Legionary

Books

BookKindEditionVersionLast update
  Kill Team: Nachmund (Legionary)
  Kill Team: Nachmund (Legionary)Expansion21.3March 2023
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024
  Close Quarters
  Close QuartersExpansion2December 2022

FAQ

Expansion: Kill Team: Nachmund (Legionary)

Q:When using the Disgusting Vigour ability, can I retain the successful normal save as a result of Cover as a critical save instead?
A:
Yes. This must be decided before defence dice are rolled, however.
Q:Can the Malignant Aura Tactical Ploy reduce the number of defence dice rolled when using an invulnerable save?
A:
Yes. Invulnerable saves specifically ignore Save characteristic modifiers and the APx special rule, whereas Malignant Aura affects the Defence characteristic.
Q:How do interruptions after an operative performs an action (e.g. Guard) work with the Perpetual Aggression Strategic ploy?
A:
Treat the move as a separate action. Therefore the KHORNE operative can be interrupted after fighting in combat, before or after it moves from Perpetual Aggression.
Q:Some rules allow you to resolve a hit before the attacker (e.g. Bladed Stance ability, VOIDSCARRED KURNATHI). How do these interact with the LEGIONARY SHRIVETALON’s Vicious Reflexes ability?
A:
Vicious Reflexes changes the order of dice resolution, but rules such as Bladed Stance happen before the order of dice resolution. As a result, Bladed Stance would allow the VOIDSCARRED KURNATHI to parry first, then normal dice resolution would begin, starting with the LEGIONARY SHRIVETALON operative.
Q:When resolving the Unending Bloodshed Tactical Ploy, can I use the Wrathful Onslaught ability to strike with a normal hit as if it were a critical hit?
A:
No.

Legionary Kill Team

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

Operatives


Other than LEGIONARY WARRIOR operatives, your kill team can only include each operative above once.

<MARK OF CHAOS>

When adding a LEGIONARY operative to your roster or dataslate, you must choose one of the keywords below to replace its selectable <MARK OF CHAOS> keyword with. Unlike other selectable keywords (e.g. <LEGION>), you can have operatives with different <MARK OF CHAOS> keywords in your roster or dataslate.
  • KHORNE
  • NURGLE
  • SLAANESH
  • TZEENTCH
  • UNDIVIDED
If your roster contains any operatives with the KHORNE keyword, it cannot contain any operatives with the SLAANESH keyword (and vice versa).

If your roster contains any operatives with the NURGLE keyword, it cannot contain any operatives with the TZEENTCH keyword (and vice versa).

THE BALANCE DATASLATE: Your roster can contain operatives with all four <MARK OF CHAOS> keywords, but when selecting a kill team for the battle, you cannot select operatives with the KHORNE keyword if you have selected any with SLAANESH (and vice versa), and you cannot select operatives with the NURGLE keyword if you have selected any with TZEENTCH (and vice versa).

Abilities

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

Chaos Blessing

This operative gains one ability from those listed below. The ability it gains depends on its <MARK OF CHAOS> keyword.

Khorne - Wrathful Onslaught
Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike with one normal hit as if it were a critical hit.

Nurgle - Disgusting Vigour
Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can retain one normal save as a critical save.

Slaanesh - Unnatural Agility
Add to this operative’s Movement characteristic.

Tzeentch - Empyreal Guidance
Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.

Undivided - Vicious Reavers
Each time this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if the target is within of it, you can re-roll one of your attack dice.

Favoured of the Dark Gods

Once per Turning Point, when it is your turn to use a Strategic Ploy, if any friendly operatives with this ability are in the killzone, you can use a Strategic Ploy without spending any CPs; that Strategic Ploy must have the same <MARK OF CHAOS> selectable keyword as one friendly operative with this ability. For example, if an operative with this ability has the KHORNE keyword, you could use the Blood for the Blood God Strategic Ploy. If an operative with this ability has the UNDIVIDED keyword, you can use the following Strategic Ploys for this ability instead: Hateful Assault, Malicious Volleys.

Strategic Ploys

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

HATEFUL ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly LEGIONARY operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
MALICIOUS VOLLEYS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly LEGIONARY operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of the shooting attacks. A bolt weapon is a ranged weapon that includes the word ’bolt’ in its name e.g. boltgun, heavy bolter etc.
BLOOD FOR THE BLOOD GOD1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly KHORNE operative fights in combat, in the Resolve Successful Hits step of that combat, if it performed a Charge action during that activation, the first time it strikes, inflict one additional damage.
PERPETUAL AGGRESSION1CP
Strategic Ploy
Until the end of the Turning Point, each time after a friendly KHORNE operative fights in combat, if it is not within Engagement Range of an enemy operative, it can make a move following the same rules as a Normal Move action, with the following exceptions:
  • It can only move up to .
  • It can move within Engagement Range of enemy operatives.
  • If it can, it must finish the move within Engagement Range of the closest Visible enemy operative.
  • It can do so even if it’s performed a Normal Move or Charge action during the activation, and vice versa, doing so doesn’t prevent it from subsequently performing a Normal Move or Charge action during that activation in the normal manner.
MUTAGENIC FLESH1CP
Strategic Ploy
Until the end of the Turning Point, each time Normal Damage would be inflicted upon a friendly NURGLE operative from an attack dice, subtract 1 from the damage inflicted from that attack dice (to a minimum of 3).
IMPLACABLE1CP
Strategic Ploy
Until the end of the Turning Point, friendly NURGLE operatives:
  • Are not treated as being injured.
  • Ignore all negative modifiers to their APL.
  • Ignore the worsening of their Ballistic Skill when performing an Overwatch action.
GRACEFUL KILLER1CP
Strategic Ploy
Until the end of the Turning Point, add 1 to the Critical Damage characteristic of friendly SLAANESH operatives’ melee weapons.
DELICIOUS AGONY1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SLAANESH operative fights in combat, in the Resolve Successful Hits step of that combat, when you would resolve your first successful hit, if the target is injured, you can resolve two of your successful hits (instead of one).
PROTECTED BY FATE1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly TZEENTCH operative, in the Roll Defence Dice step of that shooting attack, if you retain any critical saves, you can select one of your failed saves to be retained as a successful normal save.
AETHERIC WARD1CP
Strategic Ploy
Until the end of the Turning Point, friendly TZEENTCH operatives have a 4+ invulnerable save.

Tactical Ploys

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

VETERAN OF THE LONG WAR1CP
Tactical Ploy
Use this Tactical Ploy during a friendly LEGIONARY operative’s activation, after it fights in combat or makes a shooting attack. If the target did not lose any wounds as a result of that combat or shooting attack, repeat that combat or shooting attack.
UNENDING BLOODSHED1CP
Tactical Ploy
Use this Tactical Ploy when a ready friendly KHORNE 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 the attacker 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.
MUTABILITY AND CHANGE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly TZEENTCH operative is activated. Add 1 to that operative’s APL.
MALIGNANT AURA1CP
Tactical Ploy
Use this Tactical Ploy during a friendly NURGLE operative’s activation. Until the end of the Turning Point, while an enemy operative is within of that NURGLE operative, subtract 1 from the Defence characteristic of that enemy operative.
SICKENING CAPTIVATION1CP
Tactical Ploy
Use this Tactical Ploy during a friendly SLAANESH operative’s activation. Select one enemy operative Visible to and within of that SLAANESH operative. Subtract 1 from that enemy operative’s APL.

Psychic Powers

The first time a friendly LEGIONARY PSYKER operative performs the Manifest Psychic Power action in each of its activations, select one psychic power from the list below to be resolved.

If a friendly LEGIONARY PSYKER operative can perform the Manifest Psychic Power action twice in its activation (e.g. it is equipped with the Pages of Scabrius), when it does so, roll one D6: on a 1-2, that friendly operative suffers 3 mortal wounds; on a 3+, select one psychic power from the list below to be resolved. You cannot select a psychic power that you have already resolved during this Turning Point.

FIREBLAST

Perform a free Shoot action using the following ranged weapon:
 
Name
A
BS/WS
D
Fireblast
4
3+
3/4
Special Rules
!
No Cover, Blast
Splash 1

MALIGN INFLUENCE

Select one friendly LEGIONARY operative Visible to this operative. Until the end of the Turning Point, weapons that operative is equipped with gain the Lethal 5+, No Cover and Brutal special rules.

LIFE SIPHON

Perform a free Shoot action using the following ranged weapon:

 
Name
A
BS/WS
D
Life siphon
5
3+
3/3
Special Rules
!
Siphon Life Force*
-

*Siphon Life Force: Each time a friendly operative makes a shooting attack with this weapon, in the Resolve Successful Hits step of that shooting attack, if you resolve two or more attack dice, you can select one friendly LEGIONARY operative within of the target to regain D3 lost wounds.

Tac Ops

If your faction is LEGIONARY, you can use the Legionary Tac Ops listed below, as specified in the mission sequence.

SACRILEGIOUS MUTILATION
Legionary – Faction Tac Op 1
Reveal this Tac Op the first time an enemy operative is incapacitated. Each time an enemy operative is incapacitated, before it is removed from the killzone, place one of your Enemy Corpse tokens underneath the operative as close as possible to the centre of its base.
  • The second time a friendly operative performs the Defiled For The Dark Gods action, you score 1VP.
  • The fourth time a friendly operative performs the Defiled For The Dark Gods action, you score 1VP.
Friendly operatives can perform the following mission action:

DEFILED FOR THE DARK GODS1AP

An operative can perform this action while within of one of your Enemy Corpse tokens. An operative cannot perform this action while within of an enemy operative. Remove that Enemy Corpse token from the killzone.
DARK DESECRATION
Legionary – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one terrain feature that includes any parts with the Heavy trait.
  • If two or more enemy operatives are incapacitated while within of that terrain feature, you score 1 VP.
  • If you achieve the first condition and at the end of the battle the total APL of friendly operatives within of that terrain feature is greater than that of enemy operatives, you score 1VP.
This Tac Op is not in use when the Close Quarters rules are in effect.
SAVAGE BUTCHER
Legionary – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point. Select one friendly operative.
  • If two or more enemy operatives are incapacitated in combat by that friendly operative, you score 1VP.
  • If three or more enemy operatives are incapacitated in combat by that friendly operative, you score 1VP.

Spec Ops Rules

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

Battle Honours

Each time a LEGIONARY operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Legionary 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).

LEGIONARY SPECIALIST
D6Specialism
1Apostle of Chaos: This operative gains the Favoured of the Dark Gods ability.
2Warp-blessed: Improve this operative’s Save characteristic by 1 (to a maximum of 2+).
3Devastating Assault: Melee weapons this operative is equipped with gain the Brutal special rule.
4Servant Of The Dark Gods: Once per action, when an attack dice would inflict Critical Damage on this operative, you can choose for it to inflict Normal Damage instead.
5Fuelled By Hate: While this operative has fewer than half of its wounds remaining, each time it is activated, add 1 to its APL.
6Vengeance Incarnate: Select one weapon this operative is equipped with. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon by 1 (to a maximum of 2+).

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is LEGIONARY, 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. BRANDS OF THE DAMNED [3EP]

The operative gains the following ability for the battle:

Brands of the Damned: Once per battle, if this operative is in the killzone, you can use a Tactical Ploy without spending any CPs; that Tactical Ploy must have the same <MARK OF CHAOS> selectable keyword as this operative. For example, if this operative has the SLAANESH keyword, you can use the Sickening Captivation Tactical Ploy. If this operative has the UNDIVIDED keyword, you can use the Veteran of the Long War or Command Re-roll Tactical Ploys instead.

2. GAUNTLETS OF VENGEANCE [2EP]

Operative equipped with fists only. The fists the operative is equipped with gain the following improvements for the battle:

  • It gains the Relentless special rule and the Rending critical hit rule.
  • Add 1 to its Attacks characteristic.

3. PAGES OF SCABRIUS [2EP]

LEGIONARY BALEFIRE ACOLYTE operative only. This operative can perform the Manifest Psychic Power action twice during its activation.

4. ICON OF CHAOS [4EP]

LEGIONARY ICON BEARER operative only. The operative gains the following ability for the battle:

Icon of Chaos: While this operative is in the killzone, friendly LEGIONARY operatives cannot be injured.

5. DAEMON AXE [3EP]

LEGIONARY BUTCHER operative only. Add 1 to the attacks characteristic of the double-handed chain axe the operative is equipped with for the battle.

6. RELIC BOLT PISTOL [2EP]

Operative equipped with bolt pistol or tainted bolt pistol only. The bolt pistol or tainted bolt pistol the operative is equipped with gains the following improvements for the battle:

  • Add 1 to its Attacks characteristic.
  • It gains the Relentless special rule.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is LEGIONARY, 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.

UNCLEAN SHRINE

After battle, the kill team presents offerings to the gods at their shrine. Only those who have claimed the most heads gain their favour.

In the Update Experience step of a mission sequence, the friendly operative that incapacitated the most enemy operatives gains 1XP (if more than one operative is tied for the number of most enemy operatives incapacitated, randomly select one of them to gain the XP). You can only add this strategic asset to your base of operations if your dataslate includes at least one operative of Ace rank or higher.

RELICS OF THE HERESY

The kill team holds in its possession relics dating back to the days of the Horus Heresy.

When this strategic asset is added to your base of operations, add two items of rare equipment to your stash. If this strategic asset is removed from your base of operations, remove those items of rare equipment from your stash.

SACRIFICIAL ALTAR

Before battle, the kill team sacrifices victims to the Dark Gods at this sacrificial altar.

Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, you can ignore the damage inflicted on a friendly LEGIONARY operative from one attack dice.


Requisitions

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

MARKED FOR GREATNESS1RP

Some warriors earn the favour of the gods thanks to their murderous deeds.

Purchase this Requisition before or after a game, if your dataslate includes an operative of Ace rank or higher. The operative on your dataslate with the most XP gains the following ability:

Marked For Greatness: Once per battle, when this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if you cannot retain any critical hits, you can select one of your normal hits to be retained as a critical hit instead. After each battle, if another operative on your dataslate has more XP than this operative, this operative loses this ability. Note that other operative does not gain this ability, instead you must purchase this Requisition again.
EYE OF THE GODS1RP

Slaughtering an enemy commander is a sure way to receive the gods' attention.

Purchase this Requisition after a game in which the enemy LEADER operative was incapacitated by a friendly LEGIONARY operative. That friendly operative has all Battle Scars removed (if any) and gains D3 XP. You can only use this Requisition once after each game.
CAST ASIDE0RP

It takes little to earn the gods' ire, or to drive them to boredom.

Purchase this Requisition in the Update Dataslates step of a mission sequence, before rolling to determine a Battle Scar for a friendly LEGIONARY operative. Instead of suffering a Battle Scar, for the next D3 battles this operative is in your kill team, it loses the relevant ability related to its <MARK OF CHAOS> keyword (e.g. a NURGLE operative would lose the Disgusting Vigour ability).

Spec Ops

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

Send a Message

With the enactment of rituals and the slaughter of leaders, we will spread terror and honour the Octed.

OPERATION 1: UNCLEAN RITES

Perform the rites! Speak the words! Glorify the Gods!

Complete five games in which you scored victory points from the ‘Sacrilegious Mutilation’ and/or ‘Execution’ Tac Op.

OPERATION 2: MESSAGE DELIVERED

With the enemy commander slain, our message of dominance will be clear.

Complete a game in which the enemy LEADER operative was incapacitated in combat.

COMMENDATION

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

Tainted Journey

We shall prove to them that their gods are weak, that they won’t protect them, and then show them the strength of our own.

OPERATION 1: PROFANE VIOLATION

Desecrate their shrines! Befoul their holy places!

Complete five games in which you scored victory points from the ‘Dark Desecration’ and/or ‘Plant Banner’ Tac Op.

OPERATION 2: DOMINANCE

Seize their ground, make it our own. Show them their false gods are absent.

Complete a game in which you scored victory points from the ‘Seize Ground’ Tac Op.

COMMENDATION

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

Equipment

LEGIONARY 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.

AGGRESSION STIMULANTS+ [3EP]

The operative gains the following ability for the battle:

Aggression Stimulants: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if this operative performed a Charge action during this Turning Point, you can re-roll one of your attack dice.

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
-

WARDED ARMOUR+ [3EP]

Change the operative’s Save characteristic to 2+ for the battle. In the Resolve Successful Hits step of a combat or shooting attack, if an attack dice inflicts damage on this operative, its Save characteristic is changed back to its normal characteristic for the rest of the battle.

SUSPENSOR SYSTEM [3EP]

The operative gains the following ability for the battle:

Suspensor System: The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 3 in the same activation in which it performs a Shoot action with any of those ranged weapons.

MALIGN SCRIPTURE [2EP]

LEGIONARY BALEFIRE ACOLYTE operative only. The operative gains the following ability for the battle:

Malign Scripture: Once per battle, this operative can perform two Manifest Psychic Power actions during its activation.

TAINTED ROUNDS+ [3EP]

Select one boltgun, bolt pistol or tainted bolt pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon.

GRISLY TROPHY+ [3EP]

The operative gains the following ability for the battle:

Grisly Trophy: While this operative is Visible to and within of an enemy operative, subtract 1 from the Attacks characteristic of ranged and melee weapons that enemy operative is equipped with.

MALEFIC BLADE [2EP]

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


Datacards


Legionary Warrior

Heretic Astartes are post-human warriors with the natural strength, speed, resilience and mental acuity of such beings. Now they have turned against the Imperium.

Legionary Warrior

Heretic Astartes are post-human warriors with the natural strength, speed, resilience and mental acuity of such beings. Now they have turned against the Imperium.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Boltgun
Boltgun
4
3+
3/4
--
Chainsword
Chainsword
5
3+
4/5
--
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Chaos Blessing
-
ABILITIES
Chaos Blessing
UNIQUE ACTIONS
-
DATACARD-RELATED
GAUNTLETS OF VENGEANCE , RELIC BOLT PISTOL , Tainted Rounds
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY WARRIOR
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY WARRIOR


Legionary Gunner

Armed with flamers, Heretic Astartes burn through swathes of light enemy infantry. With meltaguns they destroy armoured bunkers and with plasma guns they pose a threat to the heaviest enemy troops.

Legionary Gunner

Armed with flamers, Heretic Astartes burn through swathes of light enemy infantry. With meltaguns they destroy armoured bunkers and with plasma guns they pose a threat to the heaviest enemy troops.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
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-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Chaos Blessing
-
ABILITIES
Chaos Blessing
UNIQUE ACTIONS
-
DATACARD-RELATED
GAUNTLETS OF VENGEANCE
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY GUNNER
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY GUNNER


Legionary Heavy Gunner

Heretic Astartes bearing heavy weapons provide devastating anti-infantry and anti-armour firepower, dominating large swathes of any killzone.

Legionary Heavy Gunner

Heretic Astartes bearing heavy weapons provide devastating anti-infantry and anti-armour firepower, dominating large swathes of any killzone.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolter
Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Missile 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+
3/5
Blast , HeavyBlast , Heavy-
 - Krak
 - Krak
4
3+
5/7
AP1, HeavyAP1, Heavy-
Reaper chaincannon
Reaper chaincannon
6
3+
3/5
Ceaseless, Fusillade, HeavyCeaseless, Fusillade, Heavy-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Chaos Blessing
-
ABILITIES
Chaos Blessing
UNIQUE ACTIONS
-
DATACARD-RELATED
GAUNTLETS OF VENGEANCE
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY HEAVY GUNNER
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY HEAVY GUNNER


Legionary Anointed

Some Heretic Astartes thirst for power at any cost, and offer themselves wholly to Chaos. They become willing hosts to the immaterial creatures of the warp. This is a slow and painful process, and those in the early stages are known as Anointed due to their mutations.

Legionary Anointed

Some Heretic Astartes thirst for power at any cost, and offer themselves wholly to Chaos. They become willing hosts to the immaterial creatures of the warp. This is a slow and painful process, and those in the early stages are known as Anointed due to their mutations.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Daemonic claw
Daemonic claw
5
3+
4/5
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Chaos Blessing
Unleash Daemon: Once per battle, when this operative is activated, the daemon can take control. If it does so, until the end of the battle:
  • This operative cannot perform Overwatch, Pick Up, Shoot or mission actions.
  • Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
  • Its daemonic claw gains the Ceaseless and Lethal 5+ special rules.
  • Each time this operative is activated, it can perform two Fight actions during that activation.
-
ABILITIES
Chaos Blessing
Unleash Daemon: Once per battle, when this operative is activated, the daemon can take control. If it does so, until the end of the battle:
  • This operative cannot perform Overwatch, Pick Up, Shoot or mission actions.
  • Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
  • Its daemonic claw gains the Ceaseless and Lethal 5+ special rules.
  • Each time this operative is activated, it can perform two Fight actions during that activation.
UNIQUE ACTIONS
-
DATACARD-RELATED
RELIC BOLT PISTOL , Tainted Rounds
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY ANOINTED
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY ANOINTED


Legionary Butcher

Bloodthirsty madmen, Butchers are Heretic Astartes that fight without subtlety of any kind in combat. They deal furious strikes with their enormous chain axes, which can carve enemies to pieces.

Legionary Butcher

Bloodthirsty madmen, Butchers are Heretic Astartes that fight without subtlety of any kind in combat. They deal furious strikes with their enormous chain axes, which can carve enemies to pieces.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Double-handed chain axe
Double-handed chain axe
4
4+
5/7
Vicious Blows*. !Reap 2Vicious Blows*Reap 2
ABILITIES UNIQUE ACTIONS
Chaos Blessing
Devastating Onslaught:
  • Each time this operative fights in combat, enemy operatives within Engagement Range of it cannot provide combat support for that combat.
  • For the purposes of Dash, Fall Back and Normal Move actions enemy operatives would perform, treat the distance of this operative’s Engagement Range as for that action (instead of ).
*Vicious Blows: Each time this operative fights in combat:
  • If this operative is the Attacker, this weapon gains the Ceaseless special rule for that combat.
  • If this operative performed a Charge action during this activation, this weapon gains the Relentless special rule for that combat.
-
ABILITIES
Chaos Blessing
Devastating Onslaught:
  • Each time this operative fights in combat, enemy operatives within Engagement Range of it cannot provide combat support for that combat.
  • For the purposes of Dash, Fall Back and Normal Move actions enemy operatives would perform, treat the distance of this operative’s Engagement Range as for that action (instead of ).
*Vicious Blows: Each time this operative fights in combat:
  • If this operative is the Attacker, this weapon gains the Ceaseless special rule for that combat.
  • If this operative performed a Charge action during this activation, this weapon gains the Relentless special rule for that combat.
UNIQUE ACTIONS
-
DATACARD-RELATED
DAEMON AXE , RELIC BOLT PISTOL , Tainted Rounds
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY BUTCHER
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY BUTCHER


Legionary Shrivetalon

Inflicting pain and torture becomes a near addiction for some Heretic Astartes. Those who embrace this propensity become known as Shrivetalons, and they stalk the battlefield looking for enemies to torment.

Legionary Shrivetalon

Inflicting pain and torture becomes a near addiction for some Heretic Astartes. Those who embrace this propensity become known as Shrivetalons, and they stalk the battlefield looking for enemies to torment.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Flensing blades
Flensing blades
5
3+
3/5
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Chaos Blessing
Vicious Reflexes: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you are the Defender, then you start instead of the Attacker when resolving successful hits.
Horrifying Dismemberment: Each time this operative fights in combat, if it incapacitates an enemy operative, select one enemy operative within of it. Subtract 1 from that enemy operative’s APL.
Grisly Mark (2AP): Place a Grisly Mark token within of this operative. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
  • Each time an enemy operative would perform a mission action or the Pick Up action, if that enemy operative is within of your Grisly Mark token, one additional action point must be subtracted to perform that action.
  • When determining control of an objective marker that Grisly Mark token is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
ABILITIES
Chaos Blessing
Vicious Reflexes: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you are the Defender, then you start instead of the Attacker when resolving successful hits.
Horrifying Dismemberment: Each time this operative fights in combat, if it incapacitates an enemy operative, select one enemy operative within of it. Subtract 1 from that enemy operative’s APL.
UNIQUE ACTIONS
Grisly Mark (2AP): Place a Grisly Mark token within of this operative. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
  • Each time an enemy operative would perform a mission action or the Pick Up action, if that enemy operative is within of your Grisly Mark token, one additional action point must be subtracted to perform that action.
  • When determining control of an objective marker that Grisly Mark token is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
DATACARD-RELATED
RELIC BOLT PISTOL , Tainted Rounds
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY SHRIVETALON
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY SHRIVETALON


Legionary Icon Bearer

Many Heretic Astartes kill teams include Icon Bearers - warriors bearing totems, banners or standards dedicated to the glory of the Dark Gods.

Legionary Icon Bearer

Many Heretic Astartes kill teams include Icon Bearers - warriors bearing totems, banners or standards dedicated to the glory of the Dark Gods.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Boltgun
Boltgun
4
3+
3/4
--
Chainsword
Chainsword
5
3+
4/5
--
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Chaos Blessing, Favoured of the Dark Gods
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 (see the Kill Team Core Book).
-
ABILITIES
Chaos Blessing, Favoured of the Dark Gods
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 (see the Kill Team Core Book).
UNIQUE ACTIONS
-
DATACARD-RELATED
GAUNTLETS OF VENGEANCE , ICON OF CHAOS , RELIC BOLT PISTOL , Tainted Rounds
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY ICON BEARER
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEGIONARY ICON BEARER


Legionary Balefire Acolyte

Balefire Acolytes are psykers blessed by the Chaos Gods with the dark power of the empyrean, which they turn indiscriminately upon the foe. Many also carry blades made even deadlier thanks to the power of the warp they are infused with.

Legionary Balefire Acolyte

Balefire Acolytes are psykers blessed by the Chaos Gods with the dark power of the empyrean, which they turn indiscriminately upon the foe. Many also carry blades made even deadlier thanks to the power of the warp they are infused with.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Tainted bolt pistol
Tainted bolt pistol
4
3+
3/4
Rng , BalancedRng , Balanced-
Fell dagger
Fell dagger
5
3+
3/4
Daemonic Energies*Daemonic Energies*-
ABILITIES UNIQUE ACTIONS
Chaos Blessing
Hatred of Sorcery: This operative’s <MARK OF CHAOS> keyword cannot be replaced with KHORNE.
*Daemonic Energies: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, each time you retain a critical hit, the target suffers 2 mortal wounds.
Manifest Psychic Power (1AP): Psychic action. Resolve a LEGIONARY psychic power as specified here. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Chaos Blessing
Hatred of Sorcery: This operative’s <MARK OF CHAOS> keyword cannot be replaced with KHORNE.
*Daemonic Energies: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, each time you retain a critical hit, the target suffers 2 mortal wounds.
UNIQUE ACTIONS
Manifest Psychic Power (1AP): Psychic action. Resolve a LEGIONARY psychic power as specified here. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
PAGES OF SCABRIUS , RELIC BOLT PISTOL , Malign Scripture , Tainted Rounds
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, PSYKER, LEGIONARY BALEFIRE ACOLYTE
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, PSYKER, LEGIONARY BALEFIRE ACOLYTE


Legionary Chosen

Chosen are amongst the most experienced and dedicated Heretic Astartes. They are favoured within their bitter brotherhoods, wearing baroque armour and equipped with the finest wargear. They are more hard-bitten and callous than even others of their kind.

Legionary Chosen

Chosen are amongst the most experienced and dedicated Heretic Astartes. They are favoured within their bitter brotherhoods, wearing baroque armour and equipped with the finest wargear. They are more hard-bitten and callous than even others of their kind.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
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-
Tainted bolt pistol
Tainted bolt pistol
4
3+
3/4
Rng , BalancedRng , Balanced-
Daemon blade
Daemon blade
5
2+
4/7
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Chaos Blessing, Favoured of the Dark Gods
Daemonic Aura: Each time an enemy operative starts a Fall Back action while within Engagement Range of this operative, reduce the distance that enemy operative can move by 2 (to a minimum of ).
Soul Feast: Each time this operative fights in combat, at the end of the Resolve Successful Hits step of that combat, if this operative has not been incapacitated and any of their strikes inflicted Critical Damage, this operative regains 2 lost wounds.
-
ABILITIES
Chaos Blessing, Favoured of the Dark Gods
Daemonic Aura: Each time an enemy operative starts a Fall Back action while within Engagement Range of this operative, reduce the distance that enemy operative can move by 2 (to a minimum of ).
Soul Feast: Each time this operative fights in combat, at the end of the Resolve Successful Hits step of that combat, if this operative has not been incapacitated and any of their strikes inflicted Critical Damage, this operative regains 2 lost wounds.
UNIQUE ACTIONS
-
DATACARD-RELATED
RELIC BOLT PISTOL , Tainted Rounds
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEADER, LEGIONARY CHOSEN
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEADER, LEGIONARY CHOSEN


Legionary Aspiring Champion

Aspiring Champions are the strongest and most merciless of their brothers. These blood-soaked warriors enforce their will through brutal acts of might, seeking to become favoured of the gods.

Legionary Aspiring Champion

Aspiring Champions are the strongest and most merciless of their brothers. These blood-soaked warriors enforce their will through brutal acts of might, seeking to become favoured of the gods.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
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-
Tainted bolt pistol
Tainted bolt pistol
4
2+
3/4
Rng , BalancedRng , Balanced-
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
Power maul
Power maul
5
2+
4/6
!Stun-Stun
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
Tainted chainsword
Tainted chainsword
5
2+
4/5
Parry Hook*Parry Hook*-
ABILITIES UNIQUE ACTIONS
Chaos Blessing, Favoured of the Dark Gods
*Parry Hook: Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time you parry with a normal hit, you can select one of your opponent’s critical hits to be discarded instead.
In the Eyes of the Gods: Once per Turning Point, during this operative’s activation, if it incapacitates an enemy operative, it can perform one free action during that activation.
-
ABILITIES
Chaos Blessing, Favoured of the Dark Gods
*Parry Hook: Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time you parry with a normal hit, you can select one of your opponent’s critical hits to be discarded instead.
In the Eyes of the Gods: Once per Turning Point, during this operative’s activation, if it incapacitates an enemy operative, it can perform one free action during that activation.
UNIQUE ACTIONS
-
DATACARD-RELATED
RELIC BOLT PISTOL , Tainted Rounds
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEADER, LEGIONARY ASPIRING CHAMPION
LEGIONARY, CHAOS, HERETIC ASTARTES, <LEGION>, <MARK OF CHAOS>, LEADER, LEGIONARY ASPIRING CHAMPION
Chaos Blessing
This operative gains one ability from those listed below. The ability it gains depends on its <MARK OF CHAOS> keyword.

Khorne - Wrathful Onslaught
Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike with one normal hit as if it were a critical hit.

Nurgle - Disgusting Vigour
Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can retain one normal save as a critical save.

Slaanesh - Unnatural Agility
Add to this operative’s Movement characteristic.

Tzeentch - Empyreal Guidance
Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.

Undivided - Vicious Reavers
Each time this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if the target is within of it, you can re-roll one of your attack dice.
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.
MALIGNANT AURA1CP
Tactical Ploy
Use this Tactical Ploy during a friendly NURGLE operative’s activation. Until the end of the Turning Point, while an enemy operative is within of that NURGLE operative, subtract 1 from the Defence characteristic of that enemy operative.
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+.
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.
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.
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.
PERPETUAL AGGRESSION1CP
Strategic Ploy
Until the end of the Turning Point, each time after a friendly KHORNE operative fights in combat, if it is not within Engagement Range of an enemy operative, it can make a move following the same rules as a Normal Move action, with the following exceptions:
  • It can only move up to .
  • It can move within Engagement Range of enemy operatives.
  • If it can, it must finish the move within Engagement Range of the closest Visible enemy operative.
  • It can do so even if it’s performed a Normal Move or Charge action during the activation, and vice versa, doing so doesn’t prevent it from subsequently performing a Normal Move or Charge action during that activation in the normal manner.
UNENDING BLOODSHED1CP
Tactical Ploy
Use this Tactical Ploy when a ready friendly KHORNE 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 the attacker 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.
BLOOD FOR THE BLOOD GOD1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly KHORNE operative fights in combat, in the Resolve Successful Hits step of that combat, if it performed a Charge action during that activation, the first time it strikes, inflict one additional damage.
HATEFUL ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly LEGIONARY operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
MALICIOUS VOLLEYS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly LEGIONARY operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of the shooting attacks. A bolt weapon is a ranged weapon that includes the word ’bolt’ in its name e.g. boltgun, heavy bolter etc.
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).
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.
Splash x
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 and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
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+.
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.
Favoured of the Dark Gods
Once per Turning Point, when it is your turn to use a Strategic Ploy, if any friendly operatives with this ability are in the killzone, you can use a Strategic Ploy without spending any CPs; that Strategic Ploy must have the same <MARK OF CHAOS> selectable keyword as one friendly operative with this ability. For example, if an operative with this ability has the KHORNE keyword, you could use the Blood for the Blood God Strategic Ploy. If an operative with this ability has the UNDIVIDED keyword, you can use the following Strategic Ploys for this ability instead: Hateful Assault, Malicious Volleys.
SICKENING CAPTIVATION1CP
Tactical Ploy
Use this Tactical Ploy during a friendly SLAANESH operative’s activation. Select one enemy operative Visible to and within of that SLAANESH operative. Subtract 1 from that enemy operative’s APL.
VETERAN OF THE LONG WAR1CP
Tactical Ploy
Use this Tactical Ploy during a friendly LEGIONARY operative’s activation, after it fights in combat or makes a shooting attack. If the target did not lose any wounds as a result of that combat or shooting attack, repeat that combat or shooting attack.
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.
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.
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.
SACRILEGIOUS MUTILATION
Legionary – Faction Tac Op 1
Reveal this Tac Op the first time an enemy operative is incapacitated. Each time an enemy operative is incapacitated, before it is removed from the killzone, place one of your Enemy Corpse tokens underneath the operative as close as possible to the centre of its base.
  • The second time a friendly operative performs the Defiled For The Dark Gods action, you score 1VP.
  • The fourth time a friendly operative performs the Defiled For The Dark Gods action, you score 1VP.
Friendly operatives can perform the following mission action:

DEFILED FOR THE DARK GODS1AP

An operative can perform this action while within of one of your Enemy Corpse tokens. An operative cannot perform this action while within of an enemy operative. Remove that Enemy Corpse token from the killzone.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
DARK DESECRATION
Legionary – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one terrain feature that includes any parts with the Heavy trait.
  • If two or more enemy operatives are incapacitated while within of that terrain feature, you score 1 VP.
  • If you achieve the first condition and at the end of the battle the total APL of friendly operatives within of that terrain feature is greater than that of enemy operatives, you score 1VP.
This Tac Op is not in use when the Close Quarters rules are in effect.
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.
PLANT BANNER
Security – Tac Op
After selecting this Tac Op, secretly select one friendly operative to be carrying your Banner token. Reveal this Tac Op when that operative drops your Banner token. When you do, until the end of the battle, the Pick Up action can be performed by friendly operatives upon your Banner token.
  • At the end of the battle, if your Banner token is within of but not wholly within your opponent’s drop zone, you score 1VP.
  • At the end of the battle, if your Banner token is wholly within your opponent’s drop zone, you score 2VP.
Operatives can perform the following mission action:

DESTROY BANNER1AP

An operative can perform this action while within of the centre of an opponent’s Banner token. Remove that Banner token from the killzone. An operative cannot perform this action while within of enemy operatives.
SEIZE GROUND
Security – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one terrain feature that is more than from your drop zone and includes any parts with the Heavy trait.
  • At the end of the battle, if the total APL of friendly operatives within of that terrain feature is greater than that of enemy operatives, you score 1VP.
  • If you achieve the first condition, there are no enemy operatives on or within of that terrain feature, and the total APL of friendly operatives within of that terrain feature is 4 or more, you score 1VP.
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.
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.
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.

2. GAUNTLETS OF VENGEANCE [2EP]

Operative equipped with fists only. The fists the operative is equipped with gain the following improvements for the battle:
  • It gains the Relentless special rule and the Rending critical hit rule.
  • Add 1 to its Attacks characteristic.

6. RELIC BOLT PISTOL [2EP]

Operative equipped with bolt pistol or tainted bolt pistol only. The bolt pistol or tainted bolt pistol the operative is equipped with gains the following improvements for the battle:
  • Add 1 to its Attacks characteristic.
  • It gains the Relentless special rule.

TAINTED ROUNDS+ [3EP]

Select one boltgun, bolt pistol or tainted bolt pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon.
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.
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.
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).

5. DAEMON AXE [3EP]

LEGIONARY BUTCHER operative only. Add 1 to the attacks characteristic of the double-handed chain axe the operative is equipped with for the battle.

4. ICON OF CHAOS [4EP]

LEGIONARY ICON BEARER operative only. The operative gains the following ability for the battle:

Icon of Chaos: While this operative is in the killzone, friendly LEGIONARY operatives cannot be injured.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.

3. PAGES OF SCABRIUS [2EP]

LEGIONARY BALEFIRE ACOLYTE operative only. This operative can perform the Manifest Psychic Power action twice during its activation.

MALIGN SCRIPTURE [2EP]

LEGIONARY BALEFIRE ACOLYTE operative only. The operative gains the following ability for the battle:

Malign Scripture: Once per battle, this operative can perform two Manifest Psychic Power actions during its activation.

The LEADER keyword is used in the following Legionary datacards:

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.

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