Death Guard

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024

Death Guard Kill Team

A DEATH GUARD kill team consists of two fire teams selected from the following list:
  • PLAGUE MARINE
  • POXWALKER (max one per kill team)

Plague Marine Fire Team

  • A PLAGUE MARINE fire team includes two PLAGUE MARINE operatives selected from the following list:
You cannot include a PLAGUE MARINE GUNNER, PLAGUE MARINE HEAVY GUNNER or PLAGUE MARINE FIGHTER operative in the same fire team. Other than PLAGUE MARINE WARRIOR operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, one PLAGUE MARINE fire team can include 1 PLAGUE MARINE CHAMPION instead of 1 WARRIOR operative. PLAGUE MARINE CHAMPION equipped with one option from each of the following:
    • Bolt pistol, boltgun or plasma pistol
    • Plague knife, plague sword or power fist
This fire team can take 1 additional WARRIOR operative.

Archetype: Security / Infiltration

Poxwalker Fire Team

  • A POXWALKER fire team includes eight POXWALKER operatives.

Strategic Ploys

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

MALICIOUS VOLLEYS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly BUBONIC ASTARTES operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. boltgun, bolt pistol etc.
HATEFUL ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly BUBONIC ASTARTES operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
CONTAGION1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is Visible to and within of a friendly DEATH GUARD operative, that enemy operative is treated as being injured (only subtract from its Movement characteristic as a result of being injured if it is activated within of a friendly DEATH GUARD operative).

Tactical Ploys

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

EFFLUENT DEMISE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly BUBONIC ASTARTES operative is incapacitated. Inflict D3 mortal wounds on each enemy operative Visible to and within of that operative.
REVOLTING DURABILITY1CP
Tactical Ploy
Use this Tactical Ploy in either the Resolve Successful Hits or Resolve Successful Saves step of a combat or shooting attack made against a friendly BUBONIC ASTARTES operative. You can change one of your opponent’s critical hits into a normal hit.
DIG IN1CP
Tactical Ploy
Use this Tactical Ploy when a friendly BUBONIC ASTARTES operative is activated. Until the end of that operative’s activation, it can perform the following action:

DIG IN1AP

Until the end of the Turning Point, add 1 to this operative’s Defence characteristic.

Equipment

DEATH GUARD 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.

NURGLING+ [3EP]

The operative gains the following ability for the battle:

Nurgling Mischief: Once per battle, when an enemy operative Visible to and within of this operative is activated, you can use this ability. If you do so, subtract 1 from that enemy operative’s APL.

PLAGUE BELL+ [3EP]

The operative can perform the following action during the battle:

PLAGUE BELL1AP

Until the end of the Turning Point, each time a friendly BUBONIC ASTARTES operative is activated within of this operative, until the end of that activation, add to that friendly operative’s movement characteristic.

BLIGHT GRENADE [2EP]

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

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 , Limited, AP1, Indirect
-

FILTH CENSER+ [3EP]

The operative gains the following ability for the battle:

Filth Censer: Each time you use the Contagion Strategic Ploy, enemy operatives are treated as being injured while this operative is Visible to and within 2 of them (instead of ).

VIRULENT ROUNDS [1EP]

Select one boltgun or bolt pistol the operative is equipped with. Add 1 to that weapon’s Critical Damage characteristic for the battle.

MEPHITIC TOXIN [2EP]

Select one plague knife or plague knives the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle.


Datacards


Plague Marine (Warrior)

Bloated with corruption, the Plague Marines’ rusted power armour is cracked, but thanks to Nurgle’s blessings they are unnaturally resilient and inured to pain. They advance inexorably upon their foes, ignoring horrendous wounds and unleashing hails of boltfire.

Plague Marine (Warrior)

Bloated with corruption, the Plague Marines’ rusted power armour is cracked, but thanks to Nurgle’s blessings they are unnaturally resilient and inured to pain. They advance inexorably upon their foes, ignoring horrendous wounds and unleashing hails of boltfire.

M APL GA DF SV W Base
2 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
3+
3/4
--
Plague knife
Plague knife
3
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
-
ABILITIES
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , EFFLUENT DEMISE , REVOLTING DURABILITY , DIG IN
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, WARRIOR
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, WARRIOR


Plague Marine (Gunner)

For all their mutations, Plague Marines remain the perfect infantrymen. Tactically astute and well-equipped, Plague Marines units typically boast specialists capable of responding to any threat with a variety of ancient or warp-tainted weapons.

Plague Marine (Gunner)

For all their mutations, Plague Marines remain the perfect infantrymen. Tactically astute and well-equipped, Plague Marines units typically boast specialists capable of responding to any threat with a variety of ancient or warp-tainted weapons.

M APL GA DF SV W Base
2 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Meltagun
Meltagun
4
3+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plague belcher
Plague belcher
5
2+
2/3
Rng , Torrent Rng , Torrent -
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
3+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
AP2, HotAP2, Hot-
Plague knife
Plague knife
3
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
-
ABILITIES
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , EFFLUENT DEMISE , REVOLTING DURABILITY , DIG IN
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, GUNNER
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, GUNNER


Plague Marine (Heavy Gunner)

Against more numerous opposition, heavily armed Plague Marines unleash gouts of foulness from plague spewers and armour-piercing shells from blight launchers.

Plague Marine (Heavy Gunner)

Against more numerous opposition, heavily armed Plague Marines unleash gouts of foulness from plague spewers and armour-piercing shells from blight launchers.

M APL GA DF SV W Base
2 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Blight launcher
Blight launcher
4
3+
4/6
AP1AP1-
Plague spewer
Plague spewer
6
2+
2/3
Rng , Torrent Rng , Torrent -
Plague knife
Plague knife
3
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
-
ABILITIES
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , EFFLUENT DEMISE , REVOLTING DURABILITY , DIG IN
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, HEAVY GUNNER
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, HEAVY GUNNER


Plague Marine (Fighter)

Even before their fall to Chaos, the Death Guard were feared as terrifying trench fighters. Now, more dangerous than ever, their diseased muscles are swollen with power and their rotting senses ignore flesh wounds.

Plague Marine (Fighter)

Even before their fall to Chaos, the Death Guard were feared as terrifying trench fighters. Now, more dangerous than ever, their diseased muscles are swollen with power and their rotting senses ignore flesh wounds.

M APL GA DF SV W Base
2 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Bubotic axe
Bubotic axe
5
3+
4/6
!Rending-Rending
Flail of corruption
Flail of corruption
5
3+
4/5
!Reap 2-Reap 2
Great plague cleaver
Great plague cleaver
5
4+
5/7
!Rending-Rending
Mace of contagion
Mace of contagion
5
3+
4/5
!Stun-Stun
Plague knives
Plague knives
5
3+
3/5
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
-
ABILITIES
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , EFFLUENT DEMISE , REVOLTING DURABILITY , DIG IN
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, FIGHTER
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, FIGHTER


Plague Marine (Icon Bearer)

Bloated with corruption, the Plague Marines’ rusted power armour is cracked, but thanks to Nurgle’s blessings they are unnaturally resilient and inured to pain. They advance inexorably upon their foes, ignoring horrendous wounds and unleashing hails of boltfire.

Plague Marine (Icon Bearer)

Bloated with corruption, the Plague Marines’ rusted power armour is cracked, but thanks to Nurgle’s blessings they are unnaturally resilient and inured to pain. They advance inexorably upon their foes, ignoring horrendous wounds and unleashing hails of boltfire.

M APL GA DF SV W Base
2 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
3+
3/4
--
Plague knife
Plague knife
3
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Icon of Decay (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly BUBONIC ASTARTES operative, that friendly operative is invigorated by decay. While an operative is invigorated by decay, when rolling for its Disgustingly Resilient ability, you can re-roll results of 1 and 2.
ABILITIES
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
UNIQUE ACTIONS
Icon of Decay (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly BUBONIC ASTARTES operative, that friendly operative is invigorated by decay. While an operative is invigorated by decay, when rolling for its Disgustingly Resilient ability, you can re-roll results of 1 and 2.
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , EFFLUENT DEMISE , REVOLTING DURABILITY , DIG IN
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, ICON BEARER
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, PLAGUE MARINE, ICON BEARER


Plague Marine Champion

Riddled with stinking buboes and melded with their armour, these veterans grind their opponents down with expert strikes from their daemon-tainted blades.

Plague Marine Champion

Riddled with stinking buboes and melded with their armour, these veterans grind their opponents down with expert strikes from their daemon-tainted blades.

M APL GA DF SV W Base
2 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
2+
3/4
--
Bolt pistol
Bolt pistol
4
2+
3/4
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
2+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
2+
5/6
Rng , AP2, HotRng , AP2, Hot-
Plague knife
Plague knife
5
2+
3/5
--
Plague sword
Plague sword
5
2+
4/6
--
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
-
ABILITIES
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , EFFLUENT DEMISE , REVOLTING DURABILITY , DIG IN
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, LEADER, PLAGUE MARINE, CHAMPION
DEATH GUARD, CHAOS, BUBONIC ASTARTES, <PLAGUE COMPANY>, LEADER, PLAGUE MARINE, CHAMPION


Poxwalker

Poxwalkers are all that remain of the victims of an arcane plague. Given animus through the disease’s corrupting power, these moaning cadavers are slow and clumsy, but they will never stop, ignoring even mortal wounds.

Poxwalker

Poxwalkers are all that remain of the victims of an arcane plague. Given animus through the disease’s corrupting power, these moaning cadavers are slow and clumsy, but they will never stop, ignoring even mortal wounds.

M APL GA DF SV W Base
2 2 2 3 6+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Improvised weapon
Improvised weapon
4
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Mindless: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional AP to do so. This operative cannot be equipped with equipment. In narrative play, it cannot gain (or lose) experience and automatically passes Casualty tests.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. This operative cannot be injured.
-
ABILITIES
Mindless: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional AP to do so. This operative cannot be equipped with equipment. In narrative play, it cannot gain (or lose) experience and automatically passes Casualty tests.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. This operative cannot be injured.
UNIQUE ACTIONS
-
DEATH GUARD, CHAOS, POXWALKER
DEATH GUARD, CHAOS, POXWALKER
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 PLAGUE MARINE keyword is used in the following Death Guard datacards:

The BUBONIC ASTARTES keyword is used in the following Death Guard 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 or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
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.
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.
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.
CONTAGION1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is Visible to and within of a friendly DEATH GUARD operative, that enemy operative is treated as being injured (only subtract from its Movement characteristic as a result of being injured if it is activated within of a friendly DEATH GUARD operative).
MALICIOUS VOLLEYS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly BUBONIC ASTARTES operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. boltgun, bolt pistol etc.
HATEFUL ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly BUBONIC ASTARTES operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
EFFLUENT DEMISE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly BUBONIC ASTARTES operative is incapacitated. Inflict D3 mortal wounds on each enemy operative Visible to and within of that operative.
REVOLTING DURABILITY1CP
Tactical Ploy
Use this Tactical Ploy in either the Resolve Successful Hits or Resolve Successful Saves step of a combat or shooting attack made against a friendly BUBONIC ASTARTES operative. You can change one of your opponent’s critical hits into a normal hit.
DIG IN1CP
Tactical Ploy
Use this Tactical Ploy when a friendly BUBONIC ASTARTES operative is activated. Until the end of that operative’s activation, it can perform the following action:

DIG IN1AP

Until the end of the Turning Point, add 1 to this operative’s Defence characteristic.

The BUBONIC ASTARTES keyword is used in the following Death Guard datacards:

The <PLAGUE COMPANY> keyword is used in the following Death Guard datacards:

The PLAGUE MARINE keyword is used in the following Death Guard datacards:

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.
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.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
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.
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).
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.
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.
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.
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.

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