Intercession Squad

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  Intercession Squad
  Intercession SquadExpansion21.2June 2023

FAQ

Expansion: Intercession Squad

Q:If a rule treats an operative as being injured regardless of any rules that say they cannot be injured (e.g. Rust Emanations Strategic Ploy, GELLERPOX INFECTED), does the Methodical Chapter Tactic still ignore the Ballistic Skill and Weapon Skill characteristic modifiers?
A:
No.
Q:If an INTERCESSION SQUAD operative is incapacitated during its activation, can I use the Wrath of Vengeance Tactical Ploy freely, or do action restrictions still apply?
A:
Action restrictions still apply. So with Bolter Discipline in mind, if the operative has already performed two Shoot actions during that activation, you could not use Wrath of Vengeance to perform a third Shoot action.

Intercession Squad Kill Team

Below you will find a list of the operatives that make up an INTERCESSION SQUAD kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives

  • 1 INTERCESSION SQUAD operative selected from the
    following list:
    • ASSAULT INTERCESSOR SERGEANT operative equipped with one option from each of the following:
      • Hand flamer or heavy bolt pistol
      • Chainsword, power fist, power weapon or thunder hammer
      Or the following option:
      • Plasma pistol; chainsword
    • INTERCESSOR SERGEANT operative equipped with one option from each of the following:
      • Auto bolt rifle, bolt rifle or stalker bolt rifle
      • Chainsword, fists, power fist, power weapon or thunder hammer
  • 5 INTERCESSION SQUAD operatives selected from the following list:
Other than WARRIOR operatives, your kill team can only include each operative above once.

Bolt Weapons

Some rules in this army list refer to a ‘bolt weapon’. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. stalker bolt rifle, heavy bolt pistol, etc.

Abilities

Below, you will find common abilities of the INTERCESSION SQUAD kill team.

Chapter Tactics

Each Chapter of Space Marines is a martial brotherhood with its own combat philosophies suited to the unique skills and temperaments of its battle-brothers. These tenets of war may be clothed in esoteric rituals built up over thousands of years, but remain as brutally effective as when they were first laid down.

When you create a roster or dataslate for an INTERCESSION SQUAD kill team, select two abilities from those listed below. Every INTERCESSION SQUAD operative on your roster or dataslate gains those abilities.

Each ability can be found in a category, e.g. the ‘Discipline of Iron’ category. The categories have no bearing on your selection, but other rules found in this army list (e.g. Adaptive Tactics) interact with categories.

Martial Zealotry
Aggressive: Each time this operative fights in combat in an activation in which it performed a Charge action, its melee weapons gain the Rending critical hit rule for that combat.

Dueller: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time it parries with a critical hit, you can select an additional normal hit of your opponent’s to be discarded.

Rapid: While this operative is performing a Normal Move action, add to its Movement characteristic.

Tactical Evasion
Raider: This operative can perform the Charge action while within Engagement Range of an enemy operative. In addition, each time this operative performs a Normal Move action, it can move within Engagement Range of an enemy operative (but cannot finish its move there).

Stealthy: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it’s in Cover and more than from the active operative, you can do one of the following:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.

Mobile: This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).

Gene-wrought Resilience
Unyielding: Add 1 to this operative’s Wounds characteristic.

Durable: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, one critical hit inflicts one less damage on this operative (to a minimum of 3).

Hardy: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, retained defence dice results of 5+ are critical saves (instead of just 6).

Discipline of Iron
Accurate: Each time this operative makes a shooting attack with a bolt weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, that weapon gains the No Cover special rule for that shooting attack.

Methodical: Do not worsen the Ballistic Skill characteristic of this operative’s ranged weapons as a result of performing the Overwatch action.

Deadly Sharpshooter: For the bolt weapon this operative is equipped with:
  • Subtract 1 from its Critical Damage characteristic.
  • It gains the MW1 critical hit rule.

Strategic Ploys

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

DEVASTATOR DOCTRINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly INTERCESSION SQUAD operative makes a shooting attack against an enemy operative more than from it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. You cannot use another ‘Doctrine’ Strategic Ploy in this Turning Point.
TACTICAL DOCTRINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly INTERCESSION SQUAD operative makes a shooting attack against an enemy operative within of it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. You cannot use another ‘Doctrine’ Strategic Ploy in this Turning Point.
ASSAULT DOCTRINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly INTERCESSION SQUAD operative fights in combat in an activation in which it performed a Charge action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice. You cannot use another ‘Doctrine’ Strategic Ploy in this Turning Point.
AND THEY SHALL KNOW NO FEAR1CP
Strategic Ploy
Until the end of the Turning Point:
  • You can ignore any or all modifiers to the APL of friendly INTERCESSION SQUAD operatives.
  • Friendly INTERCESSION SQUAD operatives are not injured.

Tactical Ploys

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

ADAPTIVE TACTICS1CP
Tactical Ploy
Use this Tactical Ploy in the Select a Kill Team step, when selecting your kill team. Change one of your Chapter Tactics abilities for the battle to another from the same category. You can only use this Tactical Ploy once per battle.
TRANSHUMAN PHYSIOLOGY1CP
Tactical Ploy
Use this Tactical Ploy in the Roll Defence Dice step of a shooting attack, after rolling defence dice for a friendly INTERCESSION SQUAD operative. You can retain one of your successful normal saves as a critical save instead.
ANGEL OF DEATH1CP
Tactical Ploy
Use this Tactical Ploy at the end of the Firefight phase. Select one friendly INTERCESSION SQUAD operative to perform a free Fight action.
WRATH OF VENGEANCE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly INTERCESSION SQUAD operative is incapacitated. Before that operative is removed from the killzone, it can perform a free Shoot action. Unless otherwise specified, the operative would be injured for this.

Tac Ops

If your faction is INTERCESSION SQUAD, you can use the Intercession Squad Tac Ops listed below, as specified in the mission sequence.

SHOCK AND AWE
Intercession Squad – Faction Tac Op 1
You can reveal this Tac Op in the Reveal Tac Ops step of any Turning Point.
  • At the end of any Turning Point, if friendly operatives control one or more objective markers that were controlled by enemy operatives at the start of the Turning Point, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
CHAMPION OF MANKIND
Intercession Squad – Faction Tac Op 2
You can reveal this Tac Op when a friendly INTERCESSION SQUAD operative incapacitates an enemy operative. At the end of the battle:
  • If that friendly operative has incapacitated more enemy operatives than each other friendly INTERCESSION SQUAD operative has during the battle, you score 1VP.
  • If that friendly operative has incapacitated more enemy operatives than each other enemy operative has during the battle, you score 1VP.
INDOMITABLE SUPERIORITY
Intercession Squad – Faction Tac Op 3
Reveal this Tac Op at the end of the battle:
  • If enemy operatives do not control any objective markers but an INTERCESSION SQUAD operative does, you score 1VP.
  • If there are less enemy operatives in the killzone than there are friendly INTERCESSION SQUAD operatives in the killzone, you score 1VP.
If the mission objective requires operatives to be removed from the killzone to score victory points (but not as a result of being incapacitated), e.g. to ‘escape’, you cannot select this Tac Op.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected INTERCESSION SQUAD as your Faction keyword.

Battle Honours

Each time an INTERCESSION SQUAD operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Intercession Squad Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

INTERCESSION SQUAD SPECIALIST
D6Battle Honour
1Marksman’s Honour: Select one of this operative’s ranged weapons. Improve the Ballistic Skill characteristic of that weapon by 1 (to a maximum of 2+).
2Bladesman’s Honour: Select one of this operative’s melee weapons. Improve the Weapon Skill characteristic of that weapon by 1 (to a maximum of 2+).
3Chapter Exemplar: This operative gains an additional Chapter Tactics ability. This must be an ability from the category of one of its existing Chapter Tactics abilities.
4Spiritual Resolve: You can re-roll Recovery tests taken for this operative. In addition, each time this operative gains a Battle Scar, you can roll an extra D6 and select which result to use.
5Specialised: Select one Battle Honour for this operative from the Combat, Staunch, Marksman or Scout specialisms. Note that you can select a Battle Honour from that specialism even if the operative couldn’t normally progress in it.
6Honoured by the Armoury: In the Select Equipment step, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for one less equipment point (to a minimum of 0EP).

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is INTERCESSION SQUAD, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. BASTION FIELD GENERATOR [3EP]

The operative gains the following ability for the battle:

Bastion Field Generator: This operative has a 4+ invulnerable save.

2. ADAMANTINE MANTLE [2EP]

The operative gains the following ability for the battle:

Adamantine Mantle: Once per Turning Point, when Critical Damage would be inflicted upon this operative, you can use this ability. If you do so, that attack dice inflicts Normal Damage instead.

3. TARGETING OCULAR [2EP]

The operative gains the following ability for the battle:

Targeting Ocular: Each time this operative makes a shooting attack, in the Select Valid Target step of that shooting attack, enemy operatives are not Obscured.

4. SERVO-CHERUB [3EP]

The operative gains the following ability for the battle:

Servo-cherub: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).

5. ARTIFICER ARMOUR [3EP]

Change the operative’s Save characteristic to 2+ for the battle.

6. CHAPTER ARTEFACT [1EP]

The operative gains the following ability for the battle:

Chapter Artefact: 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.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is INTERCESSION SQUAD, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

HYPNOINDOCTRINATION SHRINE

The kill team maintain a compact meditative data-shrine at their base of operations. Through neural communion with the device, a battle-brother can reinforce his grasp of skills and protocols by way of hypnotic suggestion and psychosomatic interactions, honing his strengths to ensure he remains at peak efficiency.

After the battle, in the Update Dataslates step, from the friendly INTERCESSION SQUAD operatives that were selected for deployment and did not fail a Casualty test, select the operative with the lowest experience points to gain 1XP (if more than one operative would qualify for this, select one of them to gain 1XP). You can only add this strategic asset to your base of operations if your dataslate includes at least one operative of Veteran rank or higher.

INTEL-CACHE UPLINK

Using a hidden comms booster that strengthens the kill team’s signal to an orbiting Chapter vessel, the operatives receive vital intelligence on enemy movements, topographical changes and energy signatures. This information means the squad can effect precise strikes capable of catching the enemy flat-footed.

In the Set Up Operatives step, INTERCESSION SQUAD operatives can be set up wholly within of your drop zone (instead of wholly within it).

ARSENAL SUB-VAULT

Servitors dispatched by the Chapter’s Techmarines attend this shielded magazine. The weapons and ammunition it holds are carefully calibrated and oiled with rare unguents, ensuring they are fully prepared for any mission.

In the Select a Kill Team step, you can also reselect the equipped weapon options of friendly INTERCESSION SQUAD operatives (you are not limited to the option you selected when they were first added to your dataslate). For example, if an INTERCESSOR SERGEANT operative is equipped with a bolt rifle and power weapon, you could change its bolt rifle, power weapon or both to another valid option specified here.


Requisitions

In a Spec Ops campaign, if your faction is INTERCESSION SQUAD, you can use the following Requisitions in addition to those presented in other sources.

TRIBUTE TO NOBLE DUTY1RP

Operatives who execute their missions with high skill, efficiency and as exemplars of their Chapter’s tenets may be rewarded for their mighty deeds with an artefact drawn from the Chapter’s vaults. Such a bestowal is as symbolic as it is practical, transforming the operative into an esteemed weapon of war.

Purchase this Requisition after a game in which you were the winner and scored 16 or more victory points. Add one item of rare equipment to your stash.
ARTIFICER-WROUGHT WEAPON1RP

To receive the favour of the Chapter’s Techmarines is a high honour. Their artistry in metallurgy and their arcane technological knowledge are used in the crafting of weapons whose perfection of form matches their deadliness in battle.

Purchase this Requisition after a game in which a friendly INTERCESSION SQUAD operative with the Ace, Grizzled or Revered rank earned experience points. You can add one item of rare equipment to your stash, but only that operative can be equipped with it (make a note of this on its narrative datacard). If that operative is removed from your dataslate, remove that item of rare equipment from your stash. Each friendly INTERCESSION SQUAD operative can only be upgraded with this Requisition once.
SOLEMN OATH1RP

As part of the warrior culture of their Chapter, many Space Marines swear oaths before their battle-brothers to achieve feats of honour or duty, striving to fulfil them during the conflict that follows.

Purchase this Requisition before a game. Select one INTERCESSION SQUAD operative from your dataslate to take an Oath of Moment. Select an Oath of Moment below and make a note of it in the Notes section of that operative’s narrative datacard.
  • Valour: The operative must incapacitate the highest number of enemy operatives in the battle.
  • Duty: The operative must score you more victory points from the mission objective than any other friendly operative during the battle.
  • Honour: The operative must be wholly within your opponent’s drop zone at the end of the battle.
At the end of a battle, if that operative completed its Oath of Moment, it earns 2XP (this is not affected by a passed Casualty test); alternatively, you can choose for it to fail its Oath of Moment, in which case it suffers the Cerebral Affliction Battle Scar. In either case, it has no longer taken an Oath of Moment. You can only have one operative from your dataslate take an Oath of Moment at once, each operative can only take each Oath of Moment once, and an operative cannot take another Oath of Moment until a different friendly operative completes or fails an Oath of Moment first.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is INTERCESSION SQUAD, you can select one from those found below instead of selecting one from another source.

Defenders of Humanity

The kill team must be humanity’s shield, now more than ever in the Era Indomitus. Dispatched into a dangerous war zone with orders to turn the tide, victory must be achieved through superiority before a final execution blow is struck.

OPERATION 1: ESTABLISH SUPERIORITY

The kill team must achieve ruthless dominance in key areas to slow the enemy’s advance and leave them in no doubt that they face the unalloyed might of the Adeptus Astartes.

Complete five games in which you scored victory points from the ‘Protect Assets’, ‘Indomitable Superiority’ and/or ‘Hold the Line’ Tac Op.

OPERATION 2: SHOCK ELIMINATION

The enemy’s momentum has faltered; their morale is on a precipice. A last ditch attempt to achieve victory sees their forces advance, but they cannot be allowed to gain ground. Break them here and they will not recover.

Complete a game in which you scored the maximum 2 victory points from a Security Tac Op.

COMMENDATION
  • You gain two Requisition points.
  • You can increase your asset capacity by one, and can immediately use the Asset Acquired Requisition once without spending any Requisition points.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Secure District’ Spec Op.

Mankind’s Vengeance

The kill team has located a powerful enemy preying upon a vulnerable Imperial world. They must bring the swift and sudden judgement of the Emperor upon these foes, overwhelming them with decisive assaults, severing them from support and crushing them before they can marshal any response.

OPERATION 1: STRATEGIC DOMINANCE

The enemy are spread wide, slaughtering and raiding. The kill team must show their martial dominance, drawing on their incredible adaptability in every area of warfare.

Complete five games in which you scored victory points from the ‘Shock and Awe’, ‘Indomitable Superiority’ and/or ‘Champion of Mankind’ Tac Op.

OPERATION 2: TARGETED DESTRUCTION

The kill team’s efforts have driven their reeling foe onto the back foot. To break them now requires a flurry of surgical strikes – targeting their leaders, tracking down looted relics and undertaking honour duels to sap enemy morale.

Complete a game in which you scored the maximum 2 victory points from a Seek and Destroy Tac Op.

COMMENDATION
  • You can distribute up to 10XP across the operatives on your dataslate (max 3XP per operative).
  • You can add one item of rare equipment to your stash, or you can increase your asset capacity by one.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

Equipment

INTERCESSION SQUAD 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.

VENGEANCE-CLASS SCOPE [3EP]

Select a bolt rifle or stalker bolt rifle the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.

RECLUSIAM-BLESSED BOLTS+ [3EP]

Select a bolt weapon the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.

TILTING SHIELD [3EP]

The operative gains the following ability for the battle:

Tilting Shield: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, your opponent cannot retain attack dice results of less than 6 as critical hits (e.g. as a result of the Lethal X or Rending rules).

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 Command points.

AUSPEX+ [2EP]

The operative can perform the following action during the battle:

AUSPEX SCAN1AP

Select one enemy operative Visible to or within of this operative. Until the end of the Turning Point:
  • That enemy operative is not Obscured.
  • Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
This operative cannot perform this action while within Engagement Range of an enemy operative.

COMBAT BLADE [1EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Combat blade
4
3+
3/5

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 , Blast , Indirect, Limited
-

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 , AP1, Indirect, Limited
-


Datacards


Assault Intercessor Sergeant

These mission leaders understand the optimal moment to unleash charges. They are exemplars in the press of melee, rending foes in twain with their deadly close combat weapons.

Assault Intercessor Sergeant

These mission leaders understand the optimal moment to unleash charges. They are exemplars in the press of melee, rending foes in twain with their deadly close combat weapons.

M APL GA DF SV W Base
3 3 1 3 3+ 15 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hand flamer
Hand flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Heavy bolt pistol
Heavy bolt pistol
4
3+
3/4
Rng . !P1Rng P1
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
5
2+
4/5
--
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
Thunder hammer
Thunder hammer
5
3+
5/6
!Stun-Stun
ABILITIES UNIQUE ACTIONS
Shock Assault: This operative can perform two Fight actions during its activation.
-
ABILITIES
Shock Assault: This operative can perform two Fight actions during its activation.
UNIQUE ACTIONS
-
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, ASSAULT INTERCESSOR, SERGEANT
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, ASSAULT INTERCESSOR, SERGEANT


Intercessor Sergeant

Intercessor Sergeants lead their teams in levelling salvoes of firepower against targets in ever-changing killzones. They often carry specialist weaponry into the fray to support their battle-brothers.

Intercessor Sergeant

Intercessor Sergeants lead their teams in levelling salvoes of firepower against targets in ever-changing killzones. They often carry specialist weaponry into the fray to support their battle-brothers.

M APL GA DF SV W Base
3 3 1 3 3+ 15 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Auto bolt rifle
Auto bolt rifle
4
2+
3/4
CeaselessCeaseless-
Bolt rifle
Bolt rifle
4
2+
3/4
!P1-P1
Stalker bolt rifle
Stalker bolt rifle
4
2+
3/4
AP1, HeavyAP1, Heavy-
Chainsword
Chainsword
4
3+
4/5
--
Fists
Fists
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+-
Thunder hammer
Thunder hammer
4
4+
5/6
!Stun-Stun
ABILITIES UNIQUE ACTIONS
Bolter Discipline: This operative can perform two Shoot actions during its activation if a bolt weapon is selected for at least one of those shooting attacks.
-
ABILITIES
Bolter Discipline: This operative can perform two Shoot actions during its activation if a bolt weapon is selected for at least one of those shooting attacks.
UNIQUE ACTIONS
-
DATACARD-RELATED
Vengeance-class Scope
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, INTERCESSOR, SERGEANT
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, INTERCESSOR, SERGEANT


Assault Intercessor Warrior

Protected by Mk X Tacticus armour, Assault Intercessor Warriors charge into battle swinging large chainswords and firing mass-reactive shells from their pistols.

Assault Intercessor Warrior

Protected by Mk X Tacticus armour, Assault Intercessor Warriors charge into battle swinging large chainswords and firing mass-reactive shells from their pistols.

M APL GA DF SV W Base
3 3 1 3 3+ 14 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolt pistol
Heavy bolt pistol
4
3+
3/4
Rng . !P1Rng P1
Chainsword
Chainsword
5
3+
4/5
--
ABILITIES UNIQUE ACTIONS
Shock Assault: This operative can perform two Fight actions during its activation.
-
ABILITIES
Shock Assault: This operative can perform two Fight actions during its activation.
UNIQUE ACTIONS
-
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR


Assault Intercessor Grenadier

Equipped with an array of deadly grenades, these specialists provide close-range support when facing swarms of lesser foes or heavily armoured targets.

Assault Intercessor Grenadier

Equipped with an array of deadly grenades, these specialists provide close-range support when facing swarms of lesser foes or heavily armoured targets.

M APL GA DF SV W Base
3 3 1 3 3+ 14 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolt pistol
Heavy bolt pistol
4
3+
3/4
Rng . !P1Rng P1
Chainsword
Chainsword
5
3+
4/5
--
ABILITIES UNIQUE ACTIONS
Shock Assault: This operative can perform two Fight actions during its activation.
Grenadier: This operative is equipped with frag and krak grenades and they do not cost any equipment points.
-
ABILITIES
Shock Assault: This operative can perform two Fight actions during its activation.
Grenadier: This operative is equipped with frag and krak grenades and they do not cost any equipment points.
UNIQUE ACTIONS
-
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, GRENADIER
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, GRENADIER


Intercessor Warrior

Intercessor Warriors lay down punishing volleys of fire from their bolt rifles. Their tactics and wargear are adaptable to countless situations, making them a core asset for any Intercession Squad.

Intercessor Warrior

Intercessor Warriors lay down punishing volleys of fire from their bolt rifles. Their tactics and wargear are adaptable to countless situations, making them a core asset for any Intercession Squad.

M APL GA DF SV W Base
3 3 1 3 3+ 14 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Auto bolt rifle
Auto bolt rifle
4
3+
3/4
CeaselessCeaseless-
Bolt rifle
Bolt rifle
4
3+
3/4
!P1-P1
Stalker bolt rifle
Stalker bolt rifle
4
3+
3/4
AP1, HeavyAP1, Heavy-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Bolter Discipline: This operative can perform two Shoot actions during its activation if a bolt weapon is selected for at least one of those shooting attacks.
-
ABILITIES
Bolter Discipline: This operative can perform two Shoot actions during its activation if a bolt weapon is selected for at least one of those shooting attacks.
UNIQUE ACTIONS
-
DATACARD-RELATED
Vengeance-class Scope
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR


Intercessor Gunner

These specialists provide long-range supporting fire from their rifle’s underslung auxiliary grenade launcher. They are capable of delivering explosive charges that inflict maximum devastation on the most densely defended or shielded positions.

Intercessor Gunner

These specialists provide long-range supporting fire from their rifle’s underslung auxiliary grenade launcher. They are capable of delivering explosive charges that inflict maximum devastation on the most densely defended or shielded positions.

M APL GA DF SV W Base
3 3 1 3 3+ 14 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Auto bolt rifle
Auto bolt rifle
4
3+
3/4
CeaselessCeaseless-
Auxiliary grenade launcher
This weapon cannot be selected for Overwatch actions. Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Auxiliary grenade launcher
This weapon cannot be selected for Overwatch actions. 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-
Bolt rifle
Bolt rifle
4
3+
3/4
!P1-P1
Stalker bolt rifle
Stalker bolt rifle
4
3+
3/4
AP1, HeavyAP1, Heavy-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Bolter Discipline: This operative can perform two Shoot actions during its activation if a bolt weapon is selected for at least one of those shooting attacks.
-
ABILITIES
Bolter Discipline: This operative can perform two Shoot actions during its activation if a bolt weapon is selected for at least one of those shooting attacks.
UNIQUE ACTIONS
-
DATACARD-RELATED
Vengeance-class Scope
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER
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 NIGHTMARE HULK keyword is used in the following Gellerpox Infected datacards:

Datacard
RUST EMANATIONS1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is within Engagement Range of friendly NIGHTMARE HULK operatives, that enemy operative is treated as being injured, regardless of any rules that say they cannot be injured. Only subtract from their Movement characteristic as a result of being injured if they are activated within Engagement Range of that friendly operative.

The GELLERPOX INFECTED keyword is used in the following Gellerpox Infected datacards:

Mutoid Vermin
Datacard
Chapter Tactics

Each Chapter of Space Marines is a martial brotherhood with its own combat philosophies suited to the unique skills and temperaments of its battle-brothers. These tenets of war may be clothed in esoteric rituals built up over thousands of years, but remain as brutally effective as when they were first laid down.

When you create a roster or dataslate for an INTERCESSION SQUAD kill team, select two abilities from those listed below. Every INTERCESSION SQUAD operative on your roster or dataslate gains those abilities.

Each ability can be found in a category, e.g. the ‘Discipline of Iron’ category. The categories have no bearing on your selection, but other rules found in this army list (e.g. Adaptive Tactics) interact with categories.

Martial Zealotry
Aggressive: Each time this operative fights in combat in an activation in which it performed a Charge action, its melee weapons gain the Rending critical hit rule for that combat.

Dueller: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time it parries with a critical hit, you can select an additional normal hit of your opponent’s to be discarded.

Rapid: While this operative is performing a Normal Move action, add to its Movement characteristic.

Tactical Evasion
Raider: This operative can perform the Charge action while within Engagement Range of an enemy operative. In addition, each time this operative performs a Normal Move action, it can move within Engagement Range of an enemy operative (but cannot finish its move there).

Stealthy: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it’s in Cover and more than from the active operative, you can do one of the following:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.

Mobile: This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).

Gene-wrought Resilience
Unyielding: Add 1 to this operative’s Wounds characteristic.

Durable: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, one critical hit inflicts one less damage on this operative (to a minimum of 3).

Hardy: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, retained defence dice results of 5+ are critical saves (instead of just 6).

Discipline of Iron
Accurate: Each time this operative makes a shooting attack with a bolt weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, that weapon gains the No Cover special rule for that shooting attack.

Methodical: Do not worsen the Ballistic Skill characteristic of this operative’s ranged weapons as a result of performing the Overwatch action.

Deadly Sharpshooter: For the bolt weapon this operative is equipped with:
  • Subtract 1 from its Critical Damage characteristic.
  • It gains the MW1 critical hit rule.
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.
WRATH OF VENGEANCE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly INTERCESSION SQUAD operative is incapacitated. Before that operative is removed from the killzone, it can perform a free Shoot action. Unless otherwise specified, the operative would be injured for this.
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.

The WARRIOR keyword is used in the following Intercession Squad datacards:

ADAPTIVE TACTICS1CP
Tactical Ploy
Use this Tactical Ploy in the Select a Kill Team step, when selecting your kill team. Change one of your Chapter Tactics abilities for the battle to another from the same category. You can only use this Tactical Ploy once per battle.
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.
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.
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).
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.
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+.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
PROTECT ASSETS
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if two or more enemy operatives were incapacitated while within of an objective marker during that Turning Point, and/or while carrying an objective during that Turning Point, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
INDOMITABLE SUPERIORITY
Intercession Squad – Faction Tac Op 3
Reveal this Tac Op at the end of the battle:
  • If enemy operatives do not control any objective markers but an INTERCESSION SQUAD operative does, you score 1VP.
  • If there are less enemy operatives in the killzone than there are friendly INTERCESSION SQUAD operatives in the killzone, you score 1VP.
If the mission objective requires operatives to be removed from the killzone to score victory points (but not as a result of being incapacitated), e.g. to ‘escape’, you cannot select this Tac Op.
HOLD THE LINE
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
  • At the end of any Turning Point, if there are no enemy operatives within of your drop zone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
ASSET ACQUIRED1RP

All kill teams seek to enhance their base of operations, whether that be with hideous pain-extractor stations, territorial prowler squigs, sophisticated drone surveillance technology or weaponsmith forges.

Purchase this Requisition before or after a game. Add one strategic asset to your base of operations.
SHOCK AND AWE
Intercession Squad – Faction Tac Op 1
You can reveal this Tac Op in the Reveal Tac Ops step of any Turning Point.
  • At the end of any Turning Point, if friendly operatives control one or more objective markers that were controlled by enemy operatives at the start of the Turning Point, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
CHAMPION OF MANKIND
Intercession Squad – Faction Tac Op 2
You can reveal this Tac Op when a friendly INTERCESSION SQUAD operative incapacitates an enemy operative. At the end of the battle:
  • If that friendly operative has incapacitated more enemy operatives than each other friendly INTERCESSION SQUAD operative has during the battle, you score 1VP.
  • If that friendly operative has incapacitated more enemy operatives than each other enemy operative has during the battle, you score 1VP.
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.

BOLT RIFLE

 
Name
A
BS/WS
D
Bolt rifle
4
3+
3/4
Special Rules
!
-
P1
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.

STALKER BOLT RIFLE

 
Name
A
BS/WS
D
Stalker bolt rifle
4
3+
3/4
Special Rules
!
AP1, Heavy
-
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
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.
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.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
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.
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.
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 IMPERIUM keyword is used in the following Intercession Squad datacards:

The ADEPTUS ASTARTES keyword is used in the following Intercession Squad datacards:

The LEADER keyword is used in the following Intercession Squad datacards:

The ASSAULT INTERCESSOR keyword is used in the following Intercession Squad datacards:

The SERGEANT keyword is used in the following Intercession Squad 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.

VENGEANCE-CLASS SCOPE [3EP]

Select a bolt rifle or stalker bolt rifle the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.

The INTERCESSOR keyword is used in the following Intercession Squad datacards:

The WARRIOR keyword is used in the following Intercession Squad datacards:

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 , Blast , Indirect, Limited
-

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 , AP1, Indirect, Limited
-

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