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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.
Q:Can HEAVY WEAPON PLATFORM operatives perform Overwatch actions? Can GUARDIAN DEFENDER HEAVY GUNNER operatives allow a HEAVY WEAPON PLATFORM operative to perform an Overwatch action if it performed a Control Platform action during the Turning Point?
A:
No in both instances.


Craftworld Kill Team

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

Archetype: Security / Recon

Guardian Defender Fire Team

  • A GUARDIAN DEFENDER fire team includes five GUARDIAN DEFENDER operatives selected from the following list:
    • GUARDIAN DEFENDER WARRIOR
    • GUARDIAN DEFENDER HEAVY GUNNER
    • GUARDIAN DEFENDER HEAVY WEAPON PLATFORM equipped one of the following options:
      • Aeldari missile launcher, bright lance, scatter laser, shuriken cannon or starcannon
Other than GUARDIAN DEFENDER WARRIOR operatives, your kill team can only include each operative above once. Your kill team can only include a GUARDIAN DEFENDER HEAVY WEAPON PLATFORM operative if it also includes one GUARDIAN DEFENDER HEAVY GUNNER operative
  • If your kill team does not include any other LEADER operatives, instead of selecting one GUARDIAN DEFENDER WARRIOR operative for one GUARDIAN DEFENDER fire team, you can select one GUARDIAN DEFENDER LEADER operative.

Archetype: Seek & Destroy / Recon

Storm Guardian Fire Team

  • A STORM GUARDIAN fire team includes five STORM GUARDIAN operatives selected from the following list:
    • STORM GUARDIAN WARRIOR
    • STORM GUARDIAN GUNNER each separately equipped with fists and one of the following options:
      • Flamer or fusion gun
Each STORM GUARDIAN fire team can only include up to one STORM GUARDIAN GUNNER operative.
  • If your kill team does not include any other LEADER operatives, instead of selecting one STORM GUARDIAN WARRIOR operative for one STORM GUARDIAN fire team, you can select one STORM GUARDIAN LEADER operative.

Archetype: Infiltration / Recon

Ranger Fire Team

  • A RANGER fire team includes four RANGER WARRIOR operatives.
  • If your kill team does not include any other LEADER operatives, instead of selecting one RANGER WARRIOR operative for one RANGER fire team, you can select one RANGER LEADER operative.

Dire Avenger Fire Team

  • A DIRE AVENGER fire team includes four DIRE AVENGER WARRIOR operatives.
  • If your kill team does not include any other LEADER operatives, instead of selecting one DIRE AVENGER WARRIOR operative for one DIRE AVENGER fire team, you can select one DIRE AVENGER EXARCH operative equipped with one of the following options:
    • Twin avenger shuriken catapult
    • Avenger shuriken catapult; fists
    • One option from each of the following:
      • Diresword or power weapon
      • Shimmershield or shuriken pistol


Strategic Ploys

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

FLEET1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly CRAFTWORLD operative performs a Fall Back or Normal Move action, it can perform a free Dash action with that action.
FOREWARNED1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a ready friendly CRAFTWORLD operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
SUPREME DISDAIN1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly CRAFTWORLD operative fights in combat, in the Roll Attack Dice step of that combat, if your opponent discards more attack dice as failed hits than you do, you can change one of your retained normal hits to a critical hit.
HIDDEN PATHS1CP
Strategic Ploy
Each friendly RANGER operative that has a Conceal order, is within of Light or Heavy terrain and is more than from enemy operatives can immediately perform a free Dash action, but must finish that move within of Light or Heavy terrain.

Tactical Ploys

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

MATCHLESS AGILITY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CRAFTWORLD operative is activated. Until the end of that operative’s activation:
  • It cannot perform a Shoot or Fight action.
  • If it performs a Dash action, it can move an additional for that action.
FIRST OF THE ASPECTS1CP
Tactical Ploy
Use this Tactical Ploy during a friendly DIRE AVENGER operative’s activation. Add 1 to its APL.

Equipment

CRAFTWORLD operatives (excluding HEAVY WEAPON PLATFORM 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.

WEAPONISED PANOPLY [1EP]

DIRE AVENGER operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Weaponised panoply
3
3+
3/4

AVENGER SHRINE BANNER+ [2EP]

DIRE AVENGER EXARCH operative only. The operative gains the following ability for the battle:

Avenger Shrine Banner: While a friendly DIRE AVENGER 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.

RANGER SCOPE [3EP]

Select one ranger long rifle the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.

PATHFINDER CLOAK [2EP]

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

Pathfinder Cloak: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

WRAITHBONE TALISMAN [3EP]

The operative gains the following ability for the battle:

Wraithbone Talisman: Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CP.

CELESTIAL SHIELD+ [2EP]

GUARDIAN DEFENDER or STORM GUARDIAN operative only. The operative gains the following ability for the battle:

Celestial Shield: Once per battle, in the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, for that shooting attack, this operative has a 4+ invulnerable save.

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
-


Dataslates


Guardian Defender (Warrior)

Guardians are agile citizen-soldiers, trained for war to defend their craftworld in times of dire need. Guardian Defenders often serve as support troops, unleashing a withering hail of fire from their shuriken catapults at any foe they encounter.

Guardian Defender (Warrior)

Guardians are agile citizen-soldiers, trained for war to defend their craftworld in times of dire need. Guardian Defenders often serve as support troops, unleashing a withering hail of fire from their shuriken catapults at any foe they encounter.

MAPLGADFSVWBase
32134+825mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken catapult
Shuriken catapult
4
3+
3/4
!Rending-Rending
Fists
Fists
3
3+
2/3
--
ABILITIESUNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Celestial Shield
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, GUARDIAN DEFENDER, WARRIOR
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, GUARDIAN DEFENDER, WARRIOR


Guardian Defender (Heavy Gunner)

Guardian Defenders are also expected to man heavy weapons platforms, guiding the hovering constructs forward. The operators of these weapons are always seeking new targets, ensuring their aims are true and that they are always on the move.

Guardian Defender (Heavy Gunner)

Guardian Defenders are also expected to man heavy weapons platforms, guiding the hovering constructs forward. The operators of these weapons are always seeking new targets, ensuring their aims are true and that they are always on the move.

MAPLGADFSVWBase
32134+825mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken catapult
Shuriken catapult
4
3+
3/4
!Rending-Rending
Fists
Fists
3
3+
2/3
--
ABILITIESUNIQUE ACTIONS
-
Control Platform (1AP): Select one ready friendly GUARDIAN DEFENDER HEAVY WEAPON PLATFORM operative within of this operative. Perform a free Normal Move, Fall Back or Shoot action with that operative, then change its order token to activated. This operative cannot perform this action while within Engagement Range of enemy operatives.
ABILITIES
-
UNIQUE ACTIONS
Control Platform (1AP): Select one ready friendly GUARDIAN DEFENDER HEAVY WEAPON PLATFORM operative within of this operative. Perform a free Normal Move, Fall Back or Shoot action with that operative, then change its order token to activated. This operative cannot perform this action while within Engagement Range of enemy operatives.
DATACARD-RELATED
Celestial Shield
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, GUARDIAN DEFENDER, HEAVY GUNNER
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, GUARDIAN DEFENDER, HEAVY GUNNER


Guardian Defender Heavy Weapon Platform

Anti-grav heavy weapons platforms can be equipped with a wide range of support weapons, ranging from visicious shuriken cannons to devastating bright lances.

Guardian Defender Heavy Weapon Platform

Anti-grav heavy weapons platforms can be equipped with a wide range of support weapons, ranging from visicious shuriken cannons to devastating bright lances.

MAPLGADFSVWBase
20133+1240mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Aeldari missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Aeldari missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Sunburst
 - Sunburst
4
3+
3/5
Heavy, Blast Heavy, Blast -
 - Starshot
 - Starshot
4
3+
5/7
Heavy, AP1Heavy, AP1-
Bright lance
Bright lance
4
3+
6/7
Heavy, AP2Heavy, AP2-
Scatter laser
Scatter laser
5
3+
4/5
Heavy, Ceaseless, FusilladeHeavy, Ceaseless, Fusillade-
Shuriken cannon
Shuriken cannon
5
3+
4/5
Heavy, Fusillade. !RendingHeavy, FusilladeRending
Starcannon
Starcannon
4
3+
5/6
Heavy, AP1. !P2Heavy, AP1P2
ABILITIESUNIQUE ACTIONS
Platform Controller: This operative cannot be activated as normal. Instead, a friendly GUARDIAN DEFENDER HEAVY GUNNER operative must perform the Control Platform action.
Gun Platform: This operative cannot have a Conceal order. It cannot fight in combat (do not select a weapon or roll any attack dice for it) and cannot provide combat support. In narrative play, this operative cannot gain (or lose) experience points. When drawing a Visibility line from this operative, draw it from any part of the miniature.
-
ABILITIES
Platform Controller: This operative cannot be activated as normal. Instead, a friendly GUARDIAN DEFENDER HEAVY GUNNER operative must perform the Control Platform action.
Gun Platform: This operative cannot have a Conceal order. It cannot fight in combat (do not select a weapon or roll any attack dice for it) and cannot provide combat support. In narrative play, this operative cannot gain (or lose) experience points. When drawing a Visibility line from this operative, draw it from any part of the miniature.
UNIQUE ACTIONS
-
DATACARD-RELATED
Celestial Shield
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, GUARDIAN DEFENDER, HEAVY WEAPON PLATFORM
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, GUARDIAN DEFENDER, HEAVY WEAPON PLATFORM


Guardian Defender (Leader)

Those Aeldari who lead Guardian Defender squads are expected to ensure their wards are expert combatants and experienced tacticians. It is a testament to the skill of the Asuryani that even their civilians can engage an enemy force and emerge victorious.

Guardian Defender (Leader)

Those Aeldari who lead Guardian Defender squads are expected to ensure their wards are expert combatants and experienced tacticians. It is a testament to the skill of the Asuryani that even their civilians can engage an enemy force and emerge victorious.

MAPLGADFSVWBase
32134+925mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken catapult
Shuriken catapult
4
2+
3/4
!Rending-Rending
Fists
Fists
3
2+
2/3
--
ABILITIESUNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Celestial Shield
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, GUARDIAN DEFENDER, LEADER
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, GUARDIAN DEFENDER, LEADER


Storm Guardian (Warrior)

In the most desperate of circumstances, the strategic needs of the craftworld will call for a group of its citizen-soldiers to deploy as Storm Guardians - warriors specifically armed to fight in the maelstrom of close combat.

Storm Guardian (Warrior)

In the most desperate of circumstances, the strategic needs of the craftworld will call for a group of its citizen-soldiers to deploy as Storm Guardians - warriors specifically armed to fight in the maelstrom of close combat.

MAPLGADFSVWBase
32134+825mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Storm Guardian blades
Storm Guardian blades
4
3+
3/4
--
ABILITIESUNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Celestial Shield
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, STORM GUARDIAN, WARRIOR
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, STORM GUARDIAN, WARRIOR


Storm Guardian (Gunner)

Storm Guardians often bolster their short-ranged firepower with fusion guns and flamers, allowing their teams to better adapt to the ever-changing realities of the battlefield. They ensure the team’s survival in the face of the most dire or numerous enemies.

Storm Guardian (Gunner)

Storm Guardians often bolster their short-ranged firepower with fusion guns and flamers, allowing their teams to better adapt to the ever-changing realities of the battlefield. They ensure the team’s survival in the face of the most dire or numerous enemies.

MAPLGADFSVWBase
32134+825mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Fusion gun
Fusion gun
4
3+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Fists
Fists
3
3+
2/3
--
ABILITIESUNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Celestial Shield
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, STORM GUARDIAN, GUNNER
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, STORM GUARDIAN, GUNNER


Storm Guardian (Leader)

Storm Guardians fight with all the grace and skill of their kind, guided by experienced leaders. In the hurricane of close combat Storm Guardians sweep their blades into the foe, using their speed and poise to chop through limbs before their enemies can respond in kind.

Storm Guardian (Leader)

Storm Guardians fight with all the grace and skill of their kind, guided by experienced leaders. In the hurricane of close combat Storm Guardians sweep their blades into the foe, using their speed and poise to chop through limbs before their enemies can respond in kind.

MAPLGADFSVWBase
32134+925mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
2+
3/4
Rng . !RendingRng Rending
Storm Guardian blades
Storm Guardian blades
4
2+
3/4
--
ABILITIESUNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Celestial Shield
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, STORM GUARDIAN, LEADER
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, STORM GUARDIAN, LEADER


Ranger (Warrior)

Clad in long camouflaging cloaks, Rangers are unapparelled scouts and expert marksmen. They investigate alien planets, search for lost webway gates and hunt down those who would harm their craftworld, killing them with precise shots.

Ranger (Warrior)

Clad in long camouflaging cloaks, Rangers are unapparelled scouts and expert marksmen. They investigate alien planets, search for lost webway gates and hunt down those who would harm their craftworld, killing them with precise shots.

MAPLGADFSVWBase
32135+825mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Ranger long rifle
Ranger long rifle
4
2+
3/3
Heavy, Silent. !MW1Heavy, SilentMW1
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Fists
Fists
3
3+
2/3
--
ABILITIESUNIQUE 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
HIDDEN PATHS , Pathfinder Cloak
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, RANGER, WARRIOR
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, RANGER, WARRIOR


Ranger (Leader)

Rangers are outcasts, who have left their craftworld by choice or necessity. Those that survive the harsh Ranger lifestyle beyond their home are inspiring to many fellow Aeldari, thanks to their stories of great adventure and their ruthless combat skill.

Ranger (Leader)

Rangers are outcasts, who have left their craftworld by choice or necessity. Those that survive the harsh Ranger lifestyle beyond their home are inspiring to many fellow Aeldari, thanks to their stories of great adventure and their ruthless combat skill.

MAPLGADFSVWBase
32135+925mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Ranger long rifle
Ranger long rifle
4
2+
3/3
Heavy, Silent, Balanced. !MW1Heavy, Silent, BalancedMW1
Shuriken pistol
Shuriken pistol
4
2+
3/4
Rng . !RendingRng Rending
Fists
Fists
3
2+
2/3
--
ABILITIESUNIQUE 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
HIDDEN PATHS , Pathfinder Cloak
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, RANGER, LEADER
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, RANGER, LEADER


Dire Avenger (Warrior)

Dire Avengers are experts at wielding their Avenger catapults, which unleash a flurry of monomolecular shuriken with every burst of fire. They have an uncanny knack of knowing when to launch lightning-fast assaults or fall back to draw the enemy into a killing zone.

Dire Avenger (Warrior)

Dire Avengers are experts at wielding their Avenger catapults, which unleash a flurry of monomolecular shuriken with every burst of fire. They have an uncanny knack of knowing when to launch lightning-fast assaults or fall back to draw the enemy into a killing zone.

MAPLGADFSVWBase
32134+825mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Avenger shuriken catapult
Avenger shuriken catapult
4
3+
3/4
Balanced. !RendingBalancedRending
Fists
Fists
3
3+
2/3
--
ABILITIESUNIQUE ACTIONS
Defence Tactics: Each time this operative performs an Overwatch action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
-
ABILITIES
Defence Tactics: Each time this operative performs an Overwatch action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
UNIQUE ACTIONS
-
DATACARD-RELATED
FIRST OF THE ASPECTS , Weaponised Panoply
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, DIRE AVENGER, WARRIOR
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, DIRE AVENGER, WARRIOR


Dire Avenger Exarch

Dire Avenger Exarchs are masters of their Aspect shrines, deadly warriors wholly consumed by the practise of war. Whether they go to the field carrying a long diresword or a pair of shuriken catapults, few can stand against them and live.

Dire Avenger Exarch

Dire Avenger Exarchs are masters of their Aspect shrines, deadly warriors wholly consumed by the practise of war. Whether they go to the field carrying a long diresword or a pair of shuriken catapults, few can stand against them and live.

MAPLGADFSVWBase
32134+925mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Avenger shuriken catapult
Avenger shuriken catapult
4
2+
3/4
Balanced. !RendingBalancedRending
Shuriken pistol
Shuriken pistol
4
2+
3/4
Rng . !RendingRng Rending
Twin avenger shuriken catapult
Twin avenger shuriken catapult
4
3+
3/4
Relentless. !RendingRelentlessRending
Diresword
Diresword
4
2+
4/5
Lethal 5+. !RendingLethal 5+Rending
Fists
Fists
3
2+
2/3
--
Power weapon
Power weapon
4
2+
4/6
Lethal 5+Lethal 5+-
ABILITIESUNIQUE ACTIONS
Defence Tactics: Each time this operative performs an Overwatch action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
Shimmershield: If this operative is equipped with a shimmershield, while a friendly DIRE AVENGER operative is within of it, that operative has a 5+ invulnerable save.
Shuriken Storm (2AP): Make two shooting attacks with this operative’s twin avenger shuriken catapult. When making those shooting attacks, ignore the weapon’s Relentless special rule. This action is treated as a Shoot action. This operative can only perform this action if it is equipped with a twin avenger shuriken catapult.
ABILITIES
Defence Tactics: Each time this operative performs an Overwatch action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
Shimmershield: If this operative is equipped with a shimmershield, while a friendly DIRE AVENGER operative is within of it, that operative has a 5+ invulnerable save.
UNIQUE ACTIONS
Shuriken Storm (2AP): Make two shooting attacks with this operative’s twin avenger shuriken catapult. When making those shooting attacks, ignore the weapon’s Relentless special rule. This action is treated as a Shoot action. This operative can only perform this action if it is equipped with a twin avenger shuriken catapult.
DATACARD-RELATED
FIRST OF THE ASPECTS , Weaponised Panoply , Avenger Shrine Banner
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, LEADER, DIRE AVENGER, EXARCH
CRAFTWORLD, AELDARI, ASURYANI, <CRAFTWORLD>, LEADER, DIRE AVENGER, EXARCH
FLEET1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly CRAFTWORLD operative performs a Fall Back or Normal Move action, it can perform a free Dash action with that action.

The HEAVY WEAPON PLATFORM keyword is used in the following Craftworld datacards:

The GUARDIAN DEFENDER and HEAVY GUNNER keywords are used in the following Craftworld datacards:

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 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 GUARDIAN DEFENDER keyword is used in the following Craftworld datacards:

The GUARDIAN DEFENDER and WARRIOR keywords are used in the following Craftworld datacards:

The GUARDIAN DEFENDER and HEAVY WEAPON PLATFORM keywords are used in the following Craftworld datacards:

The LEADER keyword is used in the following Craftworld datacards:

The GUARDIAN DEFENDER and LEADER keywords are used in the following Craftworld datacards:

The STORM GUARDIAN keyword is used in the following Craftworld datacards:

The STORM GUARDIAN and WARRIOR keywords are used in the following Craftworld datacards:

The STORM GUARDIAN and GUNNER keywords are used in the following Craftworld datacards:

The STORM GUARDIAN and LEADER keywords are used in the following Craftworld datacards:

The RANGER and WARRIOR keywords are used in the following Craftworld datacards:

The RANGER and LEADER keywords are used in the following Craftworld datacards:

The DIRE AVENGER and WARRIOR keywords are used in the following Craftworld datacards:

The DIRE AVENGER and EXARCH keywords are used in the following Craftworld datacards:

The RANGER keyword is used in the following Craftworld datacards:

The DIRE AVENGER keyword is used in the following Craftworld 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.
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.
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+.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
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+.
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.
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.

CELESTIAL SHIELD+ [2EP]

GUARDIAN DEFENDER or STORM GUARDIAN operative only. The operative gains the following ability for the battle:

Celestial Shield: Once per battle, in the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, for that shooting attack, this operative has a 4+ invulnerable save.

The GUARDIAN DEFENDER keyword is used in the following Craftworld datacards:

The WARRIOR keyword is used in the following Craftworld datacards:

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.
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.
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.
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.
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.
Px
Piercing. 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, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

The LEADER keyword is used in the following Craftworld datacards:

The STORM GUARDIAN keyword is used in the following Craftworld datacards:

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.
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.

CELESTIAL SHIELD+ [2EP]

GUARDIAN DEFENDER or STORM GUARDIAN operative only. The operative gains the following ability for the battle:

Celestial Shield: Once per battle, in the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, for that shooting attack, this operative has a 4+ invulnerable save.
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).
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.
HIDDEN PATHS1CP
Strategic Ploy
Each friendly RANGER operative that has a Conceal order, is within of Light or Heavy terrain and is more than from enemy operatives can immediately perform a free Dash action, but must finish that move within of Light or Heavy terrain.

PATHFINDER CLOAK [2EP]

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

Pathfinder Cloak: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

The RANGER keyword is used in the following Craftworld datacards:

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.
HIDDEN PATHS1CP
Strategic Ploy
Each friendly RANGER operative that has a Conceal order, is within of Light or Heavy terrain and is more than from enemy operatives can immediately perform a free Dash action, but must finish that move within of Light or Heavy terrain.

PATHFINDER CLOAK [2EP]

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

Pathfinder Cloak: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
FIRST OF THE ASPECTS1CP
Tactical Ploy
Use this Tactical Ploy during a friendly DIRE AVENGER operative’s activation. Add 1 to its APL.

WEAPONISED PANOPLY [1EP]

DIRE AVENGER operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Weaponised panoply
3
3+
3/4

The DIRE AVENGER keyword is used in the following Craftworld 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.
FIRST OF THE ASPECTS1CP
Tactical Ploy
Use this Tactical Ploy during a friendly DIRE AVENGER operative’s activation. Add 1 to its APL.

WEAPONISED PANOPLY [1EP]

DIRE AVENGER operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Weaponised panoply
3
3+
3/4

AVENGER SHRINE BANNER+ [2EP]

DIRE AVENGER EXARCH operative only. The operative gains the following ability for the battle:

Avenger Shrine Banner: While a friendly DIRE AVENGER 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.
© Vyacheslav Maltsev 2013-2021