Blooded

Books

BookKindEditionVersionLast update
  Kill Team: Moroch (Blooded)
  Kill Team: Moroch (Blooded)Expansion21.1March 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024
Archetype: Seek & Destroy

Blooded Kill Team

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

Operatives


Other than TRAITOR TROOPER operatives, your kill team can only include each operative above once.

Your kill team can only include up to two TRAITOR GUNNER operatives.

Ability

Below, you will find a common ability of the BLOODED kill team.

Blooded

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.

Keep a pool of Blooded tokens. Add a Blooded token to your pool as follows:
  • At the start of each Initiative phase.
  • The first time an enemy operative is incapacitated in each Turning Point.
  • The first time a friendly operative is incapacitated within of an enemy operative in each Turning Point.
Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can assign any or all of your Blooded tokens from your pool to friendly BLOODED operatives in the killzone. Each operative can have no more than one Blooded token.

In each Strategy phase, after assigning your Blooded tokens (if any), if four or more friendly operatives in the killzone have Blooded tokens, you can select one of them to be under the gaze of the gods until the end of the Turning Point.

Each time a friendly BLOODED operative that has a Blooded token fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. If that friendly BLOODED operative is under the gaze of the gods, you can retain one as a successful critical hit instead.

Strategic Ploys

If your faction is BLOODED, you can use the following Strategic Ploys during a game.

OVERCHARGE LASGUNS1CP
Strategic Ploy
Until the end of the Turning Point, each time a las weapon is selected for a friendly BLOODED operative to shoot with (excluding a Sharpshooter’s long-las), you can choose to overcharge it. If you do so, that weapon gains the AP1 and Hot special rules for that shooting attack. A las weapon is a ranged weapon that includes ’las’ in its name, e.g. lasgun, laspistol etc.
GLORY KILL1CP
Strategic Ploy
Select one enemy operative Visible to a friendly BLOODED operative. Until the end of the Turning Point, each time a friendly BLOODED operative fights in combat with or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
RECKLESS ASPIRANTS1CP
Strategic Ploy
In the next Firefight phase, while a friendly BLOODED operative that does not have a Blooded token is within of your opponent’s drop zone, treat it as if it has a Blooded token.
DIRTY FIGHTERS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly BLOODED operative fights in combat, in the Roll Attack Dice step of that combat, if another friendly operative is supporting them, you can retain one of your successful normal hits as a critical hit (excluding a normal hit retained as a result of a Blooded token).

Tactical Ploys

If your faction is BLOODED, you can use the following Tactical Ploys during a game.

CALLOUS DISREGARD1CP
Tactical Ploy
Use this Tactical Ploy when a Shoot action is declared for a friendly BLOODED operative. For that shooting attack:
  • Having other friendly operatives within Engagement Range of an enemy operative does not prevent that enemy operative from being selected as a valid target.
  • When determining Line of Sight, enemy operatives cannot use friendly operatives’ bases as Cover.
  • In the Roll Attack Dice step of that shooting attack, failed hits are instead retained separately as successful normal hits.
  • In the Resolve Successful Hits step of that shooting attack, those retained hits inflict damage on one friendly operative within Engagement Range of the target operative.
MOMENT OF REPUTE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly BLOODED operative that is under the gaze of the gods is activated. Add 1 to its APL.
REWARD EARNED1CP
Tactical Ploy
Use this Tactical Ploy when an enemy operative is incapacitated by a friendly BLOODED operative within of it. Add 1 Blooded token to your pool.
DARK FAVOUR1CP
Tactical Ploy
Use this Tactical Ploy when a friendly BLOODED operative that has a Blooded token is selected as the target of a shooting attack. Select one other friendly BLOODED operative that:
  • Does not have a Blooded token.
  • Is within of that friendly operative.
  • Is Visible to the active operative.
Resolve that shooting attack against that other friendly operative instead (it is treated as a valid target).

This ploy has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines).

Tac Ops

If your faction is BLOODED, you can use the Blooded Tac Ops listed below, as specified in the mission sequence.

WORTHY CHAMPION
Blooded – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly BLOODED operative that is under the gaze of the gods incapacitates one or more enemy operatives during the Turning Point, and is within of the centre of the killzone or your opponent’s drop zone at the end of the Turning Point, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
MALIGN COMMAND
Blooded – Faction Tac Op 2
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if friendly BLOODED operatives control half or more of the objective markers, and each of those objective markers is controlled by one or more friendly BLOODED operatives that have a Blooded token, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
BLOODBATH
Blooded – Faction Tac Op 3
Reveal this Tac Op at the end of the battle.
  • If more than half of the enemy kill team has been incapacitated at the end of the battle, you score 1VP.
  • If more than three quarters of the enemy kill team has been incapacitated at the end of the battle, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected BLOODED as your Faction keyword.

Battle Honours

Each time a BLOODED operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Blooded Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

BLOODED SPECIALIST
D6Battle Honour
1Ardent on the Trigger: Each time this operative makes a shooting attack against a target within of it, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
2Motivation for Violence: Each time this operative performs a Charge action, it can move an additional for that action.
3Bitter Resolve: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if this operative has less than its starting number of wounds, you can re-roll one of your defence dice.
4Marauder: Once per Turning Point, one friendly operative with this Battle Honour (excluding a TRAITOR OGRYN operative) can perform one mission action or the Pick Up action for one less action point (to a minimum of 0AP).
5Zealous: If this operative is incapacitated, if it has a Blooded token and incapacitated one or more enemy operatives during the battle, add that token to your pool.
6Audacious: In each Firefight phase, while this operative does not have a Blooded token and is within of your opponent’s drop zone, treat it as if it has a Blooded token.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is BLOODED, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. ALCHEMYK BOMB [3EP]

TRAITOR BRIMSTONE GRENADIER operative only. The operative is equipped with the following ranged weapon for the battle:

 
Name
A
BS/WS
D
Alchemyk bomb
4
3+
3/4
Special Rules
!
Rng , Blast , Indirect, No Cover, Limited
Rending

2. UNHOLY SIGIL [2EP]

The operative gains the following ability for the battle:

Unholy Sigil: Each time this operative is activated, you can use this ability. If you do so, until the end of that activation:

  • If this operative does not have a Blooded token, treat it as if it has a Blooded token.
  • If this operative has a Blooded token, treat it as if it’s under the gaze of the gods. This has no effect if the operative is only treated as having a Blooded token.
  • At the end of this operative’s activation, if this operative has not caused an enemy operative to lose any wounds, this operative suffers D3 mortal wounds.

3. DARK ORATOR [2EP]

TRAITOR COMMSMAN or TRAITOR CHIEFTAIN operative only. The operative gains the following ability for the battle:

Dark Orator: For the purposes of this operative’s Blooded Icon ability or Sacrilegious Actuation action, you can select any friendly operatives in the killzone, instead of one Visible to and/or within of this operative.

4. CURSED ROUNDS [3EP]

TRAITOR CHIEFTAIN operative only. A bolt pistol or boltgun the operative is equipped with gains the following improvements for the battle:

  • Add 1 to its Critical Damage characteristic.
  • It gains the AP1 special rule.

5. DIABOLIC ICON [3EP]

The operative can perform the following action during the battle:

DIABOLIC ICON1AP

Until the end of the Turning Point, each time a friendly BLOODED operative Visible to and within of this operative is activated, or while a friendly BLOODED operative is Visible to and within of this operative, that friendly operative is motivated by a diabolic icon during that activation. Each time an operative motivated by a diabolic icon fights in combat, if it has a Blooded token, in the Roll Attack Dice step of that combat, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. This is in addition to any retained as a result of the Blooded ability.

6. BALEFLAME [3EP]

TRAITOR GUNNER operative equipped with a flamer only. The flamer the operative is equipped with gains the following improvements for the battle:

  • Add 1 to its Critical Damage characteristic.
  • It gains the AP1 special rule.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is BLOODED, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

UNHOLY ALTAR

Once a portable auto-shrine to the God-Emperor, now the Unholy Altar is borne to every battlefield by the Blooded, there to be further tainted by acts of dark sacrifice.

In the Update Dataslates step of the mission sequence, when updating experience, you can select one friendly operative that was under the gaze of the gods during the battle and earned XP from that battle to gain 2 additional XP.

DEFILED TROPHIES

Captured enemy standards; gory remains of slain heroes; stolen and defiled holy artefacts: these and countless other debased treasures make fine offerings for the Gods and draw their favour.

In the Ready Operatives step of the first Initiative phase, add one additional Blooded token to your pool.

MALIGN INFLUENCE

A sinister presence slithers through the empyrean in this kill team's wake, drawn by their blood offerings and wicked deeds. Its dark patronage empowers the Blooded, though it has yet to whisper its price...

In the Update Dataslates step of the mission sequence, you can re-roll one Casualty or Recovery test made for one BLOODED operative of Veteran rank or higher. If that operative was under the gaze of the gods during the battle, you can re-roll or add 1 to the result of that test.


Requisitions

In a Spec Ops campaign, if your faction is BLOODED, you can use the following Requisitions in addition to those presented in other sources.

RIVAL ASPIRANTS1RP

New Blooded have been hand-picked to join the ranks. They are little welcomed by their new comrades, who see only rivals for the Gods' blessings, but if they fight hard and dirty enough they may yet carve themselves a place.

Purchase this Requisition before or after a game. Add up to three TRAITOR TROOPER operatives to your dataslate. These operatives cannot earn more than 1XP from their first battle.
RUTHLESS ADVANCEMENT1RP

Amongst the Blooded, those too weak, wounded or broken to continue are quickly slain, a stronger and hungrier rival taking up their place in the ranks after dragging the knife from their back.

Purchase this Requisition when a BLOODED operative (excluding a TRAITOR OGRYN operative) is removed from your dataslate. Make a note of its type (e.g. TRAITOR FLENSER, TRAITOR GUNNER etc.) and the weapons it is equipped with. Select one other BLOODED operative on your dataslate (excluding a TRAITOR OGRYN operative) and change its type and wargear to that of the removed operative. If that would cause it to have any Battle Honours it could no longer have, select new ones as appropriate.
ONLY THE STRONG PROSPER0RP

The kill team picks over their slaughtered foes like scavengers, looting corpses, tearing off bloody trophies and growing stronger from their victims' ruin.

Purchase this Requisition after a battle in which you scored 2VPs from one of the following Tac Ops: Bloodbath; Execution; Rob and Ransack. You gain 1 Requisition point. You can only use this Requisition once after each battle.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is BLOODED, you can select one from those found below instead of selecting one from another source.

Turncoats

Making cynical use of their former standing as loyalist soldiers of the Imperium, the Blooded apply their inside knowledge of codes and facilities to strike at their foes’ weaknesses before escaping retribution.

OPERATION 1: MARAUDERS

Like pack-predators, the Blooded strike again and again at enemy weak points to ransack, murder and leave blazing ruin in their wake.

Complete five games in which you scored victory points from the ‘Rob and Ransack’, ‘Rout’ and/or ‘Sabotage’ Tac Op.

OPERATION 2: ESCAPE VENGEANCE

Better even than wreaking havoc amongst the foe, the Blooded now look to escape their victims’ clumsy efforts at revenge and leave them cursing impotently in their wake.

Complete a game in which you scored victory points from the ‘Behind Enemy Lines’ and/or ‘Interloper’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Demolition’ Spec Op.

Draw the Gaze of the Gods

Fresh traitors hand chosen as warrior elites, the Blooded seek to exploit their new-found power and freedom in a rampage of slaughter sure to draw the regard of the Dark Gods.

OPERATION 1: RECOGNITION THROUGH DESTRUCTION

Nothing short of an unbridled bloodbath will slake these traitors’ hunger for carnage, plunder and glory. Eager for dark glory, the Blooded rampage through their foes like barbaric lunatics.

Complete five games in which you scored victory points from the ‘Bloodbath’ and/or ‘Execution’ Tac Op.

OPERATION 2: A CHAMPION EMERGES

Bloody battlefield sacrifice; cunning plots and trickery; wild excesses of violence and savage sensation; deeds of ruin and wanton desecration: the Blooded have offered them all up to the Dark Gods and, at last, one amongst their number has a chance to step onto the Path to Glory.

Complete a game in which you scored victory points from the ‘Worthy Champion’ Tac Op.

COMMENDATION
  • You gain one Requisition point.
  • You can select one friendly operative that scored you victory points from the ‘Worthy Champion’ Tac Op to earn 5XP. This is not affected by a passed Casualty test.
  • You can distribute 5XP across the other operatives on your roster.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

Equipment

BLOODED operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

ARMOUR PLATES [2EP]

The operative gains the following ability for the battle:

Armour Plates: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of 1.

CHEM-BREATHER [1EP]

The operative gains the following ability for the battle:

Chem-breather: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.

SINISTER TROPHY+ [3EP]

The operative gains the following ability for the battle:

Sinister Trophy: While an enemy operative is within Engagement Range of this operative, subtract 1 from the Attacks characteristic of melee weapons it is equipped with.

INCENDIARY SHELLS [2EP]

TRAITOR TRENCH SWEEPER operative only. A shotgun the operative is equipped with gains the following special rule for the battle:

Incendiary Shells: Each time this weapon is selected to shoot with, you can choose to fire incendiary shells. If you do so, for that shooting attack:
  • This weapon gains the Blast special rule.
  • Subtract 1 from this weapon’s Normal Damage characteristic.

BEAST PELT [1EP]

The operative gains the following ability for the battle:

Beast Pelt: Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice. This operative is unaffected by the Splash critical hit rule.

WICKED BLADES [1/2EP]

Select a bayonet, bayonet and shield, or improvised blade the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle. If you selected a bayonet and shield, this equipment costs 2EP; otherwise, it costs 1EP.


Datacards


Traitor Brimstone Grenadier

Brimstone Grenadiers have an unhealthy penchant for explosive slaughter, and think nothing of wielding unstable explosives capable of showering their victims with unclean alchemical acids and poisons, or even swallowing them up in roiling clouds of infernal warp sorcery.

Traitor Brimstone Grenadier

Brimstone Grenadiers have an unhealthy penchant for explosive slaughter, and think nothing of wielding unstable explosives capable of showering their victims with unclean alchemical acids and poisons, or even swallowing them up in roiling clouds of infernal warp sorcery.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
Diabolyk bomb
Diabolyk bomb
4
3+
3/3
Rng , Blast , Indirect, Limited. !Splash 2Rng , Blast , Indirect, LimitedSplash 2
ABILITIES UNIQUE ACTIONS
Grenadier: This operative is equipped with frag and krak grenades and they do not cost any equipment points.
Explosive Demise: If this operative is incapacitated, you can use this ability. If you do so, roll one D6, subtracting 1 from the result if this operative is within Engagement Range of an enemy operative: on a 3+, each operative Visible to and within of this operative suffers D3 mortal wounds.
-
ABILITIES
Grenadier: This operative is equipped with frag and krak grenades and they do not cost any equipment points.
Explosive Demise: If this operative is incapacitated, you can use this ability. If you do so, roll one D6, subtracting 1 from the result if this operative is within Engagement Range of an enemy operative: on a 3+, each operative Visible to and within of this operative suffers D3 mortal wounds.
UNIQUE ACTIONS
-
DATACARD-RELATED
ALCHEMYK BOMB , Wicked Blades
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR BRIMSTONE GRENADIER
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR BRIMSTONE GRENADIER


Traitor Butcher

Some amongst the Militarum Traitoris shrug off their humanity altogether, taking monstrous pleasure in hacking their enemies apart at close quarters and devouring chunks of hot, bloody flesh - sometimes while their luckless victims are still screaming their last.

Traitor Butcher

Some amongst the Militarum Traitoris shrug off their humanity altogether, taking monstrous pleasure in hacking their enemies apart at close quarters and devouring chunks of hot, bloody flesh - sometimes while their luckless victims are still screaming their last.

M APL GA DF SV W Base
3 2 1 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Power weapon and cleaver
Power weapon and cleaver
4
3+
4/6
Lethal 5+, Blood Offering*Lethal 5+, Blood Offering*-
ABILITIES UNIQUE ACTIONS
Unholy Sustenance: Each time this operative fights in combat, if it incapacitates the enemy operative in that combat, it regains D3 lost wounds.
*Blood Offering: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, the first time you strike with a critical hit, add one Blooded token to your pool.
-
ABILITIES
Unholy Sustenance: Each time this operative fights in combat, if it incapacitates the enemy operative in that combat, it regains D3 lost wounds.
*Blood Offering: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, the first time you strike with a critical hit, add one Blooded token to your pool.
UNIQUE ACTIONS
-
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR BUTCHER
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR BUTCHER


Traitor Commsman

Acting as the mouthpieces for their tyrannical masters, Traitor Commsmen spit relayed orders through the corrupted vox networks of Blooded kill teams, broadcasting amplified exhortations for their comrades to fight harder in the name of the blessed Octed.

Traitor Commsman

Acting as the mouthpieces for their tyrannical masters, Traitor Commsmen spit relayed orders through the corrupted vox networks of Blooded kill teams, broadcasting amplified exhortations for their comrades to fight harder in the name of the blessed Octed.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Signal (1AP): Select one friendly BLOODED operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
Sacrilegious Actuation (1AP): You can select one friendly BLOODED operative Visible to and within of this operative, remove its Blooded token (if any) and add it to your pool. It cannot be a token that operative is only treated as having. Select one friendly BLOODED operative that does not have a Blooded token that is Visible to and within of this operative. Assign one Blooded token to it from your pool. This operative cannot perform this action while within Engagement Range of an enemy operative, or if you cannot assign a Blooded token.
ABILITIES
-
UNIQUE ACTIONS
Signal (1AP): Select one friendly BLOODED operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
Sacrilegious Actuation (1AP): You can select one friendly BLOODED operative Visible to and within of this operative, remove its Blooded token (if any) and add it to your pool. It cannot be a token that operative is only treated as having. Select one friendly BLOODED operative that does not have a Blooded token that is Visible to and within of this operative. Assign one Blooded token to it from your pool. This operative cannot perform this action while within Engagement Range of an enemy operative, or if you cannot assign a Blooded token.
DATACARD-RELATED
DARK ORATOR , Wicked Blades
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR COMMSMAN
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR COMMSMAN


Traitor Corpseman

Having cast aside the ethics and oaths of the true medicae, these twisted field surgeons specialise in concocting potent combat stimulants. These they dole out to drive their comrades into a savage battle-frenzy, and also to control them through increasing dependency.

Traitor Corpseman

Having cast aside the ethics and oaths of the true medicae, these twisted field surgeons specialise in concocting potent combat stimulants. These they dole out to drive their comrades into a savage battle-frenzy, and also to control them through increasing dependency.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
Stim needle
Stim needle
3
5+
1/4
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Regular Dosage: At the end of the Select a Kill Team step of the mission sequence, if this operative is selected for deployment, you can select one friendly BLOODED operative to gain a stimm effect (see below).
Stimms (1AP): Select one friendly BLOODED operative Visible to and within of this operative, then select one of the stimm effects below. You can only select each stimm effect for each operative once per battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
  • The selected operative regains 2D3 lost wounds.
  • Until the end of the battle, the melee weapons the selected operative is equipped with gain the Relentless special rule.
  • Until the end of the battle, each time the selected operative would lose a wound, roll one D6: on a 6, that wound is not lost.
ABILITIES
Regular Dosage: At the end of the Select a Kill Team step of the mission sequence, if this operative is selected for deployment, you can select one friendly BLOODED operative to gain a stimm effect (see below).
UNIQUE ACTIONS
Stimms (1AP): Select one friendly BLOODED operative Visible to and within of this operative, then select one of the stimm effects below. You can only select each stimm effect for each operative once per battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
  • The selected operative regains 2D3 lost wounds.
  • Until the end of the battle, the melee weapons the selected operative is equipped with gain the Relentless special rule.
  • Until the end of the battle, each time the selected operative would lose a wound, roll one D6: on a 6, that wound is not lost.
DATACARD-RELATED
Wicked Blades
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, MEDIC, TRAITOR CORPSEMAN
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, MEDIC, TRAITOR CORPSEMAN


Traitor Enforcer

Enforcers are sadistic morale officers. Some began as allegedly incorruptible Commissars, tempted or broken by diabolical artifice. Others are petty tyrants risen from the ranks and garbed mockingly in the tattered garb - or even the flayed hides - of their former masters.

Traitor Enforcer

Enforcers are sadistic morale officers. Some began as allegedly incorruptible Commissars, tempted or broken by diabolical artifice. Others are petty tyrants risen from the ranks and garbed mockingly in the tattered garb - or even the flayed hides - of their former masters.

M APL GA DF SV W Base
3 2 1 3 4+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Power fist
Power fist
4
4+
5/7
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
Gruelling Disciplinarian: While a friendly BLOODED operative is Visible to and within of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within of this operative).
Enforce (1AP): Select one other friendly BLOODED operative that is not ready and is Visible to and within of this operative. Then select one of the following:
  • That operative can immediately perform a free Dash action.
  • If that operative has an Engage order, it can perform an Overwatch action.
This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Gruelling Disciplinarian: While a friendly BLOODED operative is Visible to and within of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within of this operative).
UNIQUE ACTIONS
Enforce (1AP): Select one other friendly BLOODED operative that is not ready and is Visible to and within of this operative. Then select one of the following:
  • That operative can immediately perform a free Dash action.
  • If that operative has an Engage order, it can perform an Overwatch action.
This operative cannot perform this action while within Engagement Range of an enemy operative.
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR ENFORCER
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR ENFORCER


Traitor Flenser

Even their fellow Traitor Guardsmen look askance at Flensers, who mutter and cackle as they clash their skinning blades together in anticipation of the torments they will inflict in the Dark Gods’ names. Many have died beneath their wicked knives, but few swiftly.

Traitor Flenser

Even their fellow Traitor Guardsmen look askance at Flensers, who mutter and cackle as they clash their skinning blades together in anticipation of the torments they will inflict in the Dark Gods’ names. Many have died beneath their wicked knives, but few swiftly.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Skinning blades
Skinning blades
4
3+
3/4
Ceaseless, Stalk*Ceaseless, Stalk*-
ABILITIES UNIQUE ACTIONS
*Stalk: Each time this operative fights in combat with this weapon, if it is within of Light or Heavy terrain, this weapon gains the Lethal 5+ special rule for that combat.
Wretched: This operative can perform a Charge action while it has a Conceal order. If this operative is incapacitated in combat, if you have any remaining attack dice, you can strike with one attack dice before this operative is removed from the killzone.
-
ABILITIES
*Stalk: Each time this operative fights in combat with this weapon, if it is within of Light or Heavy terrain, this weapon gains the Lethal 5+ special rule for that combat.
Wretched: This operative can perform a Charge action while it has a Conceal order. If this operative is incapacitated in combat, if you have any remaining attack dice, you can strike with one attack dice before this operative is removed from the killzone.
UNIQUE ACTIONS
-
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR FLENSER
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR FLENSER


Traitor Gunner

Where Imperial Guardsmen may be issued special weapons such as flamers or plasma guns, renegades claim them from their victims as trophies, bearing them as symbols of power and status. Wielding such a potent weapon assists them in offering more gory sacrifices to the Gods.

Traitor Gunner

Where Imperial Guardsmen may be issued special weapons such as flamers or plasma guns, renegades claim them from their victims as trophies, bearing them as symbols of power and status. Wielding such a potent weapon assists them in offering more gory sacrifices to the Gods.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
4+
2/4
Blast Blast -
 - Krak
 - Krak
4
4+
4/5
AP1AP1-
Meltagun
Meltagun
4
4+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
4+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
4+
5/6
AP2, HotAP2, Hot-
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BALEFLAME , Wicked Blades
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR GUNNER
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR GUNNER


Traitor Ogryn

Savage brutes even before turning traitor, Ogryns sworn to Chaos are quick to earn mutant blessings through their strength and savagery. However, they are slow-witted and easily exploited as bodyguards, living shields or crude line breakers by their more cunning Human comrades.

Traitor Ogryn

Savage brutes even before turning traitor, Ogryns sworn to Chaos are quick to earn mutant blessings through their strength and savagery. However, they are slow-witted and easily exploited as bodyguards, living shields or crude line breakers by their more cunning Human comrades.

M APL GA DF SV W Base
3 2 1 3 5+ 16 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Power maul and mutant claw
Power maul and mutant claw
4
3+
5/6
!Rending, Stun-Rending, Stun
ABILITIES UNIQUE ACTIONS
Avalanche of Muscle: Each time this operative finishes a Charge action, select one enemy operative within Engagement Range of it to suffer D3 mortal wounds.
Chem-enhanced: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.
Brute: This operative cannot perform mission actions or the Pick Up action. Unless otherwise specified, this operative cannot be equipped with equipment.

THE BALANCE DATASLATE: Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
-
ABILITIES
Avalanche of Muscle: Each time this operative finishes a Charge action, select one enemy operative within Engagement Range of it to suffer D3 mortal wounds.
Chem-enhanced: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.
Brute: This operative cannot perform mission actions or the Pick Up action. Unless otherwise specified, this operative cannot be equipped with equipment.

THE BALANCE DATASLATE: Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
UNIQUE ACTIONS
-
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR OGRYN
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR OGRYN


Traitor Sharpshooter

Skilled marksmen are often scorned by the Blooded for their unwillingness to seek glory at close quarters. Yet Sharpshooters know their own worth, offering up the departed souls of each new victim as they pick them off with their long-las.

Traitor Sharpshooter

Skilled marksmen are often scorned by the Blooded for their unwillingness to seek glory at close quarters. Yet Sharpshooters know their own worth, offering up the departed souls of each new victim as they pick them off with their long-las.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Sharpshooter’s long-las
Sharpshooter’s long-las
4
3+
3/3
Silent. !MW1SilentMW1
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
-
ABILITIES
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
UNIQUE ACTIONS
-
DATACARD-RELATED
Wicked Blades
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR SHARPSHOOTER
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR SHARPSHOOTER


Traitor Thug

Amongst the Militarum Traitoris, strength and brutality count for more than discipline or loyalty. Many are the Thugs amongst their ragged ranks - violent men and woman who have become virtual ogres thanks to their inner savagery and the taint of heresy.

Traitor Thug

Amongst the Militarum Traitoris, strength and brutality count for more than discipline or loyalty. Many are the Thugs amongst their ragged ranks - violent men and woman who have become virtual ogres thanks to their inner savagery and the taint of heresy.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy club
Heavy club
4
3+
4/4
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
Tough: Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from the Normal Damage characteristic of the enemy operative’s weapons for that combat or shooting attack (to a minimum of 1).
-
ABILITIES
Tough: Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from the Normal Damage characteristic of the enemy operative’s weapons for that combat or shooting attack (to a minimum of 1).
UNIQUE ACTIONS
-
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR THUG
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR THUG


Traitor Trench Sweeper

Trench Sweepers are that rarest of things - a traitor still loyal to their comrades. Retaining something of their former discipline, they focus on shielding their direct superiors during the advance, before surging ahead to clear a bloody path at close quarters.

Traitor Trench Sweeper

Trench Sweepers are that rarest of things - a traitor still loyal to their comrades. Retaining something of their former discipline, they focus on shielding their direct superiors during the advance, before surging ahead to clear a bloody path at close quarters.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shotgun
Shotgun
4
2+
3/3
Rng Rng -
Bayonet and shield
Bayonet and shield
3
3+
2/3
Shield*Shield*-
ABILITIES UNIQUE ACTIONS
*Shield: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
Shielding: Each time this operative is activated, you can use this ability. If you do so, until this operative is next activated:
  • Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
  • Subtract from this operative’s Movement characteristic.
-
ABILITIES
*Shield: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
Shielding: Each time this operative is activated, you can use this ability. If you do so, until this operative is next activated:
  • Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
  • Subtract from this operative’s Movement characteristic.
UNIQUE ACTIONS
-
DATACARD-RELATED
Incendiary Shells , Wicked Blades
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR TRENCH SWEEPER
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR TRENCH SWEEPER


Traitor Trooper

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.

Traitor Trooper

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.

M APL GA DF SV W Base
3 2 2 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
RIVAL ASPIRANTS , Wicked Blades
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR TROOPER
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR TROOPER


Traitor Chieftain

Through force of will, threat of violence and sheer charisma, Chieftains rule over kill teams of Blooded and lead them to war. Their position gives them the pick of the battlefield riches, ensuring they charge into the fray wielding the most potent of weapons and wargear.

Traitor Chieftain

Through force of will, threat of violence and sheer charisma, Chieftains rule over kill teams of Blooded and lead them to war. Their position gives them the pick of the battlefield riches, ensuring they charge into the fray wielding the most potent of weapons and wargear.

M APL GA DF SV W Base
3 2 1 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
3+
2/3
Rng Rng -
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Boltgun
Boltgun
4
3+
3/4
--
Laspistol
Laspistol
4
3+
2/3
Rng Rng -
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
Rng , AP2, HotRng , AP2, Hot-
Bayonet
Bayonet
3
4+
2/3
--
Chainsword
Chainsword
4
3+
3/4
BalancedBalanced-
Improvised blade
Improvised blade
4
3+
2/3
--
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Blooded Icon: Once per Turning Point, when a friendly BLOODED operative with a Blooded token is incapacitated within of this operative, you can add that token to your pool. This has no effect if the operative is only treated as having a Blooded token.
Lead With Strength: Each time this operative fights in combat or makes a shooting attack, if it has a Blooded token and is more than from your drop zone, treat it as if it’s under the gaze of the gods for that combat or shooting attack.
-
ABILITIES
Blooded Icon: Once per Turning Point, when a friendly BLOODED operative with a Blooded token is incapacitated within of this operative, you can add that token to your pool. This has no effect if the operative is only treated as having a Blooded token.
Lead With Strength: Each time this operative fights in combat or makes a shooting attack, if it has a Blooded token and is more than from your drop zone, treat it as if it’s under the gaze of the gods for that combat or shooting attack.
UNIQUE ACTIONS
-
DATACARD-RELATED
DARK ORATOR , CURSED ROUNDS , Wicked Blades
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, LEADER, TRAITOR CHIEFTAIN
BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, LEADER, TRAITOR CHIEFTAIN
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blooded

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.

Keep a pool of Blooded tokens. Add a Blooded token to your pool as follows:
  • At the start of each Initiative phase.
  • The first time an enemy operative is incapacitated in each Turning Point.
  • The first time a friendly operative is incapacitated within of an enemy operative in each Turning Point.
Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can assign any or all of your Blooded tokens from your pool to friendly BLOODED operatives in the killzone. Each operative can have no more than one Blooded token.

In each Strategy phase, after assigning your Blooded tokens (if any), if four or more friendly operatives in the killzone have Blooded tokens, you can select one of them to be under the gaze of the gods until the end of the Turning Point.

Each time a friendly BLOODED operative that has a Blooded token fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. If that friendly BLOODED operative is under the gaze of the gods, you can retain one as a successful critical hit instead.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
BLOODBATH
Blooded – Faction Tac Op 3
Reveal this Tac Op at the end of the battle.
  • If more than half of the enemy kill team has been incapacitated at the end of the battle, you score 1VP.
  • If more than three quarters of the enemy kill team has been incapacitated at the end of the battle, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
ROB AND RANSACK
Seek & Destroy – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • You score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
SABOTAGE
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a terrain feature is sabotaged by friendly operatives, you score 1VP.
  • If any other terrain feature is sabotaged by friendly operatives, you score 1VP.
Friendly operatives can perform the following mission action:

SABOTAGE2AP

An operative can perform this action while within of a terrain feature that includes any parts with the Heavy trait that is wholly within or within of your opponent’s drop zone that has not been sabotaged by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by friendly operatives, that terrain feature has been sabotaged by friendly operatives.
BEHIND ENEMY LINES
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If one or more friendly operatives are wholly within your opponent’s drop zone and more than from enemy operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
INTERLOPER
Infiltration – Tac Op
After selecting this Tac Op, secretly select one friendly operative to be your interloper. You must reveal this Tac Op when your interloper performs the Interlope action.
  • Remove your interloper from the killzone and score 2VPs.
Your interloper can perform the following mission action once:

INTERLOPE1AP

Perform this action while within of an enemy killzone edge and more than from enemy operatives.
WORTHY CHAMPION
Blooded – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly BLOODED operative that is under the gaze of the gods incapacitates one or more enemy operatives during the Turning Point, and is within of the centre of the killzone or your opponent’s drop zone at the end of the Turning Point, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

1. ALCHEMYK BOMB [3EP]

TRAITOR BRIMSTONE GRENADIER operative only. The operative is equipped with the following ranged weapon for the battle:

WICKED BLADES [1/2EP]

Select a bayonet, bayonet and shield, or improvised blade the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle. If you selected a bayonet and shield, this equipment costs 2EP; otherwise, it costs 1EP.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.

3. DARK ORATOR [2EP]

TRAITOR COMMSMAN or TRAITOR CHIEFTAIN operative only. The operative gains the following ability for the battle:

Dark Orator: For the purposes of this operative’s Blooded Icon ability or Sacrilegious Actuation action, you can select any friendly operatives in the killzone, instead of one Visible to and/or within of this operative.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.

6. BALEFLAME [3EP]

TRAITOR GUNNER operative equipped with a flamer only. The flamer the operative is equipped with gains the following improvements for the battle:
  • Add 1 to its Critical Damage characteristic.
  • It gains the AP1 special rule.
Equipment
You can only select each equipment with the Indirect special rule (e.g. dynamite, krak grenade, fusion grenade) once per battle. If a friendly operative already equipped with such equipment is selected for deployment (e.g. ASSAULT GRENADIER PATHFINDER operative), this counts as your selection.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).

INCENDIARY SHELLS [2EP]

TRAITOR TRENCH SWEEPER operative only. A shotgun the operative is equipped with gains the following special rule for the battle:

Incendiary Shells: Each time this weapon is selected to shoot with, you can choose to fire incendiary shells. If you do so, for that shooting attack:
  • This weapon gains the Blast special rule.
  • Subtract 1 from this weapon’s Normal Damage characteristic.
RIVAL ASPIRANTS1RP

New Blooded have been hand-picked to join the ranks. They are little welcomed by their new comrades, who see only rivals for the Gods' blessings, but if they fight hard and dirty enough they may yet carve themselves a place.

Purchase this Requisition before or after a game. Add up to three TRAITOR TROOPER operatives to your dataslate. These operatives cannot earn more than 1XP from their first battle.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.

4. CURSED ROUNDS [3EP]

TRAITOR CHIEFTAIN operative only. A bolt pistol or boltgun the operative is equipped with gains the following improvements for the battle:
  • Add 1 to its Critical Damage characteristic.
  • It gains the AP1 special rule.

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