle Honour
1 Fixated: First time this operative fights, retailiates or shoots during the scenario, its weapons gain Severe weapon rule for that attack.
2 Enhanced bionics: Whenever normal or critical Dmg is inflicted on this operative, subtract 1 from that Dmg.
3 Autonomic cortex: This operative can use DOCTRINA IMPERATIVES (see Hunter Clade Rules) on MACHINE Followers.
D3 Battle Honour
1 Gutsy: Whenever this operative is shooting. an enemy operative within 3" of it, its ranged weapons gain Punishing weapon rule.
2 Deckhand: This operative performs Operate Hatch action for 1 less AP to a minimum of 0AP.
3 Gallant: Whenever this operative fights or shoots, if it's within 6" of Target area or Killzone edge that is furthest from Drop zone, its weapons gain Balanced weapon rule.

INQUISITORIAL AGENT BATTLE HONOURS

D3 Battle Honour
1 Inspector: Enemy operatives must be more than 3" (instead of 2") from this operative to be in Cover.
2 Firm Resolve: You can ignore any modifiers to this operative's APL and Move stats, and it's not affected by Stun weapon rule.
3 Ruthless Persecutor: Whenever this operative shoots at enemy operative, that is not in cover, its weapons gain Accurate 1 weapon rule.

KASRKIN BATTLE HONOURS

D3 Battle Honour
1 War-hardened: First time in scenario this operative incapacitates an enemy operative, its ranged weapons gain Severe rule for the next turning point.
2 Kill Shot: Select one of the ranged weapons this operative is equipped with. If that weapon has more then one profile, select one of these profiles. Add 1 to its critical Dmg.
3 Sharp instincts: Enemy operatives must be more than 4" (instead of 2") from this operative to be in Cover.

SISTER NOVITIATE BATTLE HONOURS

1Devout: During the first turning point, this operative can exchange 1AP it has not used to 1CP.
D3 Battle Honour
2 Righteous Purpose: Each time an attack dice would inflict critical Dmg on this operative, you can choose for that attack dice to inflict normal Dmg instead.
3 Glare of Condemnation: Whenever an enemy operative would perform a PSYCHIC action or a Shoot action with PSYCHIC weapon, if it is within 3" of this operative, that action costs 1AP more.
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