Book | Kind | Edition | Version | Last update |
Kill Team: Moroch (Blooded) | ||||
Kill Team: Moroch (Blooded) | Expansion | 2 | 1.1 | March 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
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.
Below, you will find a common ability of the BLOODED kill team.
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:If your faction is BLOODED, you can use the following Strategic Ploys during a game.
If your faction is BLOODED, you can use the following Tactical Ploys during a game.
If your faction is BLOODED, you can use the Blooded Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected BLOODED as your Faction keyword.
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1. ALCHEMYK BOMB [3EP] TRAITOR BRIMSTONE GRENADIER operative only. The operative is equipped with the following ranged weapon for the battle:
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2. UNHOLY SIGIL [2EP] The operative gains the following ability for the battle:
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3. DARK ORATOR [2EP] TRAITOR COMMSMAN or TRAITOR CHIEFTAIN operative only. The operative gains the following ability for the battle: |
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:
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5. DIABOLIC ICON [3EP] The operative can perform the following action during the battle: DIABOLIC ICON1APUntil 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:
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UNHOLY ALTAROnce 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 TROPHIESCaptured 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 INFLUENCEA 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. |
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.
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.
The kill team picks over their slaughtered foes like scavengers, looting corpses, tearing off bloody trophies and growing stronger from their victims' ruin.
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.
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.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.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.
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.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.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:CHEM-BREATHER [1EP]
The operative gains the following ability for the battle:SINISTER TROPHY+ [3EP]
The operative gains the following ability for the battle:INCENDIARY SHELLS [2EP]
TRAITOR TRENCH SWEEPER operative only. A shotgun the operative is equipped with gains the following special rule for the battle:BEAST PELT [1EP]
The operative gains the following ability for the battle: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 2 | Rng , Blast , Indirect, Limited | Splash 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.
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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.
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR BRIMSTONE GRENADIER
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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.
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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.
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR BUTCHER
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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 |
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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.
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ABILITIES |
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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.
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR COMMSMAN
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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).
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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.
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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).
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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.
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, MEDIC, TRAITOR CORPSEMAN
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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 | Brutal | Brutal | - |
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).
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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:
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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).
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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:
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR ENFORCER
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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.
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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.
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR FLENSER
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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 | AP1 | AP1 | - | |||
Meltagun | |||||||||
Meltagun | 4 | 4+ | 6/3 | Rng , AP2. !MW4 | Rng , AP2 | MW4 | |||
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 | AP1 | AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 4+ | 5/6 | AP2, Hot | AP2, Hot | - | |||
Bayonet | |||||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR GUNNER
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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.
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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.
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR OGRYN
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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. !MW1 | Silent | MW1 | |||
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.
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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.
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR SHARPSHOOTER
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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 | Brutal | Brutal | - |
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).
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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).
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR THUG
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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:
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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:
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR TRENCH SWEEPER
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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 |
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ABILITIES |
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, TRAITOR TROOPER
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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 , AP1 | Rng , AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 3+ | 5/6 | Rng , AP2, Hot | Rng , AP2, Hot | - | |||
Bayonet | |||||||||
Bayonet | 3 | 4+ | 2/3 | - | - | ||||
Chainsword | |||||||||
Chainsword | 4 | 3+ | 3/4 | Balanced | Balanced | - | |||
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.
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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.
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UNIQUE ACTIONS |
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BLOODED, CHAOS, MILITARUM TRAITORIS, <WARBAND>, LEADER, TRAITOR CHIEFTAIN
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The BLOODED keyword is used in the following Blooded datacards:
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: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.The BLOODED keyword is used in the following Blooded datacards:
The CHAOS keyword is used in the following Blooded datacards:
The MILITARUM TRAITORIS keyword is used in the following Blooded datacards:
The <WARBAND> keyword is used in the following Blooded datacards:
3. DARK ORATOR [2EP]
TRAITOR COMMSMAN or TRAITOR CHIEFTAIN operative only. The operative gains the following ability for the battle: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:INCENDIARY SHELLS [2EP]
TRAITOR TRENCH SWEEPER operative only. A shotgun the operative is equipped with gains the following special rule for the battle: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.
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: