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


Ecclesiarchy Kill Team

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

Archetype: Security

Battle Sister Fire Team

  • A BATTLE SISTER fire team includes five BATTLE SISTER operatives selected from the following list:
    • BATTLE SISTER WARRIOR
    • BATTLE SISTER ICON BEARER
    • BATTLE SISTER GUNNER each separately equipped with a gun butt and one of the following options:
      • Meltagun, Ministorum flamer or storm bolter
    • BATTLE SISTER HEAVY GUNNER each separately equipped with a gun butt and one of the following options:
      • Heavy bolter or Ministorum heavy flamer
Each BATTLE SISTER fire team can only include up to one BATTLE SISTER GUNNER operative. Your kill team can only include up to one BATTLE SISTER HEAVY GUNNER operative, and it can only do so if your kill team includes two BATTLE SISTER fire teams. Your kill team can only include up to one BATTLE SISTER ICON BEARER operative.
  • If your kill team does not include any other LEADER operatives, instead of selecting one BATTLE SISTER WARRIOR operative for one BATTLE SISTER fire team, you can select one BATTLE SISTER SUPERIOR operative equipped with one option from each of the following:
    • Chainsword, gun butt, power maul or power weapon
    • Bolt pistol, boltgun, combi-melta, combi-plasma, condemnor boltgun, inferno pistol, Ministorum combi-flamer, Ministorum hand flamer or plasma pistol

Archetype: Seek & Destroy

Repentia Fire Team

  • A REPENTIA fire team includes five SISTER REPENTIA operatives.
  • If your kill team does not include any other LEADER operatives, instead of selecting one SISTER REPENTIA operative for one REPENTIA fire team, you can select one REPENTIA SUPERIOR operative.

Archetype: Seek & Destroy

Arco-flagellant Fire Team

  • An ARCO-FLAGELLANT fire team includes five ARCO-FLAGELLANT operatives.


Strategic Ploys

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

EMPEROR’S GUIDANCE1CP
Until the end of the Turning Point, each time a friendly ADEPTA SORORITAS operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits, you can re-roll one of your attack dice.
DIVINE SHIELD1CP
Until the end of the Turning Point, each time a shooting attack is made against a friendly ADEPTA SORORITAS operative, in the Roll Defence Dice step of that shooting attack, if you retain any critical saves, you can re-roll one of your failed saves.
EXTREMIS TRIGGER WORD1CP
Until the end of the Turning Point:
  • Each time a friendly ARCO-FLAGELLANT operative performs a Dash or Charge action, it can move an additional for that action.
  • Arco-flaiIs that friendly ARCO-FLAGELLANT operatives are equipped with gain the Lethal 5+ special rule.
You can only use this Strategic Ploy once.

Tactical Ploys

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

PENANCE THROUGH DEATH1CP
Use this Tactical Ploy when a friendly SISTER REPENTIA or ARCO-FLAGELLANT operative is incapacitated in combat by an enemy operative. Before that friendly operative is removed from the killzone, select one melee weapon it is equipped with and roll one attack dice as if it is fighting in combat. If the result is a successful hit, you can immediately strike an enemy operative within Engagement Range of it. Then remove that friendly operative from the killzone as normal.
STORM OF RETRIBUTION1CP
Use this Tactical Ploy when a friendly BATTLE SISTER GUNNER or friendly BATTLE SISTER HEAVY GUNNER operative is activated. Until the end of that operative’s activation, ranged weapons it is equipped with lose the Heavy special rule (if they have it) and gain the No Cover special rule.
DIVINE INTERVENTION1CP
Use this Tactical Ploy in the Resolve Successful Hits step of a combat or shooting attack, when an attack dice would inflict damage on a friendly ADEPTA SORORITAS operative. Ignore the damage inflicted from that attack dice.

Equipment

ECCLESIARCHY 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.

ROSARIUS+ [2EP]

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

Rosarius: This operative has a 4+ invulnerable save.

PHIAL OF RESTORATION+ [2EP]

The operative gains the following ability for the battle:

Phial of Restoration: Once per battle, when this operative is activated, it can use this ability. If it does so, it regains up to 2D3 lost wounds.

FRAG GRENADE [2EP]

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

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
-

PURITY SEAL [3EP]

The operative gains the following ability for the battle:

Purity Seal: 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.

SCOURGING BARBS [2EP]

SISTER REPENTIA operative only. The operative gains the following ability for the battle:

Scourging Barbs: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice. If the result of that re-roll is a 1 or 2, this operative suffers 1 mortal wound.


Dataslates


Battle Sister (Warrior)

Battle Sisters are the foot soldiers of the God-Emperor. Before their thundering boltguns, countless aliens, traitors, heretics and mutants have met their doom. With voices raised in prayer, their faith forms a shield around their souls.

Battle Sister (Warrior)

Battle Sisters are the foot soldiers of the God-Emperor. Before their thundering boltguns, countless aliens, traitors, heretics and mutants have met their doom. With voices raised in prayer, their faith forms a shield around their souls.

M APL GA DF SV W Base
3 2 1 3 3+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
3+
3/4
--
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, BATTLE SISTER, WARRIOR
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, BATTLE SISTER, WARRIOR


Battle Sister (Icon Bearer)

These Sisters are thrice blessed to bear the holy icons known as simulacrum imperialis. Each artefact is an object offervent devotion - representations of martyred warriors, recreations of objects and deeds associated with them or repositories of their mortal remains.

Battle Sister (Icon Bearer)

These Sisters are thrice blessed to bear the holy icons known as simulacrum imperialis. Each artefact is an object offervent devotion - representations of martyred warriors, recreations of objects and deeds associated with them or repositories of their mortal remains.

M APL GA DF SV W Base
3 2 1 3 3+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
3+
3/4
--
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Icon of Purity (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly ADEPTA SORORITAS operative, that friendly operative is inspired by purity. While an operative is inspired by purity, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic 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 Purity (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly ADEPTA SORORITAS operative, that friendly operative is inspired by purity. While an operative is inspired by purity, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, BATTLE SISTER, ICON BEARER
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, BATTLE SISTER, ICON BEARER


Battle Sister (Gunner)

Some Sisters are blessed to receive training in the use of special-issue, close-assault weapons. These Sisters ritually maintain their storm bolters, flamers and meltaguns, which they use in battle to unleash a blistering repudiation of heresy.

Battle Sister (Gunner)

Some Sisters are blessed to receive training in the use of special-issue, close-assault weapons. These Sisters ritually maintain their storm bolters, flamers and meltaguns, which they use in battle to unleash a blistering repudiation of heresy.

M APL GA DF SV W Base
3 2 1 3 3+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Meltagun
Meltagun
4
3+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Ministorum flamer
Ministorum flamer
5
2+
2/3
Rng , Torrent Rng , Torrent -
Storm bolter
Storm bolter
4
3+
3/4
RelentlessRelentless-
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, BATTLE SISTER, GUNNER
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, BATTLE SISTER, GUNNER


Battle Sister (Heavy Gunner)

Among the highly trained Adepta Sororitas, those Sisters granted the honour to bear the most potent armaments enable their team to engage heavily armoured opposition. Their expert eye for target prioritisation and enemy weak points makes them powerful assets.

Battle Sister (Heavy Gunner)

Among the highly trained Adepta Sororitas, those Sisters granted the honour to bear the most potent armaments enable their team to engage heavily armoured opposition. Their expert eye for target prioritisation and enemy weak points makes them powerful assets.

M APL GA DF SV W Base
3 2 1 3 3+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolter
Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
Ministorum heavy flamer
Ministorum heavy flamer
6
2+
2/3
Heavy, Rng , Torrent Heavy, Rng , Torrent -
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, BATTLE SISTER, HEAVY GUNNER
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, BATTLE SISTER, HEAVY GUNNER


Battle Sister Superior

The Sisters Superior form the crux of each squad of Battle Sisters. They speak with an authority derived from years of combat and supreme faith in the God-Emperor.

Battle Sister Superior

The Sisters Superior form the crux of each squad of Battle Sisters. They speak with an authority derived from years of combat and supreme faith in the God-Emperor.

M APL GA DF SV W Base
3 2 1 3 3+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
2+
3/4
Rng Rng -
Boltgun
Boltgun
4
2+
3/4
--
Combi-melta
Combi-melta
4
2+
6/3
Combi*, Rng , AP2, Limited. !MW4Combi*, Rng , AP2, LimitedMW4
Combi-plasma
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combi-plasma
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
Combi*, AP1, LimitedCombi*, AP1, Limited-
 - Supercharge
 - Supercharge
4
2+
5/6
Combi*, AP2, Hot, LimitedCombi*, AP2, Hot, Limited-
Condemnor boltgun
Condemnor boltgun
4
2+
3/3
Combi*, Silent, Limited. !MW1, P1Combi*, Silent, LimitedMW1, P1
Inferno pistol
Inferno pistol
4
2+
5/3
Rng , AP2. !MW3Rng , AP2MW3
Ministorum combi-flamer
Ministorum combi-flamer
5
2+
2/3
Combi*, Rng , Torrent , LimitedCombi*, Rng , Torrent , Limited-
Ministorum hand flamer
Ministorum hand flamer
4
2+
2/3
Rng , Torrent Rng , Torrent -
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-
Chainsword
Chainsword
4
2+
3/4
--
Gun butt
Gun butt
3
3+
2/3
--
Power maul
Power maul
4
2+
4/5
!Stun-Stun
Power weapon
Power weapon
4
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
*Combi: An operative equipped with this weapon is also equipped with a boltgun.
-
ABILITIES
*Combi: An operative equipped with this weapon is also equipped with a boltgun.
UNIQUE ACTIONS
-
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, LEADER, BATTLE SISTER, SUPERIOR
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, LEADER, BATTLE SISTER, SUPERIOR


Sister Repentia

It is rare but not unknown for a Sister to fail in her duty, suffering disgrace as a result. Those who do are offered a chance of redemption. Stripped of armour, they are sent to wreak penitent slaughter upon the enemy with cleaving blows from brutal eviscerators.

Sister Repentia

It is rare but not unknown for a Sister to fail in her duty, suffering disgrace as a result. Those who do are offered a chance of redemption. Stripped of armour, they are sent to wreak penitent slaughter upon the enemy with cleaving blows from brutal eviscerators.

M APL GA DF SV W Base
3 2 1 3 6+ 7 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Penitent eviscerator
Penitent eviscerator
4
4+
5/6
Brutal. !Reap 2BrutalReap 2
ABILITIES UNIQUE ACTIONS
Solace in Anguish: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
-
ABILITIES
Solace in Anguish: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
UNIQUE ACTIONS
-
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, SISTER, REPENTIA
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, SISTER, REPENTIA


Repentia Superior

The solemn task of guiding wayward Sisters in their atonement falls to Repentia Superior. These veterans are stern taskmasters who drive their charges forward with bellowed prayers and lashes from their neural whips, watching vigilantly for any remnant signs of sinfulness.

Repentia Superior

The solemn task of guiding wayward Sisters in their atonement falls to Repentia Superior. These veterans are stern taskmasters who drive their charges forward with bellowed prayers and lashes from their neural whips, watching vigilantly for any remnant signs of sinfulness.

M APL GA DF SV W Base
3 2 1 3 3+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Neural whips
Neural whips
5
3+
2/3
Lethal 5+, Rng . !StunLethal 5+, Rng Stun
Neural whips
Neural whips
5
3+
2/3
Lethal 5+. !StunLethal 5+Stun
ABILITIES UNIQUE ACTIONS
-
Whip Into Fury (1AP): Select one friendly SISTER REPENTIA operative within of and Visible to this operative. Add 1 to that friendly operative’s APL and, until the end of that operative’s next activation, add to that friendly operative’s Movement characteristic.
ABILITIES
-
UNIQUE ACTIONS
Whip Into Fury (1AP): Select one friendly SISTER REPENTIA operative within of and Visible to this operative. Add 1 to that friendly operative’s APL and, until the end of that operative’s next activation, add to that friendly operative’s Movement characteristic.
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, LEADER, REPENTIA, SUPERIOR
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>, LEADER, REPENTIA, SUPERIOR


Arco-flagellant

The Ecclesiarchy punishes those guilty of heresy in a number of ways. Those subjected to arco-flagellation are painfully remade - fitted with cybernetic weapons and sensory suppressors - then driven into a frenzy and unleashed as near mindless killing machines.

Arco-flagellant

The Ecclesiarchy punishes those guilty of heresy in a number of ways. Those subjected to arco-flagellation are painfully remade - fitted with cybernetic weapons and sensory suppressors - then driven into a frenzy and unleashed as near mindless killing machines.

M APL GA DF SV W Base
3 2 1 3 6+ 10 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Arco-flails
Arco-flails
5
3+
3/4
Ceaseless. !Reap 1CeaselessReap 1
ABILITIES UNIQUE ACTIONS
Berserk Killing Machine: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. This operative cannot perform mission actions or Pick Up actions. Unless otherwise specified, this operative cannot be equipped with equipment.
-
ABILITIES
Berserk Killing Machine: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. This operative cannot perform mission actions or Pick Up actions. Unless otherwise specified, this operative cannot be equipped with equipment.
UNIQUE ACTIONS
-
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ARCO-FLAGELLANT
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ARCO-FLAGELLANT
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 BATTLE SISTER keyword is used in the following Ecclesiarchy datacards:

The BATTLE SISTER and WARRIOR keywords are used in the following Ecclesiarchy datacards:

The BATTLE SISTER and ICON BEARER keywords are used in the following Ecclesiarchy datacards:

The BATTLE SISTER and GUNNER keywords are used in the following Ecclesiarchy datacards:

The BATTLE SISTER and HEAVY GUNNER keywords are used in the following Ecclesiarchy datacards:

The BATTLE SISTER and ICON BEARER keywords are used in the following Ecclesiarchy datacards:

The LEADER keyword is used in the following Ecclesiarchy datacards:

The BATTLE SISTER and WARRIOR keywords are used in the following Ecclesiarchy datacards:

The BATTLE SISTER and SUPERIOR keywords are used in the following Ecclesiarchy datacards:

The SISTER and REPENTIA keywords are used in the following Ecclesiarchy datacards:

The LEADER keyword is used in the following Ecclesiarchy datacards:

The REPENTIA and SUPERIOR keywords are used in the following Ecclesiarchy datacards:

The ARCO-FLAGELLANT keyword is used in the following Ecclesiarchy datacards:

The ADEPTA SORORITAS keyword is used in the following Ecclesiarchy datacards:

The ARCO-FLAGELLANT keyword is used in the following Ecclesiarchy 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 SISTER and REPENTIA keywords are used in the following Ecclesiarchy datacards:

The ARCO-FLAGELLANT keyword is used in the following Ecclesiarchy 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.

The BATTLE SISTER and GUNNER keywords are used in the following Ecclesiarchy datacards:

The BATTLE SISTER and HEAVY GUNNER keywords are used in the following Ecclesiarchy datacards:

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.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).

The LEADER keyword is used in the following Ecclesiarchy datacards:

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

The SISTER and REPENTIA keywords are used in the following Ecclesiarchy datacards:

The ADEPTUS MINISTORUM keyword is used in the following Ecclesiarchy datacards:

The ADEPTA SORORITAS keyword is used in the following Ecclesiarchy datacards:

The <ORDER> keyword is used in the following Ecclesiarchy datacards:

The BATTLE SISTER keyword is used in the following Ecclesiarchy 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
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.
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 Ecclesiarchy datacards:

The SUPERIOR keyword is used in the following Ecclesiarchy datacards:

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).

The REPENTIA keyword is used in the following Ecclesiarchy 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.
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.
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 SISTER and REPENTIA keywords are used in the following Ecclesiarchy datacards:

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.
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).
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.
© Vyacheslav Maltsev 2013-2021