Strike Force Justian

Books

BookKindEditionVersionLast update
  Warhammer Heroes: Strike Force Justian
  Warhammer Heroes: Strike Force JustianExpansion21.0March 2024

Strike Force Justian Kill Team

Operatives

A STRIKE FORCE JUSTIAN kill team is made up of 6 different STRIKE FORCE JUSTIAN operatives. Select either the CAPTAIN or SERGEANT operative to gain the LEADER keyword.

Strategic Ploys

If your faction is STRIKE FORCE JUSTIAN, you can use the following Strategic Ploy during a game.

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 STRIKE FORCE JUSTIAN operatives.
  • Friendly STRIKE FORCE JUSTIAN operatives are not injured.
ASSAULT DOCTRINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly STRIKE FORCE JUSTIAN 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.
DEVASTATOR DOCTRINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly STRIKE FORCE JUSTIAN 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 DOCTRINE 1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly STRIKE FORCE JUSTIAN 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.

Tactical Ploys

If your faction is STRIKE FORCE JUSTIAN, you can use the following Tactical Ploy during a game.

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 STRIKE FORCE JUSTIAN operative. You can retain one of your successful normal saves as a critical save instead.
WRATH OF VENGEANCE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly STRIKE FORCE JUSTIAN operative is incapacitated. Before that operative is removed from the killzone, it can perform a free Shoot action. Note that, unless otherwise specified, the operative would be injured for this.
ANGEL OF DEATH1CP
Tactical Ploy
Use this Tactical Ploy at the end of the Firefight phase. Select one friendly STRIKE FORCE JUSTIAN operative to perform a free Fight action.

Datacards


Captain Justian

Captain Justian

M APL GA DF SV W Base
3 3 1 3 3+ 15 40mm
 
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-
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
Rites of Battle: In the Generate Command Points step of each Strategy phase, if a friendly operative with this ability is in the killzone, add one additional Command point to your pool.
Shock Assault: This operative can perform two Fight actions during its activation.
Iron Halo: This operative has a 4+ invulnerable save.
-
ABILITIES
Rites of Battle: In the Generate Command Points step of each Strategy phase, if a friendly operative with this ability is in the killzone, add one additional Command point to your pool.
Shock Assault: This operative can perform two Fight actions during its activation.
Iron Halo: This operative has a 4+ invulnerable save.
UNIQUE ACTIONS
-
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, CAPTAIN JUSTIAN
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, CAPTAIN JUSTIAN


Sergeant Marius

Sergeant Marius

M APL GA DF SV W Base
3 3 1 3 3+ 15 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt rifle
Bolt rifle
4
2+
3/4
!P1-P1
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Bolter Discipline: This operative can perform two Shoot actions during its activation.
-
ABILITIES
Bolter Discipline: This operative can perform two Shoot actions during its activation.
UNIQUE ACTIONS
-
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, SERGEANT MARIUS
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, SERGEANT MARIUS


Brother Flavian

Brother Flavian

M APL GA DF SV W Base
3 3 1 3 3+ 12 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt sniper rifle
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Bolt sniper rifle
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Executioner
 - Executioner
4
2+
3/4
Balanced, Heavy, No Cover, Silent Balanced, Heavy, No Cover, Silent -
 - Hyperfrag
 - Hyperfrag
4
2+
2/4
Blast , Heavy, SilentBlast , Heavy, Silent-
 - Mortis
 - Mortis
4
2+
3/3
AP1, Heavy, Silent. !MW3AP1, Heavy, SilentMW3
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Camo Cloak: 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 is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
Adjust Optics (1AP): Until the end of the Turning Point, when determining Line of Sight for this operative, enemy operatives are not Obscured.
ABILITIES
Camo Cloak: 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 is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
UNIQUE ACTIONS
Adjust Optics (1AP): Until the end of the Turning Point, when determining Line of Sight for this operative, enemy operatives are not Obscured.
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER FLAVIAN
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER FLAVIAN


Brother Acules

Brother Acules

M APL GA DF SV W Base
2 3 1 3 3+ 18 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolter
Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Bolter Discipline: This operative can perform two Shoot actions during its activation.
-
ABILITIES
Bolter Discipline: This operative can perform two Shoot actions during its activation.
UNIQUE ACTIONS
-
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER ACULES
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER ACULES


Brother Vignus

Brother Vignus

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-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Bolter Discipline: This operative can perform two Shoot actions during its activation.
-
ABILITIES
Bolter Discipline: This operative can perform two Shoot actions during its activation.
UNIQUE ACTIONS
-
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER VIGNIUS
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER VIGNIUS


Brother Thysor

Brother Thysor

M APL GA DF SV W Base
3 3 1 3 3+ 14 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt rifle
Bolt rifle
4
3+
3/4
!P1-P1
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Bolter Discipline: This operative can perform two Shoot actions during its activation.
Smoke Grenade (1AP): Place the centre of one of your Smoke tokens within of this operative. That token creates an area of smoke with a radius and unlimited upward height(but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operative.
ABILITIES
Bolter Discipline: This operative can perform two Shoot actions during its activation.
UNIQUE ACTIONS
Smoke Grenade (1AP): Place the centre of one of your Smoke tokens within of this operative. That token creates an area of smoke with a radius and unlimited upward height(but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operative.
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER THYSOR
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER THYSOR


Brother Decian

Brother Decian

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
-
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER DECIAN
STRIKE FORCE JUSTIAN, IMPERIUM, ADEPTUS ASTARTES, BROTHER DECIAN
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.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
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.
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+.

The STRIKE FORCE JUSTIAN keyword is used in the following Strike Force Justian datacards:

The IMPERIUM keyword is used in the following Strike Force Justian datacards:

The ADEPTUS ASTARTES keyword is used in the following Strike Force Justian datacards:

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.
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.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative 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.
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.
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.
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.
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.
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.
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.

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