Traitor Space Marine

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.3December 2022

Traitor Space Marine Kill Team

A TRAITOR SPACE MARINE kill team consists of two fire teams selected from the following list:
  • CHAOS SPACE MARINE
  • CHAOS CULTIST (max one per kill team)

Chaos Space Marine Fire Team

  • A CHAOS SPACE MARINE fire team includes three CHAOS SPACE MARINE operatives selected from the following list:
You cannot include a CHAOS SPACE MARINE GUNNER operative and CHAOS SPACE MARINE HEAVY GUNNER operative in the same fire team. Other than CHAOS SPACE MARINE WARRIOR operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, instead of selecting one CHAOS SPACE MARINE WARRIOR operative for one CHAOS SPACE MARINE fire team, you can select one CHAOS SPACE MARINE ASPIRING CHAMPION operative equipped with one of the following options:
    • Boltgun; fists
    • One option from each of the following:
      • Bolt pistol or plasma pistol
      • Chainsword, power fist or power weapon

Archetype: Infiltration / Recon

Chaos Cultist Fire Team

  • A CHAOS CULTIST fire team includes eight CHAOS CULTIST operatives selected from the following list:
    • CHAOS CULTIST FIGHTER each separately equipped with one of the following options:
      • Autogun; gun butt
      • Autopistol; brutal assault weapon
    • CHAOS CULTIST GUNNER each separately equipped with a gun butt and one of the following options:
      • Flamer or heavy stubber
Each CHAOS CULTIST fire team can only include up to two CHAOS CULTIST GUNNER operatives.
  • If your kill team does not include any other LEADER operatives, instead of selecting one CHAOS CULTIST FIGHTER operative for one CHAOS CULTIST fire team, you can select one CHAOS CULTIST CHAMPION operative equipped with one of the following options:
    • Autogun; gun butt
    • Autopistol; brutal assault weapon
    • Shotgun; brutal assault weapon

Strategic Ploys

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

MALICIOUS VOLLEYS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HERETIC ASTARTES 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 those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. boltgun, heavy bolter etc.
HATEFUL ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HERETIC ASTARTES operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
LET THE GALAXY BURN!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HERETIC ASTARTES operative is activated, once during that activation, in the Roll Attack Dice step of a combat or shooting attack, if it is targeting the closest valid target, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit (if you could already retain one of your results of 5+, you can retain one of your results of 4+ instead).

Tactical Ploys

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

VETERAN OF THE LONG WAR1CP
Tactical Ploy
Use this Tactical Ploy in a friendly HERETIC ASTARTES 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.
STRIKE FROM WITHIN1CP
Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step of the mission sequence. Select one friendly CHAOS CULTIST operative. That operative can be set up with a Conceal order anywhere in the killzone that is within of Heavy terrain and more than from enemy operatives and the enemy drop zone.
WARP INFUSED1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HERETIC ASTARTES operative is activated. Until the end of that operative’s activation, you can ignore any or all modifiers to its APL characteristic and it is not injured.

Equipment

TRAITOR SPACE MARINE 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. CHAOS CULTIST operatives can only be equipped with equipment marked with a 1.

BELT FEED [2/3EP]

Select one boltgun, bolt pistol or heavy bolter the operative is equipped with. That weapon gains the Ceaseless special rule for the battle. If you selected a heavy bolter, this equipment costs 3EP; otherwise, it costs 2EP.

MALEFIC ROUNDS [2EP]

Select one boltgun, bolt pistol or heavy bolter the operative is equipped with. That weapon gains the P1 critical hit rule for the battle. If it already has the P1 critical hit rule, it gains the AP1 special rule instead.

DARK BLESSING1 [3EP]

Select one melee weapon the operative is equipped with. Add 1 to that weapon’s Attacks characteristic for the battle.

FRAG GRENADE1 [2EP]

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

KRAK GRENADE1 [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , Limited, AP1, Indirect
-

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.

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.

SACRIFICIAL DAGGER+1 [3EP]

The operative gains the following ability for the battle:

Sacrificial Offering: Once per Turning Point, when this operative incapacitates an enemy operative in combat, this operative can regain up to 4 lost wounds.


Datacards


Chaos Space Marine (Warrior)

Chaos Space Marines combine the advantages of their loyalist foes with the power of Chaos, wielding debased marks of boltguns and pistols, and rune-etched blades.

Chaos Space Marine (Warrior)

Chaos Space Marines combine the advantages of their loyalist foes with the power of Chaos, wielding debased marks of boltguns and pistols, and rune-etched blades.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
3+
3/4
--
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Chainsword
Chainsword
4
3+
4/5
--
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , LET THE GALAXY BURN! , VETERAN OF THE LONG WAR , WARP INFUSED
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, CHAOS SPACE MARINE, WARRIOR
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, CHAOS SPACE MARINE, WARRIOR


Chaos Space Marine (Gunner)

While some traitors prefer gory close assaults, others glorify in the slaughter of their foes at range. They go to war bearing ancient patterns of plasma guns and meltaguns to tear through heavy opposition, or bathe their enemies in gouts of fire from flamers.

Chaos Space Marine (Gunner)

While some traitors prefer gory close assaults, others glorify in the slaughter of their foes at range. They go to war bearing ancient patterns of plasma guns and meltaguns to tear through heavy opposition, or bathe their enemies in gouts of fire from flamers.

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
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , LET THE GALAXY BURN! , VETERAN OF THE LONG WAR , WARP INFUSED
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, CHAOS SPACE MARINE, GUNNER
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, CHAOS SPACE MARINE, GUNNER


Chaos Space Marine (Heavy Gunner)

These operatives brazenly carry the heaviest weapons to eviscerate the enemy, adorned with foul symbols and bladed combat attachments.

Chaos Space Marine (Heavy Gunner)

These operatives brazenly carry the heaviest weapons to eviscerate the enemy, adorned with foul symbols and bladed combat attachments.

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
Heavy, Blast Heavy, Blast -
 - Krak
 - Krak
4
3+
5/7
Heavy, AP1Heavy, AP1-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , LET THE GALAXY BURN! , VETERAN OF THE LONG WAR , WARP INFUSED
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, CHAOS SPACE MARINE, HEAVY GUNNER
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, CHAOS SPACE MARINE, HEAVY GUNNER


Chaos Space Marine (Icon Bearer)

Some Chaos Space Marines proclaim their devotion to the Dark Gods by carrying twisted icons or banners to battle, strung with offerings of defeated foes.

Chaos Space Marine (Icon Bearer)

Some Chaos Space Marines proclaim their devotion to the Dark Gods by carrying twisted icons or banners to battle, strung with offerings of defeated foes.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
3+
3/4
--
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Chainsword
Chainsword
4
3+
4/5
--
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Icon of Vengeance (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly HERETIC ASTARTES operative, that friendly operative is inspired by vengeance. While an operative is inspired by vengeance, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits, you can select one of your failed hits to be retained as a successful normal hit.
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
UNIQUE ACTIONS
Icon of Vengeance (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly HERETIC ASTARTES operative, that friendly operative is inspired by vengeance. While an operative is inspired by vengeance, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits, you can select one of your failed hits to be retained as a successful normal hit.
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , LET THE GALAXY BURN! , VETERAN OF THE LONG WAR , WARP INFUSED
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, CHAOS SPACE MARINE, ICON BEARER
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, CHAOS SPACE MARINE, ICON BEARER


Chaos Space Marine Aspiring Champion

Chaos Space Marines follow the strongest and most merciless of their kind to battle. These blood-soaked warriors seek to become the favoured of the gods.

Chaos Space Marine Aspiring Champion

Chaos Space Marines follow the strongest and most merciless of their kind to battle. These blood-soaked warriors seek to become the 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
!
Boltgun
Boltgun
4
2+
3/4
--
Bolt pistol
Bolt pistol
4
2+
3/4
Rng Rng -
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
2+
5/6
Rng , AP2, HotRng , AP2, Hot-
Chainsword
Chainsword
4
2+
4/5
--
Fists
Fists
4
3+
3/4
--
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , HATEFUL ASSAULT , LET THE GALAXY BURN! , VETERAN OF THE LONG WAR , WARP INFUSED
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, LEADER, CHAOS SPACE MARINE, ASPIRING CHAMPION
TRAITOR SPACE MARINE, CHAOS, HERETIC ASTARTES, <LEGION>, LEADER, CHAOS SPACE MARINE, ASPIRING CHAMPION


Chaos Cultist (Fighter)

Chaos cults foment rebellion and betrayal on thousands of worlds. Cultists arm themselves with an assortment of stolen rifles and improvised clubs and blades, gladly fighting in service of their post-Human superiors while seeking the downfall of the Imperium.

Chaos Cultist (Fighter)

Chaos cults foment rebellion and betrayal on thousands of worlds. Cultists arm themselves with an assortment of stolen rifles and improvised clubs and blades, gladly fighting in service of their post-Human superiors while seeking the downfall of the Imperium.

M APL GA DF SV W Base
3 2 2 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autogun
Autogun
4
4+
2/3
--
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Brutal assault weapon
Brutal assault weapon
4
4+
2/3
--
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
STRIKE FROM WITHIN
TRAITOR SPACE MARINE, CHAOS, CULTIST, FIGHTER
TRAITOR SPACE MARINE, CHAOS, CULTIST, FIGHTER


Chaos Cultist (Gunner)

Long-hidden heavier weapons are broken out by the cult’s leaders and assigned to favoured warriors when the time comes. Heavy stub be rs are devastating against lightly armoured foes, while flamers douse enemy positions in burning promethium.

Chaos Cultist (Gunner)

Long-hidden heavier weapons are broken out by the cult’s leaders and assigned to favoured warriors when the time comes. Heavy stub be rs are devastating against lightly armoured foes, while flamers douse enemy positions in burning promethium.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Heavy stubber
Heavy stubber
5
4+
3/4
Heavy, Ceaseless, FusilladeHeavy, Ceaseless, Fusillade-
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
STRIKE FROM WITHIN
TRAITOR SPACE MARINE, CHAOS, CULTIST, GUNNER
TRAITOR SPACE MARINE, CHAOS, CULTIST, GUNNER


Chaos Cultist Champion

Those who rise to prominence in a cult may be former officers, gang lords or underground preachers, praising the Dark Gods with their varied displays of violence.

Chaos Cultist Champion

Those who rise to prominence in a cult may be former officers, gang lords or underground preachers, praising the Dark Gods with their varied displays of violence.

M APL GA DF SV W Base
3 2 1 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autogun
Autogun
4
3+
2/3
--
Autopistol
Autopistol
4
3+
2/3
Rng Rng -
Shotgun
Shotgun
4
2+
3/3
Rng Rng -
Brutal assault weapon
Brutal assault weapon
4
3+
2/3
--
Gun butt
Gun butt
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
STRIKE FROM WITHIN
TRAITOR SPACE MARINE, CHAOS, LEADER, CULTIST, CHAMPION
TRAITOR SPACE MARINE, CHAOS, LEADER, CULTIST, CHAMPION
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The CHAOS SPACE MARINE keyword is used in the following Traitor Space Marine datacards:

The LEADER keyword is used in the following Traitor Space Marine datacards:

The CHAOS and CULTIST keywords are used in the following Traitor Space Marine datacards:

The HERETIC ASTARTES keyword is used in the following Traitor Space Marine 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.
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.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative 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.
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.
MALICIOUS VOLLEYS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HERETIC ASTARTES 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 those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. boltgun, heavy bolter etc.
HATEFUL ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HERETIC ASTARTES operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
LET THE GALAXY BURN!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HERETIC ASTARTES operative is activated, once during that activation, in the Roll Attack Dice step of a combat or shooting attack, if it is targeting the closest valid target, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit (if you could already retain one of your results of 5+, you can retain one of your results of 4+ instead).
VETERAN OF THE LONG WAR1CP
Tactical Ploy
Use this Tactical Ploy in a friendly HERETIC ASTARTES 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.
WARP INFUSED1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HERETIC ASTARTES operative is activated. Until the end of that operative’s activation, you can ignore any or all modifiers to its APL characteristic and it is not injured.

The HERETIC ASTARTES keyword is used in the following Traitor Space Marine datacards:

The CHAOS SPACE MARINE keyword is used in the following Traitor Space Marine datacards:

Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.

The GUNNER keyword is used in the following Traitor Space Marine datacards:

Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
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.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.

The LEADER keyword is used in the following Traitor Space Marine datacards:

STRIKE FROM WITHIN1CP
Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step of the mission sequence. Select one friendly CHAOS CULTIST operative. That operative can be set up with a Conceal order anywhere in the killzone that is within of Heavy terrain and more than from enemy operatives and the enemy drop zone.

The CULTIST keyword is used in the following Traitor Space Marine datacards:

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