BESTIARY

< INDEX

An almanac of servants of Corpse-Emperor

CONTENTS

IMPERIAL GUARD

Mortal servants of Corpse-Emperor, armoured fist of the Imperium. While each individual guardsman is weak and easy to break, the False Emperor has plenty, so facing them is not an easy walk but a bloodbath.

FACTION RULES

Use DEATH KORPS and KASRKIN rules for respective operatives.

GUARDSMEN ORDERS

Use GUARDSMEN ORDERS from DEATH KORPS rules. Whenever a LORD-GENERAL, a COMPANY COMMANDER or a PLATOON COMMANDER is in the killzone, whenever a guardsmen order is issued, it does not require range or visibility.

REGIMENTAL DOCTRINES

  • Cadia: For Cadia!: Each time damage of 3 or more is inflicted on an IMPERIAL GUARD operative, roll a D6. On a 6+, that damage is reduced by 1.
  • Mordian: First rank fire, second rank fire: IMPERIAL GUARD operatives can perform two Shoot actions if they don't perform any other actions than Shoot in that activation. In addition, IMPERIAL GUARD operatives can perform the Shoot action while being within engagement range of enemy operatives but can only select operatives they are within engagement range with as valid targets if they do so.
  • Krieg: Grim resolve: once per turning point, first time ready IMPERIAL GUARD operative would be incapacitated, it is not incapacitated until the end of its next activation.
  • Catachan: Jungle Fighters: Increase both Dmg stats of melee weapons equipped by IMPERIAL GUARD operatives by 1, and increase its Atk stats by 1 to a maximum of 4.

SKILL-AT-ARMS

First time each turning point a KASRKIN operative is activated, it selects a skill-at-arms. That skill-at-arms takes effect for all KASRKIN operatives in the killzone.

ADDITIONAL DATACARDS

CONSCRIPT APL MOVE SAVE WOUNDS
3 6" 5+ 7
NAME ATK HIT DMG WR
Lasgun 4 5+ 2/3 -
Bayonet 3 5+ 2/3 -

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly CONSCRIPT 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).


IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, CONSCRIPT
LORD-GENERAL APL MOVE SAVE WOUNDS
3 6" 3+ 9
NAME ATK HIT DMG WR
Plasma pistol (standard) 4 3+ 3/5 Range 8", Piercing 1
Plasma pistol (supercharge) 4 3+ 3/5 Range 8", Hot, Lethal 5+, Piercing 1
Power weapon 4 3+ 4/6 Lethal 5+, Balanced
Rosarium: Each time this operative fights or retailiates, it can ignore Lethal X+ and Rending enemy weapon rules.
Supreme commander: This operative can issue 2 different guardsmen orders. Both take effect.
Artillery strike: If the killzone does not use close confines rules, instead of shooting, this operative can issue a strike order. Place a marker anywere in the killzone, then roll a scatter dice and a D3. Move that marker in that direction and by that range. Each operative within 3" of that marker suffers 2D3 damage. Note that it counts as shoot action.
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, EPIC HERO, LORD-GENERAL
COMMISSAR APL MOVE SAVE WOUNDS
3 6" 3+ 9
NAME ATK HIT DMG WR
Plasma pistol (standard) 4 3+ 3/5 Range 8", Piercing 1
Plasma pistol (supercharge) 4 3+ 3/5 Range 8", Hot, Lethal 5+, Piercing 1
Power weapon 4 3+ 4/6 Lethal 5+, Balanced
Rosarium: Each time this operative fights or retailiates, it can ignore Lethal X+ and Rending enemy weapon rules.
Summary execution: This operative can shoot other enemy operatives. If it does so, and incapacitates an enemy operative, all other enemy operatives within 6" of this and that operative immediately get all 4 Guardsmen Orders effects until the end of the turning point.
Flexible doctrine: When this operative is set up, select a Regimental Doctrine. While this operative is in the killzone and not incapacitated, all other ASTRA MILITARUM operatives in the killzone can benefit from that Regimental Doctrine.
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, EPIC HERO, COMMISSAR
CHIMERA APL MOVE SAVE WOUNDS
1 7" 3+ 33
NAME ATK HIT DMG WR
Heavy bolter (focused) 5 4+ 4/5 Piercing Crits 1
Heavy bolter (sweeping) 4 4+ 4/5 Torrent 1", Piercing Crits 1
Heavy flamer 5 2+ 3/3 Range 8", Torrent 2"
Heavy stubber (focused) 5 4+ 3/4 Ceaseless
Heavy stubber (sweeping) 4 4+ 3/4 Torrent 1"
Multi-laser 5 4+ 2/3 Ceaseless
Hunter-killer missile 4 4+ 5/7 Limited 1, Piercing 1
Storm bolter 4 4+ 3/4 Ceaseless

Configurable: select following weapons when taking this vehicle for scenario:

  • Turret: Multi-laser, or Heavy bolter, or Heavy flamer
  • Turret top: nothing, or Storm bolter, or Heavy Stubber
  • Front hull: Heavy bolter or Heavy flamer
  • Top hull: nothing or Hunter-killer missile

Transport: This vehicle can carry 12 ACOLYTE RETINUE operatives. Operatives with Wounds stat of 10 and more count as 2.

Lasgun array: Up to 6 operatives per turning point equipped with lasguns or hot-shot lasguns can Shoot while being embarked into this vehicle. If they do so, measure line of sight from the vehicle's hull.

SUPPRESSING FIRE 1AP

Perform a free Reposition action and a free Shoot action with this vehicle. For that Shoot action, decrease the Hit stat of selected weapon by 1.

DEPLOYMENT VALUE 4
IMPERIAL GUARD, IMPERIUM, MACHINE, VEHICLE, TRANSPORT, CHIMERA
TAUROX APL MOVE SAVE WOUNDS
1 10" 4+ 30
NAME ATK HIT DMG WR
Storm bolter 4 4+ 3/4 Relentless
Taurox battle cannon 4 4+ 5/7 Blast 2", Piercing Crits 1
Taurox gatling cannon 5 4+ 3/4 Ceaseless, Torrent 1"
Twin autocannon 4 4+ 5/6 Balanced, Piercing 1, Rending
Twin hot-shot volleygun 5 4+ 3/4 Balanced, Piercing 1
Configurable: select following weapons when taking this vehicle for scenario:
  • Turret: Taurox battle cannon or Taurox gatling cannon
  • Front turret: nothing or Storm bolter
  • Port/starboard hull: nothing, Twin autocannon or Twin hot-shot volleygun
Transport: This vehicle can carry 10 IMPERIAL GUARD operatives. Operatives with Wounds stat of 10 and more count as 2.
Rapid Deployment Ramp: Operatives can embark and disembark this vehicle in a turning point in which it moved.

IMPERIAL GUARD, IMPERIUM, MACHINE, VEHICLE, TRANSPORT, TAUROX
ARMOURED SENTINEL APL MOVE SAVE WOUNDS
2 6" 3+ 25
NAME ATK HIT DMG WR
Autocannon 5 4+ 4/5 Piercing 1, Stun
Heavy flamer 5 2+ 4/4 Range 8", Torrent 2", Saturate
Lascannon 4 4+ 5/8 Piercing 2
Multi-laser 5 4+ 2/3 Ceaseless
Missile launcher (frag) 4 4+ 3/5 Blast 2"
Missile launcher (krak) 4 4+ 5/7 Piercing 1
Hunter-killer missile 4 3+ 5/7 Limited 1, Piercing 1
Sentinel chainsaw 5 4+ 4/6 Balanced

Configurable: select following weapons when taking this vehicle for scenario:

  • Right hull: nothing or Hunter-killer missile
  • Front hull: One of ranged weapons in this datacard except Hunter-killer missile
  • Left hull: nothing or Sentinel chainsaw


IMPERIAL GUARD, IMPERIUM, MACHINE, VEHICLE, ARMOURED SENTINEL
SCOUT SENTINEL APL MOVE SAVE WOUNDS
2 8" 4+ 23
NAME ATK HIT DMG WR
Autocannon 5 4+ 4/5 Piercing 1, Stun
Heavy flamer 5 2+ 4/4 Range 8", Torrent 2", Saturate
Lascannon 4 4+ 5/8 Piercing 2
Multi-laser 5 4+ 2/3 Ceaseless
Missile launcher (frag) 4 4+ 3/5 Blast 2"
Missile launcher (krak) 4 4+ 5/7 Piercing 1
Hunter-killer missile 4 3+ 5/7 Limited 1, Piercing 1
Sentinel chainsaw 5 4+ 4/6 Balanced

Configurable: select following weapons when taking this vehicle for scenario:

  • Right hull: nothing or Hunter-killer missile
  • Front hull: One of ranged weapons in this datacard except Hunter-killer missile
  • Left hull: nothing or Sentinel chainsaw

DARING RECON 1AP

SUPPORT. Select an enemy operative within 8" and visible to this operative. Until the end of the turning point, when friendly operatives are performing the Shoot action against that operative, their ranged weapons gain Severe or Seek weapon rule (select which one).

This vehicle cannot perform this action while target is wholly within smoke area or within control range of this vehicle.


IMPERIAL GUARD, IMPERIUM, MACHINE, VEHICLE, ARMOURED SENTINEL
ARMOURED SENTINEL APL MOVE SAVE WOUNDS
2 6" 3+ 25
NAME ATK HIT DMG WR
Autocannon 5 4+ 4/5 Piercing 1, Stun
Heavy flamer 5 2+ 4/4 Range 8", Torrent 2", Saturate
Lascannon 4 4+ 5/8 Piercing 2
Multi-laser 5 4+ 2/3 Ceaseless
Missile launcher (frag) 4 4+ 3/5 Blast 2"
Missile launcher (krak) 4 4+ 5/7 Piercing 1
Hunter-killer missile 4 3+ 5/7 Limited 1, Piercing 1
Sentinel chainsaw 5 4+ 4/6 Balanced

Configurable: select following weapons when taking this vehicle for scenario:

  • Right hull: nothing or Hunter-killer missile
  • Front hull: One of ranged weapons in this datacard except Hunter-killer missile
  • Left hull: nothing or Sentinel chainsaw


IMPERIAL GUARD, IMPERIUM, MACHINE, VEHICLE, ARMOURED SENTINEL
LEMAN RUSS APL MOVE SAVE WOUNDS
2 6" 3+ 35
NAME ATK HIT DMG WR
Leman russ battle cannon 4 4+ 5/7 Balanced, Lethal 5+, Piercing Crits 1
Demolisher battle cannon 4 4+ 5/7 Balanced, Piercing 2
Executioner plasma cannon (standard) 4 4+ 5/6 Balanced, Piercing 1
Executioner plasma cannon (supercharge) 4 4+ 5/7 Balanced, Hot, Lethal 5+, Piercing 1
Heavy bolter 5 4+ 4/5 Piercing Crits 1
Heavy flamer 5 2+ 4/4 Range 8", Torrent 2", Saturate
Lascannon 4 4+ 5/8 Piercing 2
Twin heavy bolter 5 4+ 4/5 Ceaseless, Piercing Crits 1
Twin heavy flamer 5 2+ 4/4 Range 8", Ceaseless, Torrent 2", Saturate
Twin lascannon 4 4+ 5/8 Ceaseless, Piercing 2
Twin multi-melta 4 4+ 6/3 Ceaseless, Devastating 4, Piercing 2
Twin plasma cannon (standard) 4 4+ 4/5 Ceaseless, Piercing 1
Twin plasma cannon (supercharge) 4 4+ 4/6 Ceaseless, Hot, Lethal 5+, Piercing 1
Storm bolter 4 4+ 3/4 Ceaseless
Heavy stubber 5 4+ 3/4 Balanced
Hunter-killer missile 4 3+ 5/7 Limited 1, Piercing 1

Configurable: select following weapons when taking this vehicle for scenario:

  • Turret: Leman russ battle cannon, Demolisher battle cannon, or Executioner plasma cannon
  • Turret top: nothing, Storm bolter or Heavy stubber
  • Front hull: Lascannon, Heavy bolter, or Heavy flamer
  • Port/Starboard hull: nothing, Twin heavy bolter, Twin heavy flamer, Twin lascannon, Twin multi-melta, or Twin plasma cannon
  • Top hull: nothing or Hunter-killer missile

Main Battle Tank: this vehicle can perform two Shoot actions, but it must select different weapons for them.

Tank Commander: when selecting this vehicle for scenario, select if this vehicle is Tank Commander. If it is, add 3 to its Wounds stat, improve Hit stat of its weapons (except Hunter-killer missile) by 1. This vehicle can issue Guardsmen Orders to IMPERIAL GUARD vehicles, and it has the EPIC HERO keyword.


IMPERIAL GUARD, IMPERIUM, MACHINE, VEHICLE, LEMAN RUSS

SPACE MARINES

Your loyal cousins that have passed the Rubicon Primaris. The most hardy within ranks of His servants.

FACTION RULES

Use ASTARTES and CHAPTER TACTICS faction rules from Angels of Death faction rules.

CHAPTER TACTICS

For specific chapters, use following predefined sets of chapter tactics and passive combat doctrines:

  • Ultramarines: Resolute, Sharpshooter, Tactical doctrine
  • Blood Angels: Dueller, Mobile, Assault doctrine
  • Dark Angels: Dueller, Resolute, Assault doctrine
  • Space Wolves: Aggressive, Mobile, Assault doctrine
  • Imperial Fists: Aggressive, Siege Specialist, Tactical doctrine
  • Iron Hands: Hardy, Resolute, Devastator doctrine
  • Salamanders: Mobile, Stealthy, Devastator doctrine
  • White Scars: Mobile, Aggressive, Tactical doctrine
  • Raven Guard: Stealthy, Sharpshooter, Devastator doctrine

Sector Carthagenica's Iron Choir (Dark Angels descendants): Dueller, Siege Specialist, Assault doctrine

Deathwatch: For each individual operative, first time it is placed in the killzone, choose one Angels of Death Chapter Tactic, one Deathwatch Chapter Tactic and one Combat Doctrine.

FORWARD SCOUTING

If enemy operatives are Defender in the scenario, for each MKX PHOBOS operative selected for initial enemy deployment, set up a MINES anywhere in killzone more than 3" from players' drop zone.

ADAPTIVE TACTICS

While enemy CAPTAIN or LIEUTENANT operative is in the killzone and not incapacitated, in the strategy phase enemy operatives can change their second chapter tactic.

ADDITIONAL DATACARDS

ELIMINATOR SERGEANT APL MOVE SAVE WOUNDS
3 6" 3+ 13
NAME ATK HIT DMG WR
Las fusil 4 2+ 5/7 Piercing 2
Bolt pistol 4 3+ 3/4 Range 8"
Fists 4 4+ 3/4 -
Camo cloak: This operative can either make 2 successful cover saves (instead of 1) or make a critical cover save.
Omnispex scan: This operative can perform Omnispex Scan action, if it does, it ignores Obscure, smoke areas and other similar effects.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX PHOBOS, LEADER, ELIMINATOR SERGEANT
SUPPRESSOR WARRIOR APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Autocannon 5 3+ 4/5 Heavy (reposition only), Piercing 1, Stun
Bolt pistol 4 3+ 3/4 Range 8"
Fists 4 3+ 3/4 -
Mk.X Omnis Armour: Each time this operative performs Reposition, it can FLY.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX OMNIS, SUPPRESSOR WARRIOR
SUPPRESSOR SERGEANT APL MOVE SAVE WOUNDS
3 6" 3+ 15
NAME ATK HIT DMG WR
Autocannon 5 3+ 4/5 Heavy (reposition only), Piercing 1, Stun
Bolt pistol 4 3+ 3/4 Range 8"
Fists 4 3+ 3/4 -
Mk.X Omnis Armour: Each time this operative performs Reposition, it can FLY.
Smoke launchers: This operative can use Smoke Grenades equipment with no range limit.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX OMNIS, LEADER, SUPPRESSOR SERGEANT
BLADEGUARD VETERAN FIGHTER APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Heavy bolt pistol 4 3+ 3/4 Range 8", Piercing Crits 1
Power sword 5 3+ 4/6 Lethal 5+
Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
Storm Shield: This operative has Dueller chapter tactic, and if it has it from the operative selection, wenever it fights or retailiates, enemy Lethal X+ weapon rules have no effect.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, BLADEGUARD VETERAN FIGHTER
BLADEGUARD VETERAN SERGEANT APL MOVE SAVE WOUNDS
3 6" 3+ 15
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
Power sword 5 3+ 4/6 Lethal 5+
Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
Storm Shield: This operative has Dueller chapter tactic, and if it has it from the operative selection, wenever it fights or retailiates, enemy Lethal X+ weapon rules have no effect.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, LEADER, BLADEGUARD VETERAN SERGEANT
HELLBLASTER WARRIOR APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Plasma Incinerator (standard) 4 3+ 4/6 Piercing 1
Plasma Incinerator (supercharge) 4 3+ 4/7 Hot, Lethal 5+, Piercing 1
Fists 4 3+ 3/4 -
-
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, HELLBLASTER WARRIOR
HELLBLASTER GUNNER APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Heavy Plasma Incinerator (standard) 4 3+ 5/6 Heavy (Dash only), Piercing 1
Plasma Incinerator (supercharge) 4 3+ 5/7 Heavy (Dash only), Hot, Lethal 5+, Piercing 1
Fists 4 3+ 3/4 -
Multi-spectrum array: Whenever enemy operative is within 8" of this operative, it is not obscured.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, HELLBLASTER GUNNER
HELLBLASTER SERGEANT APL MOVE SAVE WOUNDS
3 6" 3+ 15
NAME ATK HIT DMG WR
Plasma Incinerator (standard) 4 3+ 4/6 Piercing 1
Plasma Incinerator (supercharge) 4 3+ 4/7 Hot, Lethal 5+, Piercing 1
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
Fists 4 3+ 3/4 -
-
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, LEADER, HELLBLASTER SERGEANT
ERADICATOR WARRIOR APL MOVE SAVE WOUNDS
3 4" 3+ 18
NAME ATK HIT DMG WR
Melta rifle 4 3+ 6/3 Range 6", Devastating 4, Piercing 2
Heavy bolt pistol 4 3+ 3/4 Range 8", Piercing Crits 1
Fists 4 3+ 3/4 -
-
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX GRAVIS, ERADICATOR WARRIOR
ERADICATOR HEAVY GUNNER APL MOVE SAVE WOUNDS
3 4" 3+ 18
NAME ATK HIT DMG WR
Multi-melta 4 3+ 6/3 Devastating 4, Piercing 2
Heavy bolt pistol 4 3+ 3/4 Range 8", Piercing Crits 1
Fists 4 3+ 3/4 -
-
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX GRAVIS, ERADICATOR HEAVY GUNNER
ERADICATOR SERGEANT APL MOVE SAVE WOUNDS
3 4" 3+ 19
NAME ATK HIT DMG WR
Melta rifle 4 3+ 6/3 Range 8", Devastating 4, Piercing 2
Heavy bolt pistol 4 3+ 3/4 Range 8", Piercing Crits 1
Fists 4 3+ 3/4 -
-
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX GRAVIS, LEADER, ERADICATOR SERGEANT
TECHMARINE APL MOVE SAVE WOUNDS
3 6" 2+ 16
NAME ATK HIT DMG WR
Forge bolter 5 2+ 4/5 Piercing Crits 1
Grav pistol 4 3+ 3/5 Range 8", Lethal Sv+
Omnissian axe 4 3+ 4/6 Lethal 5+, 1" Devastating 1
Servo-harness 5 4+ 3/4 Ceaseless
Servo-harness: Each time this operative fights, it can make additional free Fight action with its servo-harness or instead make 1 additional attack with servo-harness (roll separately in such case). When this operative is activated, it can either regain 2d3+2 wounds or heal friendly BUILDING by 2d3+2 wounds.
Grenades: This operative is armed with Stun grenades and Krak grenades.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, EPIC HERO, TECHMARINE
JUDICIAR APL MOVE SAVE WOUNDS
3 6" 3+ 16
NAME ATK HIT DMG WR
Absolvor bolt pistol 4 3+ 3/5 Range 8", Lethal 5+, Piercing Crits 1
Executioner relic blade 5 3+ 4/6 Devastating 1, Lethal 5+
Tempormortis: Whenever this operative fights or retailiates, it always resolves its attack dice first.
Silent Fury: First time this operative incapacitates an enemy operative within control range of it, its Executioner relic blade gets Brutal and Devastating 2 weapon rules.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, EPIC HERO, JUDICIAR
CHAPLAIN APL MOVE SAVE WOUNDS
3 6" 3+ 16
NAME ATK HIT DMG WR
Absolvor bolt pistol 4 3+ 3/5 Range 8", Lethal 5+, Piercing Crits 1
Crozius arcanum 5 3+ 4/5 Shock
Litany Of Hate: While this operative is in the killzone and not incapacitated, all SPACE MARINE operatives in the killzone have Assault Doctrine active.
Spiritual Leader: While this operative is in the killzone and not incapacitated, all SPACE MARINE operatives in the killzone can ignore negative modifiers to Hit and Move stats and are not injured.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, EPIC HERO, CHAPLAIN
LIBRARIAN APL MOVE SAVE WOUNDS
3 6" 3+ 15
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Force sword 5 3+ 4/6 Force*, Lethal 5+

Mental fortress: Each time damage of 3 or more is inflicten on a SPACE MARINES operative within 3" of this operative, roll a D6. On a 5+, that damage is reduced by 1.

Psychic hood: Once per turning point, when an enemy operatives performs PSYCHIC action within 6" of this operative, this operative can deny it. If it does so, roll a D6, on a result of 4+, that action is not performed, and no AP is refunded.

BIOMANCY 1AP

PSYCHIC Select a friendly operative within 6" and visible of this operative. Increase its Move stat by 2" until this operative's next activation.

You cannot perform this action while this operative is within control range of enemy operatives or if target operative is injured.

TELEKINESIS 1AP

PSYCHIC Select an enemy operative within 8" and visible of this operative. Move that enemy operative D3+1" horizontally away from this operative. For each 2" of movement, that enemy operative suffers 1 damage. If it has to drop as a result of that movement, it suffers 2 damage for each 2" of height it drops.

SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, EPIC HERO, PSYKER, LIBRARIAN
LIEUTENANT APL MOVE SAVE WOUNDS
3 6" 3+ 15
NAME ATK HIT DMG WR
Bolt pistol 4 3+ 3/4 Range 8"
Heavy bolt pistol 4 3+ 3/4 Range 8", Piercing Crits 1
Neo-volkite pistol 4 3+ 4/5 Range 8", Rending
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
Stalker bolt rifle (mobile) 4 3+ 3/4 -
Stalker bolt rifle (stationary) 4 3+ 3/5 Heavy (Dash only), Lethal 5+, Piercing 1
Master-crafted power weapon 5 3+ 4/7 Lethal 5+
Master-crafted power fist 5 3+ 5/7 Brutal
Master-crafted thunder hammer 5 3+ 5/6 Shock, Stun

Wargear options: When this operative is selected for the scenario, select its wargear from one of the following:

  • Neo-volkite pistol, Master-crafted power weapon, and Storm shield
  • Stalker bolt rifle, one of its pistols except Plasma pistol, and one of melee weapons from this list
  • Plasma pistol and one of melee weapons from this list

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

Storm Shield: If this operative is equipped with Storm shield, it has the Dueller chapter tactic, and if it has that chapter tactic from the operative selection, whenever it fights or retailiates, enemy Lethal X+ weapon rules have no effect.

SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, EPIC HERO, LIEUTENANT WITH STORM SHIELD
CAPTAIN WITH RELIC SHIELD APL MOVE SAVE WOUNDS
3 6" 3+ 15
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
Master-crafted power sword 5 3+ 4/7 Lethal 5+
Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
Heroic Leader: Once per turning point, while this operative is in the killzone and not incapacitated, you can either use an ANGELS OF DEATH firefight ploy or TACTICAL RE-ROLL firefight ploy for 0 CP.
Relic Shield: Each time a shooting attack is made against this operative, change one attack dice from critical success to normal success or from normal success to fail. This operative has Dueller chapter tactic, and if it has it from the operative selection, wenever it fights or retailiates, enemy Lethal X+ weapon rules have no effect.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX TACTICUS, EPIC HERO, CAPTAIN WITH RELIC SHIELD
CAPTAIN IN GRAVIS ARMOUR APL MOVE SAVE WOUNDS
3 4" 3+ 19
NAME ATK HIT DMG WR
Grav cannon 4 3+ 3/5 Lethal Sv+
Power fist 5 3+ 5/7 Brutal
Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
Heroic Leader: Once per turning point, while this operative is in the killzone and not incapacitated, you can either use an ANGELS OF DEATH firefight ploy or TACTICAL RE-ROLL firefight ploy for 0 CP.
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, MKX GRAVIS, EPIC HERO, CAPTAIN IN GRAVIS ARMOUR

GREY KNIGHTS

False cousins bearing the gene-seed of Anathema itself. Powerful sorcerers absolutely loyal to the usurper.

FACTION RULES

SANCTIC ASTARTES

SANCTIC ASTARTES operatives can perform two Shoot actions per activation, but you must select Smite weapon for one of these actions. In addition, SANCTIC ASTARTES operatives can Counteract even if they have the Conceal order.

DENY THE WITCH

Once per turning point when a player's operative performs PSYCHIC action, and that operative is visible to any GREY KNIGHTS operatives that are not incapacitated, roll a D6, adding 1 to the result for each GREY KNIGHTS operative to which the player's operative is visible. On a result of 5+ that PSYCHIC action is undone, spended AP are not refunded.

TIDES OF WARP

In the Strategy phase, select a Tide Of Warp ability that will take action for all GREY KNIGHTS operatives for the turning point:

  • Tide of Shadows: Each time a shooting attack is made against a GREY KNIGHTS Operative, if it's not in Cover, you can retain one Defence dice.
  • Tide of Celerity: Each time a GREY KNIGHTS operative performs the Charge action, it can move an additional 1" for that action.
  • Tide of Convergence: Storm bolter, Psilencer and Psycannon weapons GREY KNIGHTS operatives are equipped with gain the Severe weapon rule.
  • Tide of Escalation Smite weapons GREY KNIGHTS operatives are equipped with lose their Range weapon rule.

DATACARDS

JUSTICAR APL MOVE SAVE WOUNDS
3 6" 3+ 15
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 4 3+ 3/4 Range 8", Ceaseless
Nemesis daemon hammer 5 3+ 5/7 Brutal, Stun

Hexagrammatic Warding: Once per turning point this operative can ignore damage from one attack dice.

PURIFYING FLAMES 1AP

PSYCHIC. Select an enemy Operative visible and within 6" of this operative. If this Operative performs this action while being within Engagement range of any enemy Operatives, select all enemy Operatives that are within Engagement range of this Operative instead. Roll 3D6. For each result of 3+, each target suffers a number of mortal wounds equal to dice result. For each result of 1, this Operative suffers 3 mortal wounds.

GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, LEADER, JUSTICAR
GREY KNIGHT CHAMPION APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 4 3+ 3/4 Range 8", Ceaseless
Nemesis force sword 5 3+ 4/6 Lethal 5+

The Perfect Warrior: First time this operative fights or retailiates, select either Sword Strike or Blade shield ability. That ability will take effect until the end of the turning point:

  • Sword Strike: Each time this operative fights in combat, first time you strike, you can then strike again.
  • Blade shield: Each time this operative fights in combat, first time you parry, you can discard two attack dice instead of one.

NOT WORTH MY TIME 1AP

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

GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, GREY KNIGHT CHAMPION
GREY KNIGHT EXECUTIONER APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 4 3+ 3/4 Range 8", Ceaseless
Nemesis falchions 5 3+ 4/5 Relentless

Leave No Witness: Whenever this operative fights, if enemy operative is incapacitated during that 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.

HAMMERHAND 1AP

PSYCHIC. Perform the free Fight action. During that action, add 1 to both Dmg stats of Melee weapons that operative is equipped with.

GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, GREY KNIGHT EXECUTIONER
GREY KNIGHT LOREMASTER APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 4 3+ 3/4 Range 8", Ceaseless
Nemesis warding stave 5 3+ 5/6 Shock, Stun
GATE OF INFINITY 1AP

PSYCHIC. Select a friendly GREY KNIGHTS operative within 6" of this Operative. Remove it from the killzone and set up again at any place in the killzone not within 6" of any enemy Operatives.

SANCTUARY 1AP

PSYCHIC. Select a friendly GREY KNIGHTS operative visible to this operative. Until this operative's next activation, that friendly operative can ignore normal Dmg from one attack dice each time it figts, retailiates or a shooting attack is made against it.

GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, GREY KNIGHT EXECUTIONER
GREY KNIGHT GUNNER APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Psycannon 5 3+ 4/5 Heavy (reposition only), Piercing 1, Lethal 5+
Psilencer (focused) 5 3+ 3/4 Heavy (reposition only), Ceaseless, Devastating 1
Psilencer (sweeping) 4 3+ 3/4 Heavy (reposition only), 1" Devastating 1, Torrent 1"
Incinerator 5 2+ 3/3 Range 8", Rending, Saturate, Torrent 2"
Fists 4 3+ 3/4 -

Wargear options: When setting up this operative, select Smite and one other ranged weapon from this datacard it is equipped with (different Psilencer profiles count as one weapon). Note that it includes setting up from the Gate of Infinity action.

ASTRAL AIM 1AP

PSYCHIC. This operative's ranged weapons gain the Seek weapon rule until the end of the turning point.

GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, GREY KNIGHT GUNNER
GREY KNIGHT WARRIOR APL MOVE SAVE WOUNDS
3 6" 3+ 14
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 5 3+ 3/4 Ceaseless
Nemesis force sword 5 3+ 4/6 Lethal 5+
Nemesis force halberd 5 3+ 4/5 1" Devastating 1, Lethal 5+
Nemesis daemon hammer 5 4+ 5/6 Brutal, Stun
Nemesis falchions 5 3+ 4/5 Relentless
Nemesis warding stave 5 3+ 4/5 Shock, Stun

Wargear options: When setting up this operative, select one melee weapon from this datasheet this operative is equipped with. Note that it includes setting up from the Gate of Infinity action.

Warding stave: If this operative is equipped with Nemesis warding stave, whenever it fights or retailiates, first time it parries, it can discard two attack dice instead of one.

GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, GREY KNIGHT WARRIOR
TERMINATOR JUSTICAR APL MOVE SAVE WOUNDS
3 4" 2+ 19
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 5 3+ 3/4 Ceaseless
Nemesis force halberd 5 2+ 4/5 1" Devastating 1, Lethal 5+

Crux Terminatus: Whenever this operative is attacked with a weapon with Piercing rule, change its rule by following pattern: Piercing 2 to Piercing 1, Piercing 1 to Piercing Crits 1, Piercing Crits 1 to no rule.

Finest Hour: This operative never suffers negative modifiers to its APL and Hit stats.

ASTRAL AIM 1AP

PSYCHIC. Until the end of the turning point, when an enemy operative within 6" of this operative is selected as a target for shooting attack, the attacker's ranged weapons have the Seek weapon rule.

This action cannot be performed within engagement range of enemy operatives, and it has no effect if when an enemy operative is selected as a target for shooting attack this operative is within engagement range of enemy operatives.


GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, GREY KNIGHT WARRIOR
TERMINATOR APOTHECARY APL MOVE SAVE WOUNDS
3 4" 2+ 19
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Nemesis force halberd 5 3+ 4/5 1" Devastating 1, Lethal 5+

Crux Terminatus: Whenever this operative is attacked with a weapon with Piercing rule, change its rule by following pattern: Piercing 2 to Piercing 1, Piercing 1 to Piercing Crits 1, Piercing Crits 1 to no rule.

Medic!: The first time during each turning point that another friendly GREY KNIGHTS operative would be removed from the killzone as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has D3+2 wounds remaining. That friendly operative can then immediately perform a free Dash action, but must end that move with this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule on self.


NARTHECIUM 1AP

Select one friendly GREY KNIGHTS operative within this operative’s control range to regain up to 2D3+2 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

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


GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, GREY KNIGHT APOTHECARY
TERMINATOR ANCIENT APL MOVE SAVE WOUNDS
3 4" 2+ 18
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 5 3+ 3/4 Ceaseless
Nemesis force sword 5 3+ 4/6 Lethal 5+

Crux Terminatus: Whenever this operative is attacked with a weapon with Piercing rule, change its rule by following pattern: Piercing 2 to Piercing 1, Piercing 1 to Piercing Crits 1, Piercing Crits 1 to no rule.

UNWRAP THE BANNER 1AP

SUPPORT. Until the end of the turning point, friendly GREY KNIGHTS operatives within 6" of this operative have the Ceaseless weapon rule. If they already have that weapon rule, they have the Relentless weapon rule.

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


GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, GREY KNIGHT ANCIENT
TERMINATOR GUNNER APL MOVE SAVE WOUNDS
3 4" 2+ 18
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 5 3+ 3/4 Ceaseless
Psycannon 5 3+ 4/5 Heavy (reposition only), Piercing 1, Lethal 5+
Psilencer (focused) 5 3+ 3/4 Heavy (reposition only), Ceaseless, Devastating 1
Psilencer (sweeping) 4 3+ 3/4 Heavy (reposition only), 1" Devastating 1, Torrent 1"
Incinerator 5 2+ 3/3 Range 8", Rending, Saturate, Torrent 2"
Nemesis force sword 5 3+ 4/6 Lethal 5+
Nemesis force halberd 5 3+ 4/5 1" Devastating 1, Lethal 5+
Nemesis daemon hammer 5 4+ 5/6 Brutal, Stun
Nemesis falchions 5 3+ 4/5 Relentless
Nemesis warding stave 5 3+ 4/5 Shock, Stun

Crux Terminatus: Whenever this operative is attacked with a weapon with Piercing rule, change its rule by following pattern: Piercing 2 to Piercing 1, Piercing 1 to Piercing Crits 1, Piercing Crits 1 to no rule.

Wargear options: When this operative is set up in the killzone, select weapons it is armed with. You can select Smite, 1 other ranged weapon and 1 melee weapon from its datasheet.


Combat Versatility: This operative can perform the Shoot action while within engagement range of enemy operatives, if it did not perform the Charge action in this activation. If it does, subtract 1 from Hit stat of its weapons.


GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, TERMINATOR GUNNER
TERMINATOR WARRIOR APL MOVE SAVE WOUNDS
3 4" 2+ 18
NAME ATK HIT DMG WR
Smite 5 3+ 3/3 PSYCHIC, Range 6", Devastating 2, Lethal 5+
Storm bolter 5 3+ 3/4 Ceaseless
Incinerator 5 2+ 3/3 Range 8", Rending, Saturate, Torrent 2"
Nemesis force sword 5 3+ 4/6 Lethal 5+
Nemesis force halberd 5 3+ 4/5 1" Devastating 1, Lethal 5+
Nemesis daemon hammer 5 4+ 5/6 Brutal, Stun
Nemesis falchions 5 3+ 4/5 Relentless
Nemesis warding stave 5 3+ 4/5 Shock, Stun

Crux Terminatus: Whenever this operative is attacked with a weapon with Piercing rule, change its rule by following pattern: Piercing 2 to Piercing 1, Piercing 1 to Piercing Crits 1, Piercing Crits 1 to no rule.

Wargear options: When this operative is set up in the killzone, select weapons it is armed with. You can select Smite, Storm Bolter and 1 melee weapon from its datasheet.


HAMMERHAND 1AP

PSYCHIC. Perform the free Fight action. During that action, add 1 to both Dmg stats of Melee weapons that operative is equipped with.


GREY KNIGHTS, IMPERIUM, SANCTIC ASTARTES, GREY KNIGHT, PSYKER, TERMINATOR GUNNER

ECCLESIARCHY

Church of the False God. Zealous fanatics averting the perspective of true religion.

FACTION RULES

MIRACLE DICE

STRATEGIC GAMBIT. Roll 5D6 and keep the result. These dice can be used to replace any attack or defense dice rolled for ECCLESIARCHY operatives. In addition, these dice can be used to replace enemy attack dice when enemy operative is shooting, fighting or retailiating against an ECCLESIARCHY operative. The replaced dice counts as being re-rolled. No more than 1 dice per attack sequence can be replaced.

FAITH IS MY ARMOUR

First time time an ECCLESIARCHY non-EPIC HERO operative would be incapacitated, roll a D6. On a roll of 6, it is not incapacitated, having 1 wound left and the attack sequence ends.

Note that the operative can still be incapacitated by secondary damage if the operative and another operatives were attacked with a weapon with Blast and X" Devastating X weapon rules.

DATACARDS

BATTLE SISTER APL MOVE SAVE WOUNDS
2 6" 3+ 8
NAME ATK HIT DMG WR
Boltgun 4 3+ 3/4 -
Fists 3 3+ 3/4 -
-
SISTERS OF BATTLE, IMPERIUM, ADEPTA SORORITAS, BATTLE SISTERS, BATTLE SISTER
BATTLE SISTER GUNNER APL MOVE SAVE WOUNDS
2 6" 3+ 8
NAME ATK HIT DMG WR
Flamer 5 2+ 3/3 Range 8", Torrent 2", Saturate
Heavy flamer 5 2+ 4/4 Range 8", Heavy (Dash only), Torrent 2", Saturate
Meltagun 4 3+ 6/3 Range 6", Devastating 4, Piercing 2
Multi-melta 4 3+ 6/3 Devastating 4, Heavy (Dash only), Piercing 2
Storm bolter 4 3+ 3/4 Ceaseless
Heavy bolter 5 3+ 4/5 Balanced, Heavy (Dash only), Piercing Crits 1
Fists 3 3+ 3/4 -
Wargear Options: when setting up this operative, select one ranged weapon it from its datacard it is armed with.
ECCLESIARCHY, IMPERIUM, ADEPTA SORORITAS, BATTLE SISTERS, BATTLE SISTER GUNNER
BATTLE SISTER IMAGIFIER APL MOVE SAVE WOUNDS
3 6" 2+ 8
NAME ATK HIT DMG WR
Boltgun 5 2+ 3/4 -
Fists 3 3+ 3/4 -
Holy Icon: ECCLESIARCHY operatives within 6" of this operative are not injured and can ignore negative modifiers to their stats.
ECCLESIARCHY, IMPERIUM, ADEPTA SORORITAS, BATTLE SISTERS, BATTLE SISTER IMAGIFIER
BATTLE SISTER SUPERIOR APL MOVE SAVE WOUNDS
3 6" 3+ 9
NAME ATK HIT DMG WR
Boltgun 5 2+ 3/4 -
Chainsword 4 3+ 4/5 Balanced
Guided by Faith: Whenever this operative performs Shoot action against a target within 6" of it, its weapons have Seek Light weapon rule.
ECCLESIARCHY, IMPERIUM, ADEPTA SORORITAS, BATTLE SISTERS, LEADER, BATTLE SISTER SUPERIOR
REPENTIA SUPERIOR APL MOVE SAVE WOUNDS
3 6" 3+ 9
NAME ATK HIT DMG WR
Neural whips (ranged) 5 2+ 2/3 Range 3", Lethal 5+, Stun
Neural whips (melee) 5 3+ 2/3 Lethal 5+, Shock
Gloryous Martyrdom: When this operative is incapacitated, inflict D3 damage to each enemy operative within 2" and visible of it (roll separately for each).
ECCLESIARCHY, IMPERIUM, ADEPTA SORORITAS, SISTERS REPENTIA, LEADER, REPENTIA SUPERIOR
SERAPHIM APL MOVE SAVE WOUNDS
2 6" 3+ 8
NAME ATK HIT DMG WR
Bolt pistol 4 3+ 3/4 Range 8"
Fists 3 3+ 3/4 -
PISTOL BARRAGE 1AP
This operative can either perform 2 free Shoot actions, or 1 free Shoot action but with Relentless weapon rule.
Jump pack: This operative can FLY, and it can perform the Fall Back action for 1AP less.
ECCLESIARCHY, IMPERIUM, ADEPTA SORORITAS, SISTERS SERAPHIM, SERAPHIM
SERAPHIM SUPERIOR APL MOVE SAVE WOUNDS
3 6" 3+ 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
Power weapon 4 3+ 4/6 Lethal 5+
Jump pack: This operative can FLY, and it can perform the Fall Back action for 1AP less.
ECCLESIARCHY, IMPERIUM, ADEPTA SORORITAS, SISTERS SERAPHIM, LEADER, SERAPHIM SUPERIOR
PARAGON WARSUIT APL MOVE SAVE WOUNDS
3 6" 2+ 21
NAME ATK HIT DMG WR
Heavy flamer 5 2+ 4/4 Range 8", Torrent 2", Saturate
Multi-melta 4 3+ 6/3 Devastating 4, Piercing 2
Heavy bolter (focused) 5 3+ 4/5 Piercing Crits 1
Heavy bolter (sweeping) 4 3+ 4/5 Torrent 1"/
Paragon war blade 5 3+ 4/6 Lethal 5+
Paragon war mace 5 3+ 5/6 Stun
Wargear Options: when setting up this operative, select one ranged weapon and one melee weapon from its datacard it is armed with.
Blast Padding: This operative is unaffected with Stun weapon rule, and cannot suffer damage from X" Devastating weapon rule unless it is the primary target of that attack.
ECCLESIARCHY, IMPERIUM, ADEPTA SORORITAS, VEHICLE, PARAGON WARSUIT
CANONESS APL MOVE SAVE WOUNDS
3 6" 3+ 10
NAME ATK HIT DMG WR
Plasma pistol (standard) 4 3+ 4/5 Range 8", Piercing 1
Plasma pistol (supercharge) 4 3+ 4/6 Range 8", Hot, Lethal 5+, Piercing 1
Blessed blade 5 3+ 4/5 Lethal 4+
BRAZIER OF HOLY FIRE 1AP
Select an enemy operative within 6" and visible to this operative. Inflict D3 wounds on it, or 2D3 if the selected operative is PSYKER.
Blinding Aura: Once per turning point, when friendly ADEPTA SORORITAS operative within 6" of it is selected as the valid target of Shoot action. Until the end of that activation/counteraction, while that friendly operative is more than 2" from that enemy operative, your opponent cannot select it as a valid target. If there are no other valid targets that your opponent can select, that action ends (it’s not cancelled, so that operative has still performed it). Note this ploy has no effect if it’s not the selected operative, e.g. if it’s a secondary target from the Blast weapon rule.
ECCLESIARCHY, IMPERIUM, ADEPTA SORORITAS, EPIC HERO, CANONESS
MINISTORUM PRIEST APL MOVE SAVE WOUNDS
3 4" 5+ 10
NAME ATK HIT DMG WR
Auto-stubber 4 5+ 3/4 Ceaseless
Power Censer 4 4+ 4/4 Stun

Rosarium: Once per turning point, when enemy is fighting, retaliating or shooting this operative, turn one critical hit enemy retains into normal hit, or normal hit into fail

Aura Of Piety: Enemy operatives cannot perform PSYCHIC actions while within 6" of this operative, and cannot target friendly operatives within 3" of this operative with PSYCHIC actions and weapons.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, MINISTORUM PRIEST
GEMINAE SUPERIA APL MOVE SAVE WOUNDS
3 6" 2+ 9
NAME ATK HIT DMG WR
Bolt pistol 4 3+ 3/4 Range 8"
Power sword 4 3+ 4/6 Lethal 5+
Look out, Ma'am: Once per turning point, when enemy operative charges SAINT CELESTINE, and this operative can also be a valid target of charge, it must charge this operative instead.у
Jump pack: This operative can FLY, and it can perform the Fall Back action for 1AP less.
SISTERS OF BATTLE, IMPERIUM, ADEPTA SORORITAS, GEMINAE SUPERIA
SAINT CELESTINE APL MOVE SAVE WOUNDS
3 8" 2+ 15
NAME ATK HIT DMG WR
The ardent blade (ranged) 5 2+ 3/3 Range 8", Torrent 2", Seek, Saturate
The ardent blade (melee) 5 2+ 4/7 Lethal 4+
Lifewards: While a friendly GEMINAE SUPERIA operative is within 6" of this operative, and this operative is a target of shooting attack, reduce value of Piercing weapon rule of that attack as follows: Piercing 2 -> Piercing 1, Piercing 1 -> Piercing Crits 1
Miraculous Intervention: First time this operative is incapacitated, at the start of the next turning point this operative is set up again with full wounds remaining.
Healing tears: At the strategy phase of each turning point, while this operative is not incapacitated, it either heals to full wounds or revives in 2D3+2 wounds one GEMINAE SUPERIA operative.
Jump pack: This operative can FLY, and it can perform the Fall Back action for 1AP less.
SISTERS OF BATTLE, IMPERIUM, ADEPTA SORORITAS, EPIC HERO, SAINT CELESTINE

INQUISITION

His security service sticking their noses where it doesn't belong, distorting your plan and even stealing your heretech.

FACTION RULES

Use INQUISITORIAL AGENTS rules, change all instances of the faction keyword to INQUISITION. Operatives can be replaced with those included in this ruleset (limit of 1 operative of each type still applies).

ABSOLUTE AUTHORITY

Use this ability once per turning point, when an opponent uses a strategy or a firefight ploy (including Command Re-Roll), Their ploy isn’t used, the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ability cannot be used to stop the same ploy more than once per battle.

QUARRY

At the start of the scenario, select one enemy operative to be your quarry for the battle. Whenever a friendly INQUISITION operative is shooting against, fighting against or retaliating against your quarry, that friendly operative’s weapons have the Ceaseless weapon rule. Whenever your quarry is incapacitated, you can select a new enemy operative to be your quarry (and can continue to do so during the scenario).

HOLY ORDOS

Select ORDO XENOS, ORDO HERETICUS or ORDO MALLEUS keyword for all of the INQUISITION operatives. This will affect some rules below.

INQUISITORIAL REQUISITION

Requisitioned operatives can be taken from different groups, but assuming there should totally be not more than 2 operatives with Piercing 2 weapon rule in the killzone. You can totally have not more requisitioned operatives than the lowest number of selections among groups you have selected requisitioned operatives from. In addition to the groups described in GW faction rules, you can use groups provided in this ruleset.

For example, a Malleus Inquisition team decides to select from Death Korps, Kasrkin and Grey Knight groups. They take a GREY KNIGHT EXECUTIONER, a KASRKIN GUNNER with Meltagun, and a KASRKIN VOX-CASTER. They decide then to take operatives from Death Korps group. The lowest number of selections is 5 (from Kasrkin), GREY KNIGHT EXECUTIONER counts as 2, and 2 operatives were taken from Kasrkin, therefore they can only take one operative from Death Korps.

DEATHWATCH

ORDO XENOS. 6 DEATHWATCH operatives selected from the following list:

  • INTERCESSOR GUNNER
  • INTERCESSOR WARRIOR
  • ASSAULT INTERCESSOR GRENADIER
  • ASSAULT INTERCESSOR WARRIOR
  • HEAVY INTERCESSOR GUNNER
  • ELIMINATOR SNIPER
  • BLADEGUARD VETERAN FIGHTER

Each DEATHWATCH operative counts as 2 selections. You can only select non-WARRIOR operative once. Operatives can take wargear from Deathwatch Wargear list. All operatives must be given Chapter Tactics and Combat Doctrine.

ECCLESIARCHY

ORDO HERETICUS. 5 ECCLESIARCHY operatives selected from the following list:

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

GREY KNIGHTS

ORDO MALLEUS. 6 GREY KNIGHTS operatives selected from the following list:

Each GREY KNIGHTS operative, if not stated else, counts as 2 selections. You can only select non-WARRIOR operative once. A Tide Of Warp must be selected for all operatives for the entire Scenario.

ADDITIONAL DATACARDS

ASTROPATH APL MOVE SAVE WOUNDS
2 6" 5+ 8
NAME ATK HIT DMG WR
Smite 5 3+ 2/2 PSYCHIC, Range 6", Lethal 5+, Devastating 2
Autopistol 4 3+ 2/3 Range 8"
Fists 3 5+ 2/3 -
PSYCHIC SCREAM 1AP

PSYCHIC. Select an enemy operative within 6" and visible to this operative. Subtract 1 from that operatives's APL stat and 2" from its Move stat until the end of its next activation.

INQUISITION, IMPERIUM, INQUISITORIAL AGENTS, ASTROPATH
GYRINX APL MOVE SAVE WOUNDS
2 7" 6+ 6
NAME ATK HIT DMG WR
Vicious bite 4 3+ 3/4 Balanced
Rending Claws 4 4+ 4/5 Lethal 5+, Rending

Feline Agility: Whenever this operative fights or retailiates, after it strikes it can immediately perform the free Fall Back action, and the attack sequence ends (all unresolved dice are then discarded). This operative must end that action within 3" of the operative it was fighting or retailiating against.


INQUISITION, IMPERIUM, INQUISITORIAL AGENTS, GYRINX
INQUISITOR APL MOVE SAVE WOUNDS
3 6" 5+ 9
NAME ATK HIT DMG WR
Digital weapon 4 3+ 3/2 Range 6", Lethal 4+, Devastating 2
Fists 3 3+ 2/3
Custom wargear: When selected for deployment, this operative can select up to 3 items of Basic Wargear and 2 items of Basic Equipment from Acolyte Core Rules. This operative's starting Hit stat counts as 3+.
Unquestionable Authority: Whenever this operative activates, it must group activate with any other INQUISITION operative and both operatives can perform their actions in any order.
INQUISITION, IMPERIUM, INQUISITORIAL AGENTS, EPIC HERO, INQUISITOR

IMPERIAL CITIZEN

FACTION RULES

POWER OF PLENTY

All IMPERIAL CITIZEN operatives with the same datasheet name can group activate with each other. Resolve each operative's actions in normal order (in other words, do not mix their activations together).

LAST RESORT

Whenever an IMPERIAL CITIZEN operative has 1 wound left, whenever it shoots, fights or retailiates, its weapons have the Ceaseless weapon rule.

ACCESS DENIED

IMPERIAL CITIZEN operatives cannot interact with several terrain elements referred to other imperial authorities, e.g. munitorum containers or munitorum crates.

DATASHEETS

PLANETARY MILITIA WARRIOR APL MOVE SAVE WOUNDS
2 6" 5+ 7
NAME ATK HIT DMG WR
Autogun 4 5+ 2/3 -
Autopistol 4 5+ 2/3 Range 8"
Combat blade 4 5+ 3/4 -
Gun butt 3 5+ 2/3 -
-
IMPERIAL CITIZEN, IMPERIUM, MILITIA, PLANETARY MILITIA WARRIOR
PLANETARY MILITIA GUNNER APL MOVE SAVE WOUNDS
2 6" 5+ 7
NAME ATK HIT DMG WR
Boltgun 4 5+ 3/4 -
Flamer 5 2+ 3/3 Range 8", Saturate, Torrent 2"
Grenade launcher (Frag) 4 5+ 2/4 Blast 2"
Grenade launcher (Krak) 4 5+ 4/5 Piercing 1
Heavy stubber (focused) 5 5+ 3/4 Heavy (Dash only), Ceaseless
Heavy stubber (sweeping) 4 5+ 3/4 Heavy (Dash only), Torrent 1"
Shotgun 4 3+ 3/3 Range 8"
Gun butt 3 5+ 2/3 -
-
IMPERIAL CITIZEN, IMPERIUM, MILITIA, PLANETARY MILITIA GUNNER
PLANETARY MILITIA SERGEANT APL MOVE SAVE WOUNDS
2 6" 5+ 8
NAME ATK HIT DMG WR
Bolt pistol 4 4+ 3/4 Range 8"
Autopistol 4 4+ 2/3 Range 8"
Chainsword 4 4+ 4/5 Balanced
-
IMPERIAL CITIZEN, IMPERIUM, MILITIA, LEADER, PLANETARY MILITIA SERGEANT
DRUNK DOCKER APL MOVE SAVE WOUNDS
2 6" 6+ 8
NAME ATK HIT DMG WR
Power tool 4 5+ 3/4 Lethal 5+, Stun
-

IMPERIAL CITIZEN, IMPERIUM, WORKERS, DRUNK DOCKER
FARMER APL MOVE SAVE WOUNDS
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 -
-

IMPERIAL CITIZEN, IMPERIUM, WORKERS, FARMER
FERAL CANID APL MOVE SAVE WOUNDS
2 7" 6+ 6
NAME ATK HIT DMG WR
Vicious bite 4 3+ 2/3 -
-

IMPERIAL CITIZEN, IMPERIUM, BEASTS, FERAL CANID
CLERK APL MOVE SAVE WOUNDS
2 6" 6+ 7
NAME ATK HIT DMG WR
Stab-pistol 4 5+ 2/3 Range 6"
Bare hands 3 5+ 1/2 -

Undistinguished: whenever another IMPERIAL CITIZEN operative is intervening between the attacker and this operative, this operative cannot be a valid target.


IMPERIAL CITIZEN, IMPERIUM, WORKERS, CLERK