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  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.0October 2021

FAQ

Index: Warhammer 40,000 Kill Team: Compendium

Q:When using the Fleet Strategic Ploy, how does the operative perform a Dash action with a Normal Move or Fall Back action?
A:
It can perform the Normal Move or Fall Back action
immediately followed by a Dash action, or vice versa.


Commorrite Kill Team

A COMMORRITE kill team consists of two fire teams selected from the following list:

Archetype: Security / Recon

Kabalite Fire Team

  • A KABALITE fire team includes five KABALITE operatives selected from the following list:
    • KABALITE WARRIOR
    • KABALITE GUNNER equipped with array of blades and one of the following options:
      • Blaster or shredder
    • KABALITE HEAVY GUNNER equipped with array of blades and one of the following options:
      • Dark lance or splinter cannon
Each KABALITE fire team can only include up to one KABALITE GUNNER operative. Your kill team can only include up to one KABALITE HEAVY GUNNER operative.
  • If your kill team does not include any other LEADER operatives, instead of selecting one KABALITE WARRIOR operative for one KABALITE fire team, you can select one SYBARITE operative equipped with one option from each of the following:
    • Blast pistol, splinter pistol or splinter rifle
    • Agoniser, array of blades or power weapon

Archetype: Seek & Destroy / Recon

Wych Fire Team

  • A WYCH fire team includes five WYCH operatives selected from the following list:
    • WYCH WARRIOR
    • WYCH FIGHTER equipped with one of the following options:
      • Hydra gauntlets, razorflails, or shardnet and impaler
Your kill team can only include up to two WYCH FIGHTER operatives. If your kill team includes two WYCH fire teams, it can include up to three WYCH FIGHTER operatives instead. Each WYCH FIGHTER operative in your kill team must be equipped with different options.
  • If your kill team does not include any other LEADER operatives, instead of selecting one WYCH WARRIOR perative for one WYCH fire team, you can select one HEKATRIX operative equipped with one option from each of the following:
    • Blast pistol or splinter pistol
    • Agoniser, hekatari 1 blade or power weapon


Strategic Ploys

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

FLEET1CP
Until the end of the Turning Point, each time a friendly COMMORRITE operative performs a Fall Back or Normal Move action, it can perform a free Dash action with that action.
AGILE GLADIATORS1CP
Until the end of the Turning Point, each time a friendly WYCH operative fights in combat, in the Resolve Successful Hits step of that combat, each time your opponent strikes with a normal hit, you can roll one D6: on a 4+, treat that strike as a parry instead. In addition, each time a friendly WYCH operative performs any kind of move:
  • It can move around, across and over other operatives (and their bases) as if they were not there, but must finish the move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
  • It can ignore the first distance it travels when climbing, traversing and dropping.
  • It automatically passes jump tests.
PREY ON THE WEAK1CP
Until the end of the Turning Point, each time a friendly COMMORRITE operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if the target has half or fewer of its wounds remaining, you can re-roll up to two of your attack dice.
INURED TO SUFFERING1CP
Until the end of the Turning Point, each time a friendly COMMORRITE operative would lose a wound, roll one D6: on a 6+, that wound is not lost. You can only use this Strategic Ploy if one or more operatives have been incapacitated.

Tactical Ploys

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

POWER FROM PAIN1CP
Use this Tactical Ploy when an enemy operative is incapacitated. Before it is removed from the killzone, select one ready friendly COMMORRITE operative that enemy operative is within of and Visible to. After the current activation:
  • You can activate that ready friendly operative.
  • Add 1 to its APL.
  • During its next activation, it can perform Shoot or Fight actions twice, instead of once.
NO ESCAPE1CP
Use this Tactical Ploy when a Fall Back action is declared for an enemy operative within Engagement Range of a friendly WYCH operative. Roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than that WYCH operative, and adding 1 if that enemy operative is injured. On a 3+, that enemy operative cannot Fall Back, but the action points subtracted are not refunded.

Equipment

COMMORRITE operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item and cannot be equipped with more than one item marked with a +.

PLASMA GRENADE [2EP]

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

HAYWIRE GRENADE [2EP]

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

*Haywire: Each time a friendly operative makes a shooting attack with this weapon, if the target has a Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that shooting attack.

PHANTASM GRENADE LAUNCHER [3EP]

LEADER operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Phantasm grenade launcher
4
3+
1/2
Special Rules
!
Rng , Blast , Lethal 5+
Stun

HYPEX+ [2EP]

WYCH operative only. Add to the operative’s Movement characteristic for the battle.

AGONITE+ [3EP]

KABALITE operative only. Select one splinter cannon, splinter pistol or splinter rifle the operative is equipped. That weapon gains the Relentless special rule for the battle.

ADRENALITE+ [2EP]

WYCH operative only. The operative gains the following ability for the battle:

Adrenalite: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.

PAINBRINGER+ [2EP]

WYCH operative only. The operative gains the following ability for the battle:

Painbringer: Each time an attack dice would inflict damage on this operative, if the damage to be inflicted is 3 or less, subtract 1 from the amount of damage that would be inflicted from that attack dice.

GRAVE LOTUS+ [2EP]

WYCH operative only. The operative gains the following ability for the battle:

Grave Lotus: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, the first time you strike, inflict one additional damage.

KABALITE BANNER [3EP]

SYBARITE operative only. The operative gains the following ability for the battle:

Kabalite Banner: While a friendly KABALITE operative is Visible to and within of this operative, when determining control of an objective marker, treat that friendly operative’s APL characteristic as being 1 higher. Note that this is not a modifier.

DEATHBLOOM+ [3EP]

KABALITE operative only. Select one splinter cannon, splinter pistol or splinter rifle the operative is equipped. That weapon gains the Rending critical hit rule for the battle.

FERALEX+ [3EP]

KABALITE operative only. Select one splinter cannon, splinter pistol or splinter rifle the operative is equipped. That weapon gains the Splash 1 critical hit rule for the battle.


Dataslates


Kabalite (Warrior)

Kabalite Warriors conduct murderous raids clad in blade-edged, segmented armour. Highly skilled fighters who eschew such notions as honour, they unleash flurries of toxin-coated shards from their splinter weapons whose poisonous effects are swift to kill.

Kabalite (Warrior)

Kabalite Warriors conduct murderous raids clad in blade-edged, segmented armour. Highly skilled fighters who eschew such notions as honour, they unleash flurries of toxin-coated shards from their splinter weapons whose poisonous effects are swift to kill.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Splinter rifle
Splinter rifle
4
3+
2/4
Lethal 5+Lethal 5+-
Array of blades
Array of blades
3
3+
2/3
!Rending-Rending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, WARRIOR
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, WARRIOR


Sybarite

To lead formations of such cruel creatures as Kabalite Warriors requires beings of exceptional ruthlessness and murderous fighting skill. Sybarites have demonstrated their deep sadism on dozens of raids, and rule through fear as much as their effective combat skills.

Sybarite

To lead formations of such cruel creatures as Kabalite Warriors requires beings of exceptional ruthlessness and murderous fighting skill. Sybarites have demonstrated their deep sadism on dozens of raids, and rule through fear as much as their effective combat skills.

M APL GA DF SV W Base
3 2 1 3 4+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Blast pistol
Blast pistol
4
2+
4/5
Rng , AP2Rng , AP2-
Splinter pistol
Splinter pistol
4
2+
2/4
Rng , Lethal 5+Rng , Lethal 5+-
Splinter rifle
Splinter rifle
4
2+
2/4
Lethal 5+Lethal 5+-
Agoniser
Agoniser
4
2+
3/6
Lethal 5+, BrutalLethal 5+, Brutal-
Array of blades
Array of blades
3
2+
2/3
!Rending-Rending
Power weapon
Power weapon
4
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, LEADER, SYBARITE
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, LEADER, SYBARITE


Kabalite (Gunner)

Drukhari weapons technology is far in advance of the Imperium’s. Blasters utilise darklight, a mysterious substance that vaporises armour. Shredders, meanwhile, unleash an expanding mesh of barbed monofilaments that entangle the victim in an invisible, slicing net.

Kabalite (Gunner)

Drukhari weapons technology is far in advance of the Imperium’s. Blasters utilise darklight, a mysterious substance that vaporises armour. Shredders, meanwhile, unleash an expanding mesh of barbed monofilaments that entangle the victim in an invisible, slicing net.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Blaster
Blaster
4
3+
5/6
AP2AP2-
Shredder
Shredder
5
3+
3/4
Blast Blast -
Array of blades
Array of blades
3
3+
2/3
!Rending-Rending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, GUNNER
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, GUNNER


Kabalite (Heavy Gunner)

The Drukhari go to battle with powerful weapons for dealing with hordes of opposing troops, battle tanks and heavily armoured warriors. Kabalites wield splinter cannons or dark lances to deal with these threats, and when battle is done their kill tallies are jaw-dropping.

Kabalite (Heavy Gunner)

The Drukhari go to battle with powerful weapons for dealing with hordes of opposing troops, battle tanks and heavily armoured warriors. Kabalites wield splinter cannons or dark lances to deal with these threats, and when battle is done their kill tallies are jaw-dropping.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Dark lance
Dark lance
4
3+
6/7
Heavy, Unwieldy, AP2Heavy, Unwieldy, AP2-
Splinter cannon
Splinter cannon
5
3+
3/5
Heavy, Lethal 5+, FusilladeHeavy, Lethal 5+, Fusillade-
Array of blades
Array of blades
3
3+
2/3
!Rending-Rending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, HEAVY GUNNER
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, HEAVY GUNNER


Wych (Warrior)

Wyches are acrobatic murder-artists who take great delight in displaying their formidable blade skills. They twist and dart around their foes’ attacks in combat, making the most talented warriors appear clumsy in comparison.

Wych (Warrior)

Wyches are acrobatic murder-artists who take great delight in displaying their formidable blade skills. They twist and dart around their foes’ attacks in combat, making the most talented warriors appear clumsy in comparison.

M APL GA DF SV W Base
3 2 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Splinter pistol
Splinter pistol
4
3+
2/4
Rng , Lethal 5+Rng , Lethal 5+-
Hekatarii blade
Hekatarii blade
4
3+
3/4
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Dodge: This operative has a 5+ invulnerable save.
-
ABILITIES
Dodge: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, WYCH, WARRIOR
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, WYCH, WARRIOR


Hekatrix

Hekatarii lead Wyches on realspace raids and in the arenas. Countless are the enemies they have slain, and many have achieved a degree of fame in Commorragh only to hunger for more. Cruel and merciless, they lead their charges ruthlessly and lust after their foes’ suffering.

Hekatrix

Hekatarii lead Wyches on realspace raids and in the arenas. Countless are the enemies they have slain, and many have achieved a degree of fame in Commorragh only to hunger for more. Cruel and merciless, they lead their charges ruthlessly and lust after their foes’ suffering.

M APL GA DF SV W Base
3 2 1 3 6+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Blast pistol
Blast pistol
4
2+
4/5
Rng , AP2Rng , AP2-
Splinter pistol
Splinter pistol
4
2+
2/4
Rng , Lethal 5+Rng , Lethal 5+-
Agoniser
Agoniser
4
2+
3/6
Lethal 5+, BrutalLethal 5+, Brutal-
Hekatarii blade
Hekatarii blade
4
2+
3/4
!Rending-Rending
Power weapon
Power weapon
4
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Dodge: This operative has a 5+ invulnerable save.
-
ABILITIES
Dodge: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, LEADER, WYCH, HEKATRIX
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, LEADER, WYCH, HEKATRIX


Wych (Fighter)

Many Wyches take to the field bearing wicked gladiatorial weapons. Some ensnare foes in the hooked mesh of shard nets before impaling them with twin-bladed spears. Others lash enemies with flicks of their razorflails or shred them with the crystalline blades of their hydra gauntlets.

Wych (Fighter)

Many Wyches take to the field bearing wicked gladiatorial weapons. Some ensnare foes in the hooked mesh of shard nets before impaling them with twin-bladed spears. Others lash enemies with flicks of their razorflails or shred them with the crystalline blades of their hydra gauntlets.

M APL GA DF SV W Base
3 2 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hydra gauntlets
Hydra gauntlets
5
3+
4/6
--
Razorflails
Razorflails
5
3+
3/4
Ceaseless, Brutal. !Reap 1Ceaseless, BrutalReap 1
Shardnet and impaler
Shardnet and impaler
4
3+
4/5
--
ABILITIES UNIQUE ACTIONS
Shardnet and Impaler: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristic.
Dodge: This operative has a 5+ invulnerable save.
-
ABILITIES
Shardnet and Impaler: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristic.
Dodge: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, WYCH, FIGHTER
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, WYCH, FIGHTER
FLEET1CP
Until the end of the Turning Point, each time a friendly COMMORRITE operative performs a Fall Back or Normal Move action, it can perform a free Dash action with that action.
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can one only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The KABALITE keyword is used in the following Commorrite datacards:

The KABALITE and WARRIOR keywords are used in the following Commorrite datacards:

The KABALITE and GUNNER keywords are used in the following Commorrite datacards:

The KABALITE and HEAVY GUNNER keywords are used in the following Commorrite datacards:

The LEADER keyword is used in the following Commorrite datacards:

The KABALITE and WARRIOR keywords are used in the following Commorrite datacards:

The SYBARITE keyword is used in the following Commorrite datacards:

The WYCH keyword is used in the following Commorrite datacards:

The WYCH and WARRIOR keywords are used in the following Commorrite datacards:

The WYCH and FIGHTER keywords are used in the following Commorrite datacards:

The LEADER keyword is used in the following Commorrite datacards:

The WYCH and WARRIOR keywords are used in the following Commorrite datacards:

The HEKATRIX keyword is used in the following Commorrite datacards:

The WYCH keyword is used in the following Commorrite datacards:

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 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 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.
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.

The WYCH keyword is used in the following Commorrite datacards:

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.
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 within x of the original target. When determining if each other operative is a valid target or in Cover, treat the original target as the active operative. 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.
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.
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.
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.
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.
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.

The WYCH keyword is used in the following Commorrite datacards:

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+.

The WYCH keyword is used in the following Commorrite datacards:

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+.
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.
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.
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.
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.

The LEADER keyword is used in the following Commorrite datacards:

The LEADER keyword is used in the following Commorrite datacards:

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.
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+.
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.
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.
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+.
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.

The WYCH keyword is used in the following Commorrite datacards:

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.

The WYCH keyword is used in the following Commorrite datacards:

The WYCH keyword is used in the following Commorrite datacards:

The WYCH keyword is used in the following Commorrite datacards:

The SYBARITE keyword is used in the following Commorrite datacards:

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.
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.
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.
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+.
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.

The COMMORRITE keyword is used in the following Commorrite datacards:

The AELDARI keyword is used in the following Commorrite datacards:

The DRUKHARI keyword is used in the following Commorrite datacards:

The <KABAL> keyword is used in the following Commorrite datacards:

The KABALITE keyword is used in the following Commorrite datacards:

The WARRIOR keyword is used in the following Commorrite datacards:

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.
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.
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.
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+.
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+.
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+.
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.
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.
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+.

The LEADER keyword is used in the following Commorrite datacards:

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.
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.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Unwieldy
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.
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.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
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+.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
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.
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.
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+.
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.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.

The <WYCH CULT> keyword is used in the following Commorrite datacards:

The WYCH keyword is used in the following Commorrite datacards:

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.
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.
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.
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+.
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+.
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.
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.
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+.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
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.
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.
Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
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.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
© Vyacheslav Maltsev 2013-2021