Imperial Guard

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  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024

Imperial Guard Kill Team

An IMPERIAL GUARD kill team consists of two fire teams selected from the following list:
  • GUARDSMAN
  • TEMPESTUS SCION

Archetype: Security

Guardsman Fire Team

  • A GUARDSMAN fire team includes seven GUARDSMAN operatives selected from the following list:
    • GUARDSMAN TROOPER
    • GUARDSMAN COMMS
    • GUARDSMAN GUNNER equipped with: bayonet; flamer
    • GUARDSMAN GUNNER equipped with: bayonet; grenade launcher
    • GUARDSMAN GUNNER equipped with: bayonet; meltagun
    • GUARDSMAN GUNNER equipped with: bayonet; plasma gun
    • GUARDSMAN GUNNER equipped with: bayonet; sniper rifle
Other than GUARDSMAN TROOPER operatives, each GUARDSMAN fire team can only include up to three of the operatives above. Other than GUARDSMAN TROOPER operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, instead of selecting one GUARDSMAN TROOPER operative
    for one GUARDSMAN fire team, you can select one GUARDSMAN SERGEANT operative equipped with one option from
    each of the following:
    • Bolt pistol, laspistol or plasma pistol
    • Chainsword or power weapon

Tempestus Scion Fire Team

  • A TEMPESTUS SCION fire team includes five TEMPESTUS SCION operatives selected from the following list:
    • TEMPESTUS SCION TROOPER
    • TEMPESTUS SCION COMMS
    • TEMPESTUS SCION GUNNER equipped with: gun butt; flamer
    • TEMPESTUS SCION GUNNER equipped with: gun butt; grenade launcher
    • TEMPESTUS SCION GUNNER equipped with: gun butt; hot-shot volley gun
    • TEMPESTUS SCION GUNNER equipped with: gun butt; meltagun
    • TEMPESTUS SCION GUNNER equipped with: gun butt; plasma gun
Each TEMPESTUS SCION fire team can only include up to two TEMPESTUS SCION GUNNER operatives. Other than TEMPESTUS SCION TROOPER operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, instead of selecting one TEMPESTUS SCION TROOPER operative for one TEMPESTUS SCION fire team, you can select one TEMPESTOR operative equipped with one option from each of the following:
    • Bolt pistol, hot-shot laspistol or plasma pistol
    • Chainsword, power fist or power weapon

Strategic Ploys

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

Guardsman Orders: Each time you use one of the Strategic Ploys below, it takes effect as a Guardsman Order. All friendly TEMPESTUS SCION operatives, and all friendly GUARDSMAN operatives within of and Visible to a friendly IMPERIAL GUARD LEADER operative, are issued that Guardsman Order.

TAKE AIM!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly operative that was issued this Guardsman Order makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of 1.
TAKE COVER!1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly operative that was issued this Guardsman Order, in the Roll Defence Dice step of that shooting attack, if it is in Cover, you can re-roll any or all of your defence dice results of 1.
FIX BAYONETS!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly operative that was issued this Guardsman Order fights in combat, in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice results of 1.
MOVE! MOVE! MOVE!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly operative that was issued this Guardsman Order is activated, until the end of that activation, add to its Movement characteristic.
SPECIAL FORCES1CP
Strategic Ploy
Select the Pick up action or one mission action friendly TEMPESTUS SCION operatives can perform. Until the end of the Turning Point, each time a friendly TEMPESTUS SCION operative is activated, it can perform that action for one less AP (to a minimum of 0AP).

Tactical Ploys

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

BRING IT DOWN!1CP
Tactical Ploy
Use this Tactical Ploy after a friendly IMPERIAL GUARD operative makes a shooting attack. Until the end of the Turning Point, each time another friendly IMPERIAL GUARD operative makes a shooting attack against the target of that shooting attack, in the Roll Attack Dice step of that subsequent shooting attack, you can re-roll any or all of your attack dice.

Equipment

IMPERIAL 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.

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
-

MEDIKIT+ [2EP]

The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

MEDIKIT1AP

Select one friendly IMPERIAL GUARD operative within of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.

CARAPACE ARMOUR [3EP]

GUARDSMAN operative only. The operative has a 4+ Save characteristic for the battle.

SCION BLADE [1EP]

TEMPESTUS SCION operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Scion blade
3
3+
3/4

REGIMENTAL STANDARD+ [3EP]

The operative gains the following ability for the battle:

Regimental Standard: 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.

The operative can perform the following action during the battle:

PLANT THE STANDARD1AP

Until the end of the Turning Point, while this operative is Visible to and within of a friendly IMPERIAL GUARD operative with the same <REGIMENT> or <TEMPESTUS REGIMENT> keyword as this operative, that friendly operative is inspired by the regimental standard. While an operative is inspired by the regimental standard, each time a shooting attack is made against it, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.


Datacards


Guardsman (Trooper)

Grunts of the Imperial Guard, Guardsmen are recruited, trained and equipped in their millions to doggedly fight wherever the Imperium needs them. They carry varying patterns of the dependable lasgun, along with any extra kit they manage to acquire.

Guardsman (Trooper)

Grunts of the Imperial Guard, Guardsmen are recruited, trained and equipped in their millions to doggedly fight wherever the Imperium needs them. They carry varying patterns of the dependable lasgun, along with any extra kit they manage to acquire.

M APL GA DF SV W Base
3 2 2 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Carapace Armour
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, TROOPER
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, TROOPER


Guardsman (Comms)

Equipped with heavy vox-casters, comms specialists keep the team tethered to their regiment’s rigid hierarchy of command, enabling them to relay their commanders’ orders while reporting back on enemy troop movements or spotting for artillery.

Guardsman (Comms)

Equipped with heavy vox-casters, comms specialists keep the team tethered to their regiment’s rigid hierarchy of command, enabling them to relay their commanders’ orders while reporting back on enemy troop movements or spotting for artillery.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Relay Orders: Once in each Turning Point, when this operative is issued a Guardsman Order, it can relay it. If an order is relayed, subtract 1 from this operative’s APL and all friendly GUARDSMAN operatives in the killzone are issued that order.
Signal (1AP): Select one friendly GUARDSMAN operative within of and Visible to this operative. Add 1 to the friendly operative’s APL. This operative cannot perform this action while within Engagement Range of enemy operatives.
ABILITIES
Relay Orders: Once in each Turning Point, when this operative is issued a Guardsman Order, it can relay it. If an order is relayed, subtract 1 from this operative’s APL and all friendly GUARDSMAN operatives in the killzone are issued that order.
UNIQUE ACTIONS
Signal (1AP): Select one friendly GUARDSMAN operative within of and Visible to this operative. Add 1 to the friendly operative’s APL. This operative cannot perform this action while within Engagement Range of enemy operatives.
DATACARD-RELATED
Carapace Armour
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, COMMS
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, COMMS


Guardsman (Gunner)

These Guardsmen are often the team’s sharpshooters, issued with additional training for the heavier weaponry they carry, and supporting their fellow soldiers with devastating anti-armour hrepower, incinerating blazes and pinpoint sniper fire.

Guardsman (Gunner)

These Guardsmen are often the team’s sharpshooters, issued with additional training for the heavier weaponry they carry, and supporting their fellow soldiers with devastating anti-armour hrepower, incinerating blazes and pinpoint sniper fire.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
4+
2/4
Blast Blast -
 - Krak
 - Krak
4
4+
4/5
AP1AP1-
Meltagun
Meltagun
4
4+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
4+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
4+
5/6
AP2, HotAP2, Hot-
Sniper rifle
Sniper rifle
4
3+
3/3
Heavy, Silent. !MW1Heavy, SilentMW1
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Carapace Armour
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, GUNNER
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, GUNNER


Guardsman Sergeant

Guardsman Sergeants coordinate their team with grizzled experience and tactical nous, enforcing their superiors’ orders to ensure the success of the mission.

Guardsman Sergeant

Guardsman Sergeants coordinate their team with grizzled experience and tactical nous, enforcing their superiors’ orders to ensure the success of the mission.

M APL GA DF SV W Base
3 2 1 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Laspistol
Laspistol
4
3+
2/3
Rng Rng -
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
Rng , AP2, HotRng , AP2, Hot-
Chainsword
Chainsword
4
4+
3/4
--
Power weapon
Power weapon
4
4+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Carapace Armour
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, LEADER, GUARDSMAN, SERGEANT
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, LEADER, GUARDSMAN, SERGEANT


Tempestus Scion (Trooper)

Tempestus Scions are an elite force within the Astra Militarum, equipped with specialist wargear to conduct dangerous missions. They typically bear high-powered hot-shot lasguns and wear dense carapace armour that provides extra protection in deadly kill zones.

Tempestus Scion (Trooper)

Tempestus Scions are an elite force within the Astra Militarum, equipped with specialist wargear to conduct dangerous missions. They typically bear high-powered hot-shot lasguns and wear dense carapace armour that provides extra protection in deadly kill zones.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
--
Gun butt
Gun butt
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
SPECIAL FORCES , Scion Blade
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, TROOPER
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, TROOPER


Tempestus Scion (Comms)

Bearing advanced vox-casters, these Scions provide updated tactical information, keeping their team in contact with regimental headquarters. Some are also trained in counter-intelligence and the interception of signals, allowing their team to outmanoeuvre the foe.

Tempestus Scion (Comms)

Bearing advanced vox-casters, these Scions provide updated tactical information, keeping their team in contact with regimental headquarters. Some are also trained in counter-intelligence and the interception of signals, allowing their team to outmanoeuvre the foe.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
--
Gun butt
Gun butt
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Signal (1AP): Select one friendly TEMPESTUS SCION operative in the killzone. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of enemy operatives. This operative can perform this action more than once during its activation.
ABILITIES
-
UNIQUE ACTIONS
Signal (1AP): Select one friendly TEMPESTUS SCION operative in the killzone. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of enemy operatives. This operative can perform this action more than once during its activation.
DATACARD-RELATED
SPECIAL FORCES , Scion Blade
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, COMMS
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, COMMS


Tempestus Scion (Gunner)

Tempestus Scions have access to more specialist weapons than most infantry regiments. Those issued with them act as fire support for the rest of their team, blasting open pathways and eliminating threats that would jeopardise the success of the mission.

Tempestus Scion (Gunner)

Tempestus Scions have access to more specialist weapons than most infantry regiments. Those issued with them act as fire support for the rest of their team, blasting open pathways and eliminating threats that would jeopardise the success of the mission.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
3+
2/4
Blast Blast -
 - Krak
 - Krak
4
3+
4/5
AP1AP1-
Hot-shot volley gun
Hot-shot volley gun
5
3+
3/4
Fusillade. !P1FusilladeP1
Meltagun
Meltagun
4
3+
6/3
Rng , AP2. !MW4Rng , AP2MW4
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-
Gun butt
Gun butt
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
SPECIAL FORCES , Scion Blade
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, GUNNER
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, GUNNER


Tempestor

Skilled tacticians and leaders, Tempestors design the kill zone insertions that the Scions are justifiably famed for. They are also granted prestige weapons normally restricted to high-ranking officers, making them devastatingly effective fighters in their own right.

Tempestor

Skilled tacticians and leaders, Tempestors design the kill zone insertions that the Scions are justifiably famed for. They are also granted prestige weapons normally restricted to high-ranking officers, making them devastatingly effective fighters in their own right.

M APL GA DF SV W Base
3 2 1 3 4+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
2+
3/4
Rng Rng -
Hot-shot laspistol
Hot-shot laspistol
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-
Chainsword
Chainsword
4
3+
3/4
--
Power fist
Power fist
4
4+
5/7
BrutalBrutal-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Accomplished Leader: In each of your Strategy phases, if this operative is in the killzone, you can use one Strategic Ploy without spending any Command Points.
-
ABILITIES
Accomplished Leader: In each of your Strategy phases, if this operative is in the killzone, you can use one Strategic Ploy without spending any Command Points.
UNIQUE ACTIONS
-
DATACARD-RELATED
SPECIAL FORCES , Scion Blade
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, LEADER, TEMPESTUS SCION, TEMPESTOR
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, LEADER, TEMPESTUS SCION, TEMPESTOR
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 GUARDSMAN keyword is used in the following Imperial Guard datacards:

The LEADER keyword is used in the following Imperial Guard datacards:

The TEMPESTUS SCION keyword is used in the following Imperial 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.

The IMPERIAL GUARD and LEADER keywords are used in the following Imperial Guard datacards:

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.
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.
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.
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.
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.
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.
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 <REGIMENT> keyword is used in the following Imperial Guard datacards:

The <TEMPESTUS REGIMENT> keyword is used in the following Imperial Guard datacards:

CARAPACE ARMOUR [3EP]

GUARDSMAN operative only. The operative has a 4+ Save characteristic for the battle.

The IMPERIUM keyword is used in the following Imperial Guard datacards:

The ASTRA MILITARUM keyword is used in the following Imperial Guard datacards:

The <REGIMENT> keyword is used in the following Imperial Guard datacards:

The GUARDSMAN keyword is used in the following Imperial Guard datacards:

The TROOPER keyword is used in the following Imperial Guard datacards:

The COMMS keyword is used in the following Imperial Guard 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.
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.
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.
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).

The GUNNER keyword is used in the following Imperial Guard 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 LEADER keyword is used in the following Imperial Guard datacards:

SPECIAL FORCES1CP
Strategic Ploy
Select the Pick up action or one mission action friendly TEMPESTUS SCION operatives can perform. Until the end of the Turning Point, each time a friendly TEMPESTUS SCION operative is activated, it can perform that action for one less AP (to a minimum of 0AP).

SCION BLADE [1EP]

TEMPESTUS SCION operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Scion blade
3
3+
3/4

The <TEMPESTUS REGIMENT> keyword is used in the following Imperial Guard datacards:

The TEMPESTUS SCION keyword is used in the following Imperial Guard datacards:

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.
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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