Angel of Death

Genetically modified transhuman warriors, Space Marines are amongst Humanity’s most elite fighting forces. Angels of Death kill teams are composed of elite specialists trained in myriad forms of combat, who are capable of overcoming almost any foe.

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  Angel of Death
  Angel of DeathFaction31.0April 2025

Angel of Death Kill Team

Below you will find a list of the operatives that make up an ANGEL OF DEATH kill team, including, where relevant, any weapons specified for that operative.

Operatives

Other than WARRIOR operatives, your kill team can only include each operative on this list once.


* You cannot select more than one of these operatives combined.

Faction Rules

Chapter Tactics

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

When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC aren’t cumulative.

Designer’s Note: If you’re playing a series of games, i.e. a campaign or tournament, you must select the same primary and secondary CHAPTER TACTIC for every battle (you can still change the secondary with the Adaptive Tactics strategy ploy).

1. AGGRESSIVE
This operative’s melee weapons have the Rending weapon rule.

2. DUELLER
Once per sequence, whenever this operative is fighting or retaliating:
  • One of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
  • One of your critical successes can block two unresolved normal successes (instead of one critical success).

3. RESOLUTE
You can ignore any changes to this operative’s APL stat.

4. STEALTHY
Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

5. MOBILE
  • This operative can perform the Fall Back action for 1 less AP.
  • This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

6. HARDY
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

7. SHARPSHOOTER
Whenever this operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its bolt weapons have the Severe weapon rule.

8. SIEGE SPECIALIST
This operative’s ranged weapons have the Saturate weapon rule.

Astartes

These genetically modified superhumans are made for one purpose: war.

During each friendly ANGEL OF DEATH operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them, and if it’s a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ANGEL OF DEATH operative can counteract regardless of its order.

Strategy Ploys

COMBAT DOCTRINE

Space Marines hold the teachings of the Codex Astartes in highest esteem, employing its flexible combat doctrines to annihilate their enemies.

Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
  • Devastator Doctrine: Shooting an operative more than 6" from it.
  • Tactical Doctrine: Shooting an operative within 6" of it.
  • Assault Doctrine: Fighting or retaliating.
AND THEY SHALL KNOW NO FEAR

Space Marines possess extraordinary courage and are utterly unflinching in the face of terrifying horrors and overwhelming odds.

You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured (including their weapons’ stats).
ADAPTIVE TACTICS

There are few more tactically flexible warriors than the Adeptus Astartes. Supplementing the teachings of the Codex Astartes with their own experience, Space Marines may adjust their strategies at a moment’s notice.

Change your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the turning point, at which point your original secondary CHAPTER TACTIC returns.
INDOMITUS

This is the Era Indomitus. The Imperium wages galaxy-spanning crusades to drive back the horrors that plague it, and the battle-brothers of the Adeptus Astartes are spurred on by this righteous purpose.

Whenever an operative is shooting a friendly ANGEL OF DEATH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Firefight Ploys

ADJUST DOCTRINE

Adeptus Astartes kill teams adapt their strategies on the fly to overcome the foe. Swiftly traded hand signals and abrupt vox exchanges herald a shift in doctrine.

Use this firefight ploy during a friendly ANGEL OF DEATH operative’s activation, before or after it performs an action. If you’ve used the COMBAT DOCTRINE strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.
TRANSHUMAN PHYSIOLOGY

The genetically modified physiology of a Space Marine is capable of resisting wounds that would kill a lesser being.

Use this firefight ploy when an operative is shooting a friendly ANGEL OF DEATH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
SHOCK ASSAULT

The Adeptus Astartes strike with exceptional speed and strength, the roar of chainswords and brutal assaults spelling death for their foes.

Use this firefight ploy when a friendly ANGEL OF DEATH operative is performing the Fight action during an activation in which it performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
  • Its melee weapon has the Shock weapon rule.
  • The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
WRATH OF VENGEANCE

When roused to anger, a battle-brother of the Adeptus Astartes may be spurred to acts of extraordinary strength and athleticism.

Use this firefight ploy when a friendly ANGEL OF DEATH operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Faction Equipment

PURITY SEALS

Awarded by the Chapter’s Chaplains, purity seals are inscribed with blessings and inspire the bearer to fight with increased vigour.

Once per turning point, when a friendly ANGEL OF DEATH operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
CHAPTER RELIQUARIES

Many Space Marines bear macabre relics taken from the bodies of their fallen. Those who bear these inspirational items fight all the harder to honour the sacrifice of their battle-brothers.

You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.
TILTING SHIELDS

As well as displaying company colours and personal heraldry, a Space Marine’s tilting plate serves to protect the bearer in the press of melee combat.

Once per turning point, when a friendly ANGEL OF DEATH operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
AUSPEX

Auspexes come in many forms. These scanning devices can detect motion, analyse atmospheric conditions and reveal heat signatures.

Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.

Datacards


Space Marine Captain

To reach the rank of Captain, a Space Marine must master war. They are equally adept at conducting planet-spanning military campaigns as they are at dispatching foes in expertly fought duels.

Space Marine Captain

To reach the rank of Captain, a Space Marine must master war. They are equally adept at conducting planet-spanning military campaigns as they are at dispatching foes in expertly fought duels.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
15
 
NAME
ATK
HIT
DMG
WR
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Power fist
Power fist
5
3+
5/7
BrutalBrutal
Heroic Leader: Once per turning point, you can use a firefight ploy for 0CP if this is the specified ANGEL OF DEATH operative (excluding Command Re-roll), or the Adjust Doctrine firefight ploy for 0CP if this operative is in the killzone and isn’t within control range of enemy operatives.
Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
⌀40mm


Assault Intercessor Sergeant

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

Assault Intercessor Sergeant

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
15
 
NAME
ATK
HIT
DMG
WR
Hand flamer
Hand flamer
4
2+
3/3
Range 6", Saturate, Torrent 1"Range 6", Saturate, Torrent 1"
Heavy bolt pistol
Heavy bolt pistol
4
3+
3/4
Range 8", Piercing Crits 1Range 8", Piercing Crits 1
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Chainsword
Chainsword
5
3+
4/5
-
Power fist
Power fist
5
4+
5/7
BrutalBrutal
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Thunder hammer
Thunder hammer
5
4+
5/6
Shock, StunShock, Stun
Doctrine Warfare: Whenever you would use the Combat Doctrine strategy ploy and then select Assault or Tactical, if this operative is in the killzone, it costs you 0CP.
Chapter Veteran: At the end of the Select Operatives step, if this operative is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don’t have to select the same one for each battle in a campaign or tournament.
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, ASSAULT INTERCESSOR, SERGEANT
⌀32mm


Intercessor Sergeant

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

Intercessor Sergeant

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
15
 
NAME
ATK
HIT
DMG
WR
Auto bolt rifle
Auto bolt rifle
4
3+
3/4
Torrent 1"Torrent 1"
Bolt rifle
Bolt rifle
4
3+
3/4
Piercing Crits 1Piercing Crits 1
Stalker bolt rifle (heavy)
Stalker bolt rifle (heavy)
4
3+
3/5
Heavy (Dash only), Lethal 5+, Piercing Crits 1Heavy (Dash only), Lethal 5+, Piercing Crits 1
Stalker bolt rifle (mobile)
Stalker bolt rifle (mobile)
4
3+
3/4
-
Chainsword
Chainsword
4
3+
4/5
-
Fists
Fists
4
3+
3/4
-
Power fist
Power fist
4
4+
5/7
BrutalBrutal
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Thunder hammer
Thunder hammer
4
4+
5/6
Shock, StunShock, Stun
Doctrine Warfare: Whenever you would use the Combat Doctrine strategy ploy and then select Devastator or Tactical, if this operative is in the killzone, it costs you 0CP.
Chapter Veteran: At the end of the Select Operatives step, if this operative is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don’t have to select the same one for each battle in a campaign or tournament.
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, INTERCESSOR, SERGEANT
⌀32mm


Assault Intercessor Grenadier

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

Assault Intercessor Grenadier

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Heavy bolt pistol
Heavy bolt pistol
4
3+
3/4
Range 8", Piercing Crits 1Range 8", Piercing Crits 1
Chainsword
Chainsword
5
3+
4/5
-
Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1.
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, GRENADIER
⌀32mm


Assault Intercessor Warrior

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

Assault Intercessor Warrior

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Heavy bolt pistol
Heavy bolt pistol
4
3+
3/4
Range 8", Piercing Crits 1Range 8", Piercing Crits 1
Chainsword
Chainsword
5
3+
4/5
-
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR
⌀32mm


Heavy Intercessor Gunner

Heavy Intercessors are akin to walking gun emplacements. Their heavy bolters allow them to shatter enemies with punishing fusillades of explosive fire, either sweeping over massed troops or in focused volleys.

Heavy Intercessor Gunner

Heavy Intercessors are akin to walking gun emplacements. Their heavy bolters allow them to shatter enemies with punishing fusillades of explosive fire, either sweeping over massed troops or in focused volleys.

APL
3
MOVE
4"
SAVE
3+
WOUNDS
18
 
NAME
ATK
HIT
DMG
WR
Heavy bolter (focused)
Heavy bolter (focused)
5
3+
4/5
Piercing Crits 1Piercing Crits 1
Heavy bolter (sweeping)
Heavy bolter (sweeping)
4
3+
4/5
Piercing Crits 1, Torrent 1"Piercing Crits 1, Torrent 1"
Fists
Fists
4
3+
3/4
-
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, GUNNER
⌀40mm


Intercessor Gunner

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

Intercessor Gunner

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Auto bolt rifle
Auto bolt rifle
4
3+
3/4
Torrent 1"Torrent 1"
Auxiliary grenade launcher (frag)
Auxiliary grenade launcher (frag)
4
3+
2/4
Blast 2"Blast 2"
Auxiliary grenade launcher (krak)
Auxiliary grenade launcher (krak)
4
3+
4/5
Piercing 1Piercing 1
Bolt rifle
Bolt rifle
4
3+
3/4
Piercing Crits 1Piercing Crits 1
Stalker bolt rifle (heavy)
Stalker bolt rifle (heavy)
4
3+
3/5
Heavy (Dash only), Lethal 5+, Piercing Crits 1Heavy (Dash only), Lethal 5+, Piercing Crits 1
Stalker bolt rifle (mobile)
Stalker bolt rifle (mobile)
4
3+
3/4
-
Fists
Fists
4
3+
3/4
-
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER
⌀32mm


Intercessor Warrior

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

Intercessor Warrior

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Auto bolt rifle
Auto bolt rifle
4
3+
3/4
Torrent 1"Torrent 1"
Bolt rifle
Bolt rifle
4
3+
3/4
Piercing Crits 1Piercing Crits 1
Stalker bolt rifle (heavy)
Stalker bolt rifle (heavy)
4
3+
3/5
Heavy (Dash only), Lethal 5+, Piercing Crits 1Heavy (Dash only), Lethal 5+, Piercing Crits 1
Stalker bolt rifle (mobile)
Stalker bolt rifle (mobile)
4
3+
3/4
-
Fists
Fists
4
3+
3/4
-
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
⌀32mm


Eliminator Sniper

Eliminators wield specialised sniper rifles with ammunition for every enemy. These range from heavy-cored Mortis rounds that make a mockery of armour, to explosive fragmentation shells that devastate clustered targets.

Eliminator Sniper

Eliminators wield specialised sniper rifles with ammunition for every enemy. These range from heavy-cored Mortis rounds that make a mockery of armour, to explosive fragmentation shells that devastate clustered targets.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Bolt sniper rifle (executioner)
Bolt sniper rifle (executioner)
4
2+
3/4
Heavy (Dash only), Saturate, Seek Light, SilentHeavy (Dash only), Saturate, Seek Light, Silent
Bolt sniper rifle (hyperfrag)
Bolt sniper rifle (hyperfrag)
4
2+
2/4
Blast 1", Heavy (Dash only), SilentBlast 1", Heavy (Dash only), Silent
Bolt sniper rifle (mortis)
Bolt sniper rifle (mortis)
4
2+
3/3
Devastating 3, Heavy (Dash only), Piercing 1, SilentDevastating 3, Heavy (Dash only), Piercing 1, Silent
Fists
Fists
4
3+
3/4
-
Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy CHAPTER TACTIC. If you selected that CHAPTER TACTIC, you can do both of its options (i.e. retain two cover saves – one normal and one critical success).

OPTICS1AP

Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, SNIPER
⌀40mm
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Brutal
Your opponent can only block with critical successes.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Saturate
The defender cannot retain cover saves.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Balanced
You can re-roll one of your attack dice.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Chapter Tactics

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

When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC aren’t cumulative.

Designer’s Note: If you’re playing a series of games, i.e. a campaign or tournament, you must select the same primary and secondary CHAPTER TACTIC for every battle (you can still change the secondary with the Adaptive Tactics strategy ploy).

1. AGGRESSIVE
This operative’s melee weapons have the Rending weapon rule.

2. DUELLER
Once per sequence, whenever this operative is fighting or retaliating:
  • One of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
  • One of your critical successes can block two unresolved normal successes (instead of one critical success).

3. RESOLUTE
You can ignore any changes to this operative’s APL stat.

4. STEALTHY
Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

5. MOBILE
  • This operative can perform the Fall Back action for 1 less AP.
  • This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

6. HARDY
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

7. SHARPSHOOTER
Whenever this operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its bolt weapons have the Severe weapon rule.

8. SIEGE SPECIALIST
This operative’s ranged weapons have the Saturate weapon rule.
COMBAT DOCTRINE

Space Marines hold the teachings of the Codex Astartes in highest esteem, employing its flexible combat doctrines to annihilate their enemies.

Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
  • Devastator Doctrine: Shooting an operative more than 6" from it.
  • Tactical Doctrine: Shooting an operative within 6" of it.
  • Assault Doctrine: Fighting or retaliating.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
WRATH OF VENGEANCE

When roused to anger, a battle-brother of the Adeptus Astartes may be spurred to acts of extraordinary strength and athleticism.

Use this firefight ploy when a friendly ANGEL OF DEATH operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Engage: The operative can perform actions as normal and can counteract.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
ADJUST DOCTRINE

Adeptus Astartes kill teams adapt their strategies on the fly to overcome the foe. Swiftly traded hand signals and abrupt vox exchanges herald a shift in doctrine.

Use this firefight ploy during a friendly ANGEL OF DEATH operative’s activation, before or after it performs an action. If you’ve used the COMBAT DOCTRINE strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.

The LEADER keyword is used in the following Angel of Death datacards:

Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.

The ASSAULT INTERCESSOR keyword is used in the following Angel of Death datacards:

The SERGEANT keyword is used in the following Angel of Death datacards:

Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

The INTERCESSOR keyword is used in the following Angel of Death datacards:

Frag grenade

 
NAME
ATK
HIT
DMG
Frag grenade
4
4+
2/4

WR
Range 6", Blast 2", Saturate

Krak grenade

 
NAME
ATK
HIT
DMG
Krak grenade
4
4+
4/5

WR
Range 6", Piercing 1, Saturate

The WARRIOR keyword is used in the following Angel of Death datacards:

The GUNNER keyword is used in the following Angel of Death datacards:

Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

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