team-gk Below you will find a list of the operatives that make up a PURIFIER SQUAD kill team, including, where relevant, any wargear those operatives must be equipped with.

OPERATIVES

1 PURIFIER SQUAD KNIGHT OF THE FLAME operative

5 PURIFIER SQUAD operatives selected from the following list:

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

ARCHETYPES


SEEK & DESTROY

INFILTRATION

FACTION RULES

SANCTIC ASTARTES

PURIFIER SQUAD operatives can perform one of the following:

  • Perform two Fight actions. One of these Fight actions must not be using Fists.
  • Perform two Shoot actions. One of these Shoot actions must be using Smite or Storm Bolter weapon.
  • Perform two different PSYCHIC actions.

In addition, PURIFIER SQUAD operatives can counteract while having the Conceal order.

MASTERS OF THE WARP

In the Strategy phase of each turning point, select one TIDE OF WARP from those presented below. It affects all friendly PURIFIER SQUAD operatives until the end of the turning point.

  • Tide Of Shadows: Each time a shooting attack is made against a PURIFIER SQUAD Operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.
  • Tide of Celerity: Each time a PURIFIER SQUAD operative performs the Charge action, it can move an additional 1" for that action.
  • Tide of Convergence: Storm bolter, Psilencer and Psycannon weapons PURIFIER SQUAD operatives are equipped with gain the Severe weapon rule.
  • Tide of Escalation: Smite weapons PURIFIER SQUAD operatives are equipped with lose their Hot weapon rule.

STRATEGY PLOYS

AND THEY SHALL KNOW NO FEAR

You can ignore any changes to the stats of friendly PURIFIER SQUAD operatives from being injured (including their weapons’ stats).

TACTICAL FLEXIBILITY

Select a friendly PURIFIER SQUAD operative wholly within enemy territory. Perform the free Dash action with that friendly operative.

FIGHT ON THE MOVE

Whenever friendly PURIFIER SQUAD Operative performs the Full Back action, that action costs 1AP less.

HEXAGRAMMATIC WARDING

Select a friendly PURIFIER SQUAD operative. This operative regains D3+2 lost wounds.

FIREFIGHT PLOYS

EDICT IMPERATOR

Use this firefight ploy when you select an Expended friendly PURIFIER SQUAD operative that has the Engage order to counteract. Activate it again instead. That operative can no longer counteract during this turning point, and cannot perform the Guard action during that additional activation.

TRANSLOCATE

Use this firefight ploy when a friendly PURIFIER SQUAD operative is performing the Reposition action. For that action, this operative can move through the terrain features (including vertical movement) as if they were not there.

THE AEGIS

Use this firefight ploy when an enemy operative shoots or fights against a friendly PURIFIER SQUAD operative. Select another friendly PURIFIER SQUAD within 6" and visible to that friendly operative. Each time during that attack when damage is inflicted on that operative, you can distribute that damage between these two operatives, but a minimum of 1 damage shoud be inflicted on initial target of the attack.

UNTAINTED AND UNBOWED

Use this firefight ploy whe a friendly PURIFIER SQUAD operative, that has number of wounds remaining less than their Wounds stat, fights or retailiates, before you roll attack dice. Until the end of the turning point, whenever that operative fights or retailiates, you resolve the first attack dice.

EQUIPMENT

DOMINA LIBER DAEMONICA

Once per turning point, when a PURIFIER SQUAD operative performs the Shoot action with its Smite weapon, you can use this rule. If you do, you can select another friendly PURIFIER SQUAD operative visible to this operative. For the purposes of determining valid target, measure visibility and intervening terrain from that friendly operative.

NULL BOLT

Once per turning point, when a PURIFIER SQUAD operative performs the Shoot action with a Storm bolter, before you roll any dice, you can use this rule. If you do, that weapon gains the Piercing 1 weapon rule for that attack.

2x PSYK-OUT GRENADES

Operatives can use following weapon for the battle:

NAME A WS/BS D SR !
Psyk-Out Grenade 5 3+ 1/5 Blast 2", Seek, Limited 1, Range 4"  

TRUESILVER ARMOUR

In the Strategic Gambit step, select a friendly PURIFIER SQUAD operative. Change that operative's Save stat to 2+ until the end of the turning point.

DATACARDS

KNIGHT OF THE FLAME APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 3+ kt3-wounds 13
  NAME ATK HIT DMG WR
  Smite (focused) 5 3+ 3/3 PSYCHIC, Range 8", Balanced, Hot
  Smite (onslaught) 4 4+ 3/3 PSYCHIC, Range 8", Hot, Lethal 5+, Devastating 1
  Storm bolter 4 3+ 3/4 Ceaseless
  Nemesis daemon hammer 5 3+ 5/6 Brutal, Stun

Iron Halo: Once per battle, when an attack inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

PURIFYING FLAMES 1AP

  PSYCHIC. Select an enemy operative visible and within 6" of this operative. If this operative performs this action while being within control range of any enemy Operatives, select one enemy operative that is within control range of this operative instead. Roll 3D6. For each result of 3+, inflict 3 damage on that enemy operative. For each result of 1, inflict 3 damage on this operative.

PURIFIER SQUAD, IMPERIUM, SANCTIC ASTARTES, LEADER, KNIGHT OF THE FLAME
PURIFIER CHAMPION APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 3+ kt3-wounds 12
  NAME ATK HIT DMG WR
  Smite (focused) 5 3+ 3/3 PSYCHIC, Range 8", Balanced, Hot
  Smite (onslaught) 4 4+ 3/3 PSYCHIC, Range 8", Hot, Lethal 5+, Devastating 1
  Storm bolter 4 3+ 3/4 Ceaseless
  Nemesis force sword 5 2+ 4/6 Lethal 5+

The Perfect Warrior: Each time this operative fights in this turning point, select either Sword Strike or Blade Shield stance. That stance takes effect each time this operative fights during this turning point.

Sword Strike: First time this operative strikes, inflict 1 additional damage.

Blade shield: First time this operative blocks with a critical hit, you can discard two normal hits instead of one.

NOT WORTH MY TIME 1AP

Perform a free Shoot action with Smite weapon against an enemy operative that is within control range of this operative. That enemy operative is always a valid target for that shooting attack.

PURIFIER SQUAD, IMPERIUM, SANCTIC ASTARTES, PURIFIER CHAMPION
PURIFIER EXECUTIONER APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 3+ kt3-wounds 12
  NAME ATK HIT DMG WR
  Smite (focused) 5 3+ 3/3 PSYCHIC, Range 8", Balanced, Hot
  Smite (onslaught) 4 4+ 3/3 PSYCHIC, Range 8", Hot, Lethal 5+, Devastating 1
  Storm bolter 4 3+ 3/4 Ceaseless
  Nemesis falchions 5 3+ 4/5 Ceaseless, Lethal 5+
  Hammerhand 4 3+ 5/5 PSYCHIC, Devastating 2, Lethal 5+

Leave No Witness: When this operative performs the Fight action, if enemy operative is incapacitated during this action, do not discard unresolved attack dice - instead, this operative can strike with one unresolved attack dice against other enemy operative, that is within control range from this operative. Discard any unresolved attack dice then.

PURIFIER SQUAD, IMPERIUM, SANCTIC ASTARTES, PURIFIER EXECUTIONER
PURIFIER LOREMASTER APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 3+ kt3-wounds 12
  NAME ATK HIT DMG WR
  Smite (focused) 5 3+ 3/3 PSYCHIC, Range 8", Balanced, Hot
  Smite (onslaught) 4 4+ 3/3 PSYCHIC, Range 8", Hot, Lethal 5+, Devastating 1
  Storm bolter 4 3+ 3/4 Ceaseless
  Nemesis warding stave 5 3+ 4/5 Shock, Stun

Warding stave: Whenever an enemy operative shoots this operative, worsen the Piercing weapon rule of that enemy operative's ranged weapons by 1. Note that Piercing 1 weapon rule will therefore be Piercing Crits 1.

GATE OF INFINITY 1AP

  PSYCHIC, SUPPORT. Select a friendly PURIFIER SQUAD operative within 6" of this operative. Remove it from the killzone and set up again at any place in the killzone visible to this operative and not within 2" of any enemy operatives.

  If the target of this action is on Guard, it is not on Guard anymore once set up again in the killzone.

  This operative can only select itself as the target of this action while being within control range of any enemy operatives.

  This action cannot be performed in the first turning point.

SANCTUARY 1AP

  PSYCHIC. Select a friendly PURIFIER SQUAD operative visible to this operative. Until this operative is incapacitated or until its next activation (whichever comes first), when that friendly operative is fighting in combat, or a shooting attack is made against that friendly operative, enemy operatives must subtract 1 from their weapons' Atk stat.

  This operative cannot perform this action while being within control range of any enemy operatives.

TURN THE TIDE 1AP

  PSYCHIC. Change the Tide Of Warp that is in effect.

  This operative cannot perform this action while being within control range of enemy operatives.

PURIFIER SQUAD, IMPERIUM, SANCTIC ASTARTES, PURIFIER LOREMASTER
PURIFIER GUNNER APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 3+ kt3-wounds 12
  NAME ATK HIT DMG WR
  Smite (focused) 5 3+ 3/3 PSYCHIC, Range 8", Balanced, Hot
  Smite (onslaught) 4 4+ 3/3 PSYCHIC, Range 8", Hot, Lethal 5+, Devastating 1
  Psycannon 5 3+ 4/5 PSYCHIC, Piercing Crits 1, Lethal 5+
  Psilencer (focused) 5 3+ 3/4 PSYCHIC, Ceaseless, Devastating 1
  Psilencer (sweeping) 4 3+ 3/3 PSYCHIC, Torrent 1", 1" Devastating 1
  Incinerator 5 2+ 3/3 Range 8", Rending, Saturate, Torrent 2"
  Fists 4 3+ 3/4 -
ASTRAL AIM 1AP

  Each time this operative performs the Shoot action, enemy operatives must be more than 4" (instead of 2") from this operative to be in Cover.

  This operative cannot perform this action while being within control range of any enemy operatives.

PSYCHIC ONSLAUGHT 1AP

  PSYCHIC. Until the end of this operative's activation, increase both Dmg stats of its PSYCHIC ranged weapons by 1, and that weapons have the Heavy (Reposition only) weapon rule.

  This operative cannot perform this action while being within control range of any enemy operatives.

PURIFIER SQUAD, IMPERIUM, SANCTIC ASTARTES, PURIFIER GUNNER
PURIFIER WARRIOR APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 3+ kt3-wounds 12
  NAME ATK HIT DMG WR
  Smite (focused) 5 3+ 3/3 PSYCHIC, Range 8", Balanced, Hot
  Smite (onslaught) 4 4+ 3/3 PSYCHIC, Range 8", Hot, Lethal 5+, Devastating 1
  Storm bolter 4 3+ 3/4 Ceaseless
  Nemesis force sword 5 3+ 4/6 Lethal 5+
  Nemesis force halberd 5 3+ 4/5 Devastating 1, Lethal 5+
  Nemesis falchions 5 3+ 4/5 Ceaseless, Lethal 5+
  Nemesis daemon hammer 5 4+ 5/6 Brutal, Stun
  Nemesis warding stave 5 3+ 4/5 Shock, Stun

Warding stave: If this operative is equipped with Nemesis warding stave, whenever an enemy operative shoots this operative, worsen the Piercing weapon rule of that enemy operative's ranged weapons by 1. Note that Piercing 1 weapon rule will therefore be Piercing Crits 1.

PURIFIER SQUAD, IMPERIUM, SANCTIC ASTARTES, PURIFIER WARRIOR