D20 | DV | Operative |
1-2 (Max 1) | 2 | Cult Leader |
3-4 (Max 1) | 2 | Cultist Icon Bearer |
5-12 | 1 |
Cultist Fighter armed with one of the following:
|
13-14 | 2 |
Cultist Gunner armed with Gun butt and one of the following:
|
15-18 | 2 | Abomination |
19 | 2 | Lesser Daemon* |
20 | 3 |
Heretic Astartes armed with one of the following:
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KHORNE
Daemon: Blodletter
Fury: Each time a friendly CULTIST operative fights in combat, in the Resolve Successful Hits step of that combat, if it performed a Charge action during that activation, the first time it strikes, inflict one additional damage.
NURGLE
Daemon: Plaguebearer
Rot: Each time a friendly CULTIST operative is incapacitated, roll one D6. On a 6, replace that operative with a Zombie, with an Engage order and the same Ready/Activated status and tokens (e.g. Blaze) as the incapacitated operative
SLAANESH
Daemon: Daemonette
Decadence: Each time a friendly CULTIST operative fights in combat, in the Resolve Successful Hits step of that combat, when it would resolve its first successful hit, if the target is injured, it can resolve two successful hits.
TZEENTCH
Daemon: Pink Horror
Fate: Each time a friendly CULTIST fights in combat or is the target of a shooting attack, in the Roll Attack Dice step of that attack, its opponent cannot re-roll their attack dice.
CULT LEADER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Those who rise to lead a cult may be officers, aristocrats, gang lords or underground preachers, but all are pledged to desecration. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |||||||||
Autopistol | 4 | 3+ | 2/3 | Range 8" | |||||||||
Malefic blade | 5 | 3+ | 3/4 | Malefic blade* |
*Malefic blade: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, each time it retains a critical hit, 1 damage is inflicted on target.
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CULTIST FIGHTER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Cultists arm themselves with an assortment of improvised weapons, killing in service of their dark masters. | 2 | 6" | 6+ | 7 |
NAME | ATK | HIT | DMG | WR | |||||||||
Autopistol | 4 | 5+ | 2/3 | Range 8" | |||||||||
Shotgun | 4 | 4+ | 3/3 | Range 8" | |||||||||
Autogun | 4 | 5+ | 2/3 | - | |||||||||
Improvised blade | 4 | 5+ | 2/3 | - | |||||||||
Gun butt | 3 | 5+ | 2/3 | - |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly CHAOS CULT TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
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CULTIST GUNNER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Long-hidden heavier weapons are broken out by the cult's leaders and assigned to favoured warriors when the time comes. | 2 | 6" | 6+ | 7 |
NAME | ATK | HIT | DMG | WR | |||||||||
Flamer | 5 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | |||||||||
Heavy stubber (focused) | 5 | 4+ | 3/4 | Heavy (Dash only), Ceaseless | |||||||||
Heavy stubber (sweeping) | 4 | 4+ | 3/4 | Heavy (Dash only), Torrent 1" | |||||||||
Gun butt | 3 | 5+ | 2/3 | - |
-
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CULTIST ICON BEARER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Icon Bearers raise their foul sigils aloft to signal the attack, inspiring their brethren to feats of great sacrifice. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |||||||||
Autogun | 4 | 4+ | 2/3 | - | |||||||||
Gun butt | 3 | 5+ | 2/3 | - |
Icon Bearer: While this operative is Visible to a friendly CHAOS CULT operative, that operative is inspired by the cult and cannot be Injured. When determining control of interactive objects (including objective markers), treat this operative's APL characteristic as being 1 higher.
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HERETIC ASTARTES | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Fuelled by millennia of hate, Heretic Astartes fight an endless war against the Imperium in the name of the Dark Gods. | 3 | 6" | 3+ | 14 |
NAME | ATK | HIT | DMG | WR | |||||||||
Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |||||||||
Boltgun | 4 | 3+ | 3/4 | - | |||||||||
Chainsword | 4 | 3+ | 4/5 | Ceaseless | |||||||||
Fists | 4 | 3+ | 3/4 | - |
Astartes: During each friendly HERETIC ASTARTES operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them..
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ABOMINATION | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Hunted by the authorities, beastmen and other monstrosities gravitate to the welcoming arms and relative safety of chaos cults. | 2 | 6" | 6+ | 8 |
NAME | ATK | HIT | DMG | WR | |||||||||
Claws | 4 | 4+ | 3/4 | - |
-
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ZOMBIE | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
The victims of an unknown pox, these moaning cadavers are slow yet relentless, ignoring even mortal wounds. | 2 | 4" | 6+ | 7 |
NAME | ATK | HIT | DMG | WR | |||||||||
Rancid bite | 3 | 4+ | 2/3 | - |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly CHAOS CULT TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
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Shambling Dead: This operative cannot be Injured, cannot perform Mission actions, cannot be given a Conceal order, will always move directly towards the closest visible target, and can only Charge visible targets.
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BLOODLETTER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Bloodletters are Khorne's most numerous warriors. Their skin is the colour of spilt gore, and their muscles bulge with rage. | 2 | 6" | 5+ | 9 |
NAME | ATK | HIT | DMG | WR | |||||||||
Hellblade | 4 | 3+ | 4/6 | Lethal 5+ |
Daemon: When a shooting attack with a weapon with Piercing weapon rule is made against this operative, worsen that Piercing by 1 to a minimum of 0.
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DAEMONETTE | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Daemonettes are seductive harbingers of torment. They advance in a swift surge, dancing with impossible agility to pounce upon their victims with keening screams of horrific desire. They indulge in inflicting wounds with their razor-sharp claws. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |||||||||
Claws | 4 | 3+ | 4/5 | Relentless |
Daemon: When a shooting attack with a weapon with Piercing weapon rule is made against this operative, worsen that Piercing by 1 to a minimum of 0.
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PINK HORROR | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Pink Horrors are magic made manifest. They caper and whirl, cackling as bolts of raw sorcery leap from their clawed fingertips. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |||||||||
Coruscating flames | 4 | 3+ | 3/4 | PSYCHIC | |||||||||
Fists | 3 | 4+ | 2/3 | Relentless |
Daemon: When a shooting attack with a weapon with Piercing weapon rule is made against this operative, worsen that Piercing by 1 to a minimum of 0.
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Split: When this operative is incapacitated roll one D6. On a 4+ set up two BLUE HORROR operatives as close as possible to this operative and not within control range of enemy operatives, with the same order and status as the previous operative.
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BLUE HORROR | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Should a Pink Horror be cut down, it may split, with the two halves reforming as morose, spiteful Blue Horrors intent on revenge. | 2 | 6" | 5+ | 6 |
NAME | ATK | HIT | DMG | WR | |||||||||
Fizzing flames | 4 | 3+ | 2/3 | PSYCHIC | |||||||||
Fists | 3 | 5+ | 2/3 | Relentless |
Daemon: When a shooting attack with a weapon with Piercing weapon rule is made against this operative, worsen that Piercing by 1 to a minimum of 0.
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Split: When this operative is incapacitated roll one D6. On a 4+ set up one BRIMSTONE HORRORS operatives as close as possible to this operative and not within control range of enemy operatives, with the same order and status as the previous operative.
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BRIMSTONE HORRORS | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Blue Horrors that are destroyed may vanish in a cloud of smoke, from which emerge two stunted Brimstone Horrors. | 2 | 4" | 6+ | 5 |
NAME | ATK | HIT | DMG | WR | |||||||||
Fists | 2 | 5+ | 2/3 | Relentless |
Daemon: When a shooting attack with a weapon with Piercing weapon rule is made against this operative, worsen that Piercing by 1 to a minimum of 0.
|
Insignificant: Each time this operative would perform a mission action or the Pick Up Marker action, you must subtract one additional AP to do so.
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PLAGUEBEARER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
A Plaguebearer's body is swollen and bursting with contagion. They shamble forward with dour inevitability, swinging their fetid blades. | 2 | 5" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |||||||||
Plaguesword | 4 | 3+ | 4/6 | - |
Daemon: When a shooting attack with a weapon with Piercing weapon rule is made against this operative, worsen that Piercing by 1 to a minimum of 0.
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Disgustingly resilient: Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage. This operative cannot be Injured.
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PLAGUERIDDEN | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Plagueridden are devoted to the serious business of spreading Nurgle's bounteous plagues across reality. | 2 | 5" | 5+ | 9 |
NAME | ATK | HIT | DMG | WR | |||||||||
Plaguesword | 4 | 2+ | 4/6 | - |
Daemon: When a shooting attack with a weapon with Piercing weapon rule is made against this operative, worsen that Piercing by 1 to a minimum of 0.
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Disgustingly resilient: Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage. This operative cannot be Injured.
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Rogue Psykers are beacons for bands of thralls, drawn to their power and devoted to their service.
DV | Operative | |
Always 1 | 3 | Prisoner |
1 |
Thrall armed with one of the following options:
|
THRALL operatives exist only to protect the PRISONER.
PRISONER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
If this escaped prisoner ever had a name, the memory of it has burned away in the fires of its insanity. | 3 | 6" | 4+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Blaze | 5 | 2+ | 4/4 | PSYCHIC, Range 6", Torrent 2", Blaze* | |
Burn | 4 | 3+ | 4/5 | PSYCHIC, Blaze*, Lethal 5+, Rending | |
Ignite | 4 | 3+ | 4/6 | PSYCHIC, Blaze*, Blast 2" | |
Wyrdlit hands | 4 | 4+ | 4/5 | Blaze, Lethal 5+, Rending |
Extremis-Level Psyker: This operative is such a powerful psyker than enemy abilities that would restrict its psychic actions or attacks have no effect. This operative may make multiple ranged attacks within its activation providing it selects a different ranged weapon profile for each attack. When this operative would make a ranged attack, randomly determine which eligible ranged weapon profile it selects.
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Warp-fueled Constitution: Each time a shooting attack is made against this operative, ignore Piercing 1 weapon rule. Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
|
Volatile: Each time this operative fights in combat, the first time it loses a wound, each other operative Visible to and within 2" of it suffers D3 mortal wounds.
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THRALL | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
These dangerous and desperate fighters have been dominated by the prisoner's malefic will and risking their souls to fight for it. | 2 | 6" | 6+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Autopistol | 4 | 5+ | 2/3 | Range 8" | |
Autogun | 4 | 5+ | 2/3 | - | |
Crude melee weapon | 4 | 4+ | 2/3 | - | |
Gun butt | 3 | 4+ | 2/3 | - |
Thralldom
|
The most devoted among a Chaos Cult carve evil symbols into their bodies, through which empiric power flows during battle, allowing flesh to warp and daemons to emerge through mortal hosts.
In addition to following rules, your Campaign master may use additional rules from Chaos Cult Rules. If it does so, replace any instance of CHAOS CULT faction keyword with DARK COMMUNE.
D20 | DV | Operative |
1 (Max 1) | 2 | Cult Demagogue |
2 (Max 1) | 2 | Iconarch |
3 (Max 1) | 2 | Mindwitch |
4-5 (Max 1) | 4 | 2 Blessed Blades |
6 | 3 | Torment |
7-10 | 2 | Mutant |
11-20 | 1 | Devotee |
During the scenario, DARK COMMUNE operatives can mutate. Each time they do, one of the following occurs:.
At the end of each turn, randomly determine one DARK COMMUNE operative to mutate.
At the end of each combat in which a DEVOTEE operative inflicts damage and is not incapacitated, that operative will mutate.
CULT DEMAGOGUE | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
These vile orators are prophets of the Dark Gods and invoke the power of the warp through ritual sacrifice. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Diabolical stave (ranged) | 4 | 4+ | 3/6 | Range 2", Stun | |
Pistol | 4 | 4+ | 2/3 | Range 8" | |
Diabolical stave (melee) | 4 | 4+ | 3/6 | Stun |
|
|
ICONARCH | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Iconarchs have the blessing and the curse of carrying their Cult's spike and flame-billowing censer-icon to war. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Burning censer | 4 | 2+ | 4/4 | Range 5", Saturate, Torrent 2" | |
Pistol | 4 | 4+ | 2/3 | Range 8" | |
Crude melee weapon | 3 | 4+ | 2/3 | - |
Icon Bearer: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.
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|
MINDWITCH | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
All that remains of the psyker that is a Mindwitch is a mutated, swollen head connected to a mindless slave. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Infernal gaze | 5 | 3+ | 0/0 | PSYCHIC, Range 6", Devastating 2, Lethal 3+ | |
Fists | 3 | 5+ | 1/2 | - |
|
|
BLESSED BLADE | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Blessed Blades served as fanatically loyal bodyguards for Cult Demagogues. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Commune blade | 4 | 4+ | 4/6 | Lethal 5+ |
Cut Them Down: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, inflict D3+1 damage on that enemy operative before it moves. If that enemy operative is within control range of two of these operatives, inflict 2D3+2 damage instead.
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Attuned In Purpose: Whenever this operative is activated, you can activate another ready friendly BLESSED BLADE operative within 6" of it at the same time. Complete their activations action by action in any order.
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DEVOTEE | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Mortal followers of the Dark Gods, seduced by promises of temporal power. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Pistol | 4 | 4+ | 2/3 | Range 8" | |
Crude melee weapon | 4 | 4+ | 2/3 | - |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly DARK COMMUNE DEVOTEE operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
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MUTANT | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Born of dark ritual, empyric experimentation or the predations of malign entities, Mutants have diverse, terrifying origins. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Blasphemous appendages | 4 | 4+ | 3/4 | Ceaseless, Rending |
Accursed Mutant: This operative cannot perform unique actions. You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
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Unnatural Regeneration: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
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TORMENT | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
These hideous abominations are possed by one daemon or many. | 2 | 6" | 5+ | 13 |
NAME | ATK | HIT | DMG | WR | |
Hideous mutations | 5 | 4+ | 4/5 | Ceaseless, Rending |
Accursed Torment: This operative cannot perform unique actions, Pick Up Marker and mission actions (excluding Operate Hatch).
|
Unnatural Regeneration: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
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Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).
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Technological devices rebel in the presence of these ghoulish apparitions, their machine spirits recoiling in horror and spitting angry sparks as they fight to escape the Gellerpox.
In addition to following rules, your Campaign master may use additional rules and specialist datasheets from Gellerpox Infected Rules.
D20 | DV | Operative |
1-8 (Max 4) | 3 | Nightmare Hulk |
9-14 | 1 |
Gellerpox Mutant with Frag grenade and one of the following:
|
16-20 | 1 | Glitchling |
- | - |
Mutoid Vermin 1 per 2 total DV |
At the end of the Select Operatives step, select one TECHNO-CURSE for friendly GELLERPOX INFECTED operatives to gain for the battle. Whenever an enemy operative is within control range of a friendly GELLERPOX INFECTED operative (excluding MUTOID VERMIN), or within 3" of a friendly GELLERPOX INFECTED GLITCHLING operative, that enemy operative is affected by the selected TECHNO-CURSE rule. Each TECHNO-CURSE is listed below:
Barrelwarp: Subtract 1 from the Atk stat of that enemy operative's ranged weapons.
Screaming Rustspikes: Whenever that enemy operative is fighting or retaliating against a friendly GELLERPOX INFECTED operative, if your opponent discards any attack dice as a fail, inflict 1 damage on that enemy operative.
Viral Vox-static: That enemy operative's APL stat cannot be added to (remove all positive APL stat changes it has).
NIGHTMARE HULK | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Nightmare Hulks bear gruesome signs of verminous corruption. Insectile limbs and heads sprout from their mutant bodies, twitching with their own ghastly life. | 2 | 6" | 5+ | 20 |
NAME | ATK | HIT | DMG | WR | |
Mutant Tentacles | 5 | 4+ | 3/4 | Range 3", Torrent 1" | |
Mutant claw & tentacles (slashing) | 6 | 4+ | 3/4 | - | |
Mutant claw & tentacles (swiping) | 4 | 4+ | 3/4 | Swipe* |
*Swipe: Whenever this operative performs the Fight action and you select this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.
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Nightmare Hulk: Whenever your opponent is selecting a valid target, friendly GELLERPOX INFECTED NIGHTMARE HULK operatives cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they're visible), it doesn't remove their cover save (if any). Friendly GELLERPOX INFECTED NIGHTMARE HULK operatives cannot perform unique actions. You must spend 1 additional AP for friendly GELLERPOX INFECTED NIGHTMARE HULK operatives to perform the Pick Up Marker and mission actions (excluding Operate Hatch). |
GELLERPOX MUTANT | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
The Gellerpox works nightmare changes upon its victims, deadening their nerves and twisting their bodies into gross and dangerous new forms. | 2 | 5" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Frag grenade | 4 | 4+ | 2/4 | Range 6", Blast 2", Limited 1, Saturate | |
Heavy axe | 3 | 4+ | 4/5 | Brutal | |
Improvised weapon | 4 | 4+ | 3/4 | Ceaseless |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly GELLERPOX INFECTED MUTANT operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
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Gellercaust Masks: Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.
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GLITCHLING | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
These deviant plague mites caper and giggle as they infest enemy lines, delighting in the mayhem their presence spreads. | 2 | 6" | 6+ | 3 |
NAME | ATK | HIT | DMG | WR | |
Diseased effluence | 4 | 4+ | 2/2 | Range 6" | |
Diseased nippers | 3 | 4+ | 1/2 | - |
MUTOID VERMIN | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Swollen to huge size and afforded gruesome lethality by the Gellerpox, shipboard vermin fight alongside their masters. | 2 | 6" | 6+ | 2 |
NAME | ATK | HIT | DMG | WR | |
Swarm | 4 | 6+ | 0/0 | Range 6", Stun | |
Bite | 5 | 5+ | 1/2 | Shock |
Genestealer Cults bide their time in darkness, striking when the Day of Ascension dawns. The cultists move in the shadows, setting up the perfect ambush. When the time comes and the signal is given, they strike with coordination, precision and zealous devotion.
D20 | DV | Operative |
1-2 (Max 1) | 2 | Neophyte Leader |
3-4 (Max 1) | 2 | Neophyte Icon Bearer |
5-10 | 3 |
2 Neophyte Hybrids, armed with Gun butt and one of the following:
|
11-14 (Max 1) | 2 |
Neophyte Gunner, armed with Gun butt and one of the following:
|
15-19 | 2 | Hybrid Fighter |
20 | 3 | Purestrain Genestealer |
At the start of each turning point roll a D6 for each piece of Stronghold terrain, or floor tile if you are playing Killzone: Gallowdark. On a 6, place an additional Neophyte Cultist within 1" of that piece of terrain or within that tile, where possible out of Visibility or in cover relative to the ACOLYTE RETINUE
NEOPHYTE LEADER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Often a veteran of an Imperial martial or security institution, the leaders of coven broods are accomplished commanders. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Autopistol | 4 | 3+ | 2/3 | Range 8" | |
Power pick | 4 | 3+ | 5/6 | Rending |
-
|
NEOPHYTE CULTIST | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Neophyte Hybrids most closely resemble untainted Humans and use this to infiltrate local authorities and institutions. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Autogun | 4 | 4+ | 2/3 | - | |
Shotgun | 4 | 3+ | 3/3 | Range 8" | |
Gun butt | 3 | 4+ | 2/3 | - |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly GENESTEALER COVEN NEOPHYTE CULTIST operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
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NEOPHYTE GUNNER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Some Neophytes are lucky enough to get their hands on a special weapon, traded on the black market or stolen from local forces. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Flamer | 5 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | |
Grenade launcher (Frag) | 4 | 4+ | 2/4 | Blast 2" | |
Grenade launcher (Krak) | 4 | 4+ | 4/5 | Piercing 1 | |
Heavy stubber (Focused) | 5 | 4+ | 3/4 | Ceaseless, Heavy (Dash only) | |
Heavy stubber (sweeping) | 4 | 4+ | 3/4 | Heavy (Dash only), Torrent 1" | |
Mining laser | 5 | 4+ | 5/6 | Heavy, Piercing 1 | |
Seismic cannon | 6 | 4+ | 2/2 | Blast 1", Heavy, Stun | |
Webber | 4 | 3+ | 2/2 | Range 6", Lethal 5+, Stun | |
Gun butt | 3 | 4+ | 2/3 | - |
-
|
NEOPHYTE ICON BEARER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Icon Bearers are rallying points for their brothers and sisters, beacons of unassailable faith in the coming of the Star Children | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Autogun | 4 | 4+ | 2/3 | - | |
Gun butt | 3 | 4+ | 2/3 | - |
Icon Bearer: While this operative is Visible to a friendly GENESTEALER COVEN operative, that operative is inspired by the cult and cannot be injured. When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher.
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HYBRID FIGHTER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Hybrids hide in the darkness to conceal their chitinous forms and extra limbs, but are lethal fighters come the day of ascension. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Autopistol | 4 | 4+ | 2/3 | Range 8" | |
Claws and blades | 4 | 3+ | 4/5 | - |
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PURESTRAIN GENESTEALER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Genestealers are swift and powerful predators with lightning-fast reflexes and claws that tear through armour, flesh and bone. | 2 | 6" | 5+ | 9 |
NAME | ATK | HIT | DMG | WR | |
Rending claws | 5 | 3+ | 4/5 | Relentless, Rending |
Lightning Reflexes: Whenever a shooting attack is made against this operative, it is always treated as being Obscured, unless the operative performing that attack is within 2" of this operative. Each time this operative is activated, it can perform a free Dash action.
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Hidden Horror: This operative always has a Conceal order, is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point), and can perform the Charge action while it has a Conceal order.
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Ravager Warpacks are bands of mutants and abhumans who have succumbed to their twisted nature and primal urges, and now seek to destroy everything human in the name of the Dark Gods.
In addition to following rules, your Campaign master may use additional rules and specialist datasheets from Fellgor Ravager Rules. If it does so, replace any instance of FELLGOR RAVAGER faction keyword with RAVAGER WARPACK.
D20 | DV | Operative |
1-2 (Max 1) | 3 | Ravager Chieftain |
3-4 (Max 1) | 3 | Ravager Shaman |
5-6 (Max 1) | 3 | Ravager Deathknell |
7-12 | 3 | Ravager Brute |
13-20 | 2 | Ravager Warrior |
Each time a RAVAGER WARPACK operative without a Frenzy token would be incapacitated, it gains a Frenzy token instead. While a RAVAGER WARPACK operative has a Frenzy token:
RAVAGER CHIEFTAIN | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
The leaders of Ravager Warpacks are warriors who have fought their way to the top. | 2 | 6" | 5+ | 11 |
NAME | ATK | HIT | DMG | WR | |
Corrupted pistol | 4 | 4+ | 3/5 | Range 8", Rending | |
Brutal weapon | 4 | 3+ | 4/5 | Brutal |
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RAVAGER SHAMAN | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Obscene preachers and malevolent advisors, Shamans wield the raw power of Chaos. | 2 | 6" | 5+ | 10 |
NAME | ATK | HIT | DMG | WR | |
Autopistol | 4 | 4+ | 2/3 | Range 8" | |
Stave | 4 | 3+ | 3/5 | Stun |
Mantle of Darkness: While a friendly RAVAGER WARPACK operative is within 3" of this operative, enemy operatives more than 6" from that operative always treat it as having a Conceal order, regardless of any other rules.
Weapon Curse: Each time an enemy operative makes a shooting attack against this operative, the weapon selected for that shooting attack gains the Hot weapon rule until the end of the battle.
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RAVAGER DEATHKNELL | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Deathknells carry great war gongs which they use to beat the hunt, signal their packmates and herald the doom of their enemies. | 2 | 6" | 5+ | 10 |
NAME | ATK | HIT | DMG | WR | |
Autopistol | 4 | 4+ | 2/3 | Range 8" | |
Cleaver | 4 | 3+ | 4/5 | - |
Icon Bearer: While this operative is Visible to a friendly RAVAGER WARPACK operative, that operative is inspired by the pack and cannot be Injured. When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher.
Wargong: Whenever critical Dmg is inflicted on a friendly RAVAGER WARPACK operative within 3" of this operative, normal Dmg is inflicted instead.
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RAVAGER BRUTE | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Brutes wield huge two-handed weapons, carving a path of blood through their enemies. | 2 | 6" | 5+ | 10 |
NAME | ATK | HIT | DMG | WR | |
Brutal weapon | 4 | 4+ | 4/5 | Brutal, 1" Devastating 2", Relentless |
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RAVAGER WARRIOR | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Ravagers never stop fighting, whether for prey or their place in the pack hierarchy. | 2 | 6" | 5+ | 10 |
NAME | ATK | HIT | DMG | WR | |
Autopistol | 4 | 4+ | 2/3 | Range 8" | |
Cleaver | 4 | 4+ | 4/5 | - |
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Having cast aside their oaths of loyalty to the Golden Throne, these Traitor Guardsmen now seek to catch the eye of a Dark God. To this end, they make the battlefield into their sacrificial altar, risking acts of insane bravado to spill enemy blood, and perhaps earn fleeting rewards of unholy power.
In addition to following rules, your Campaign master may use additional rules and specialist datasheets from Blooded Rules. If it does so, replace any instance of BLOODED faction keyword with TRAITOR MILITIA.
D20 | DV | Operative |
1-2 (Max 1) | 2 | Traitor Chieftain |
3 (Max 1) | 2 | Traitor Enforcer |
4-10 | 3 | 2 Traitor Troopers |
11-15 | 2 |
Traitor Gunner armed with one of the following options:
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16-19 | 2 | Traitor Fighter |
20 | 3 | Ogryn |
Each time a TRAITOR MILITIA operative incapacitates another operative, that TRAITOR MILITIA operative gains a Blooded token. Each time a TRAITOR MILITIA operative is incapacitated within 6” of an enemy operative, the closest TRAITOR MILITIA operative to the incapacitated operative gains a Blooded token.
Whenever a friendly TRAITOR MILITIA operative has one of your Blooded tokens, its weapons have the Accurate 1 weapon rule.
TRAITOR CHIEFTAIN | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Through force of will, threat of violence and sheer charisma, Chieftains rule over kill teams of Blooded and lead them to war. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Plasma pistol (standard) | 4 | 3+ | 3/5 | Range 8", Piercing 1 | |
Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Range 8", Hot, Lethal 5+, Piercing 1 | |
Improvised blade | 4 | 3+ | 2/3 | - |
Lead With Strength: Whenever this operative has one of your Blooded tokens, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.
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TRAITOR ENFORCER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Even the troopers of the Blooded are hardened killers, tempered amidst the fires of heresy and consumed by a selfish desire to claw their way to power. Cruel and driven, they will risk everything to catch the eye of a Dark God. | 2 | 6" | 4+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |
Power fist | 4 | 4+ | 5/7 | Brutal |
Gruelling Disciplinarian: Whenever a friendly TRAITOR MILITIA operative is within 6" of this operative, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).
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Enforce: Each time this operative activates, the closest visible TRAITOR MILITIA operative will immediately make a free action per the relevant decision tree.
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TRAITOR FIGHTER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Even the troopers of the Blooded are hardened killers, tempered amidst the fires of heresy and consumed by a selfish desire to claw their way to power. Cruel and driven, they will risk everything to catch the eye of a Dark God. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Wicked blades | 4 | 3+ | 4/5 | - |
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TRAITOR GUNNER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Renegades claim special weapons from their victims as trophies, bearing them as symbols of power and status. | 2 | 6" | 5+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Flamer | 5 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | |
Grenade launcher (frag) | 4 | 4+ | 2/4 | Blast 2" | |
Grenade launcher (krak) | 4 | 4+ | 4/5 | Piercing 1 | |
Long-las (mobile) | 4 | 3+ | 3/4 | - | |
Long-las (stationary) | 4 | 2+ | 3/3 | Devastating 1, Heavy (Dash only), Silent | |
Plasma gun (standard) | 4 | 4+ | 4/5 | Piercing 1 | |
Plasma gun (supercharge) | 4 | 4+ | 5/6 | Hot, Lethal 5+, Piercing 1 | |
Meltagun | 4 | 4+ | 6/3 | Range 6", Devastating 4, Piercing 2 | |
Bayonet | 3 | 4+ | 2/3 | - |
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TRAITOR OGRYN | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Savage brutes even before turning traitor, Ogryns sworn to Chaos are quick to earn mutant blessings. | 2 | 6" | 5+ | 16 |
NAME | ATK | HIT | DMG | WR | |
Power maul & mutant claw | 4 | 3+ | 5/6 | Rending, Shock |
Avalanche of Muscle: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.
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Chem-Enhanced: You can ignore any changes to this operative's APL stat and it's not affected by enemy operatives' Shock and Stun weapon rules.
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Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).
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Slow-Witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
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TRAITOR TROOPER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Even the troopers of the Blooded are hardened killers, tempered amidst the fires of heresy and consumed by a selfish desire to claw their way to power. Cruel and driven, they will risk everything to catch the eye of a Dark God. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Lasgun | 4 | 4+ | 2/3 | - | |
Bayonet | 3 | 4+ | 2/3 | - |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly TRAITOR MILITIA TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
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AMBULL | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
These subterranean Death World predators cleave through rock and armour alike with their vicious claws and crushing insectile jaws. | 2 | 6" | 3+ | 30 |
NAME | ATK | HIT | DMG | WR | |
Crushing Jaws | 5 | 3+ | 5/6 | Brutal |
BONEWYRM | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Larvae of the dreaded Ambull, in a swarm Borewyrms are no less dangerous than their full-grown kin. | 2 | 6" | 6+ | 5 |
NAME | ATK | HIT | DMG | WR | |
Vicious Jaws | 4 | 4+ | 1/2 | - |
CATACHAN DEVIL | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Death World predators, these crawling nightmares rip and tear with snapping claws and stinging barbs. | 2 | 8" | 4+ | 20 |
NAME | ATK | HIT | DMG | WR | |
Sting and claw | 5 | 3+ | 4/5 | Toxin* |
DEVILSPAWN | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Juveniles of the Catachan Devil, Devilspawn swarm unwary targets from hidden burrows. | 2 | 8" | 6+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Nipping claws | 4 | 3+ | 2/3 | - |
CLAWED FIEND | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
These semi-sentient monsters care nothing for wa | 2 | 6" | 4+ | 20 |
NAME | ATK | HIT | DMG | WR | |
Fiend claws | 5 | 3+ | 4/5 | Rending |
ENSLAVER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
These strange warp entities are attracted to the psychic emanations of living creatures. | 3 | 4" | 4+ | 20 |
NAME | ATK | HIT | DMG | WR | |
Psychic lash | 4 | 4+ | 4/0 | PSYCHIC, Lethal 5+, Enslave* | |
Psychic shock | 4 | 4+ | 4/0 | PSYCHIC, Enslave* |
ENSLAVED CREW | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Sallow echoes of the proud Navis they once were, these poor souls are mere puppets of an Enslaver. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Improvised weapon | 4 | 4+ | 2/3 | - | |
Sidearm | 4 | 4+ | 2/3 | Range 8" |
CLERK | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Administratum clerks make their invisible yet important job in billions of offices all over imperial worlds. | 2 | 6" | 6+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Stab-pistol | 4 | 5+ | 1/2 | Range 6" | |
Bare hands | 3 | 5+ | 1/2 | - |
HIVE GANGER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Criminal gangs are cancer slowly eating society of any imperial hive city. | 2 | 6" | 5+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Autopistol | 4 | 4+ | 2/3 | Range 6" | |
Boots and knuckles | 4 | 4+ | 2/3 | - |
DRUNK DOCKER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Dockers' work make gears of imperial logistics rotate smoothly. However, when they're off duty, they often get drunk and aggressive. | 2 | 6" | 6+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Improvised weapon | 4 | 5+ | 3/4 | Stun |
FARMER | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Travelling across agricultural worlds, you may encounter imperial farmers, who don't like trespassers of thieir private property. | 2 | 6" | 6+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Hunting las-rifle | 4 | 3+ | 2/4 | Piercing Crits 1 | |
Gun butt | 3 | 5+ | 2/3 | - |
FERAL CANID | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
Canids often go astrain when their masters die. Those strain beasts hunt in packs terrorizing children and elderly people. | 2 | 7" | 6+ | 6 |
NAME | ATK | HIT | DMG | WR | |
Vicious bite | 4 | 3+ | 2/3 | - |