The teeming soldiery of the Astra Militarum are far from immune to the lure of Chaos. Those who have fallen into the embrace of the Dark Gods gather together under the banners of cruel and tyrannical leaders, combining the skills and weapons of the Imperial Guard with the dark influence of the Chaos Gods to murderous effect.
Books
| Book | Kind | Edition | Version | Last update |
Blooded |
Blooded | Faction | 3 | APRIL ’26 | April 2026 |
Below you will find a list of the operatives that make up a BLOODED kill team, including, where relevant, any weapons specified for that operative.
Operatives
- 1 BLOODED CHIEFTAIN operative with one of the following options:
- Autopistol or laspistol; chainsword or power weapon
- Bolt pistol; chainsword
- Boltgun; bayonet
- Plasma pistol; improvised blade2
- 9 BLOODED operatives selected from the following list:
- 4 BLOODED operatives selected from the following list:
Other than
TROOPER operatives, your kill team can only include each operative on this list once.
1 You cannot select more than three of these operatives combined.
2 You cannot select this option and this operative. In other words, you can only have one operative with a plasma weapon.
Marker/Token Guide
Blooded Token
Blooded Icon Token
Enraged Stimm Token
A Name Whispered in Blood Token
Under The Gaze of The Gods Token
Fortified Stimm Token
Shielding Token
Diabolyk Bomb Token
Glory Kill Token
Blooded
he Blooded seek to earn the favour of malign warp entities by hurling themselves into combat and slaying the most potent foes. Should they die in the attempt, their souls may serve as acceptable sacrifices.
You gain one Blooded token:
- In the Ready step of each Strategy phase.
- The first time an enemy operative is incapacitated during each turning point.
- The first time a friendly operative is incapacitated within 6" of an enemy operative during each turning point.
As a
STRATEGIC GAMBIT, you can assign any of your unassigned Blooded tokens to friendly
BLOODED operatives. Each operative cannot have more than one of your Blooded tokens. Then, if four or more friendly operatives in the killzone have one of your Blooded tokens, you can select one of them to be under the
GAZE OF THE GODS until the end of the turning point.
Whenever a friendly
BLOODED operative has one of your Blooded tokens, its weapons have the
Accurate 1 weapon rule. If that friendly
BLOODED operative is under the
GAZE OF THE GODS, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.
By bringing down the strongest and most capable of enemies, the Blooded may provide a worthy offering to the Ruinous Powers.
Select one enemy operative. Until the end of the turning point, whenever a friendly
BLOODED operative is
shooting against,
fighting against or
retaliating against that enemy operative, that shooting, fighting or retaliating operative’s weapons have the
Ceaseless weapon rule, or
Relentless if it has one of your
Blooded tokens.
No coward can earn glory. The Blooded are willing to risk life and limb in pursuit of malefic warp powers.
Whenever a friendly
BLOODED operative that’s wholly within your opponent’s territory and doesn’t have one of your
Blooded tokens is
shooting or
fighting, its weapons have the
Accurate 1 weapon rule.
Whenever a friendly
BLOODED operative that has one of your Blooded tokens is wholly within your opponent’s territory, its weapons have the
Punishing weapon rule.
Those that have earned the favour of the Dark Gods of Chaos may draw upon the warp to predict and avoid the bullets of their foes.
Whenever an operative is
shooting a friendly
BLOODED operative that has one of your
Blooded tokens or is wholly within your opponent’s territory, you can re-roll one of your
defence dice.
Consumed by hatred, the Blooded spit, curse and lash out as they die, screaming aggrieved words of heresy as they land a final strike upon the foe.
Whenever a friendly BLOODED operative is incapacitated, before it’s removed from the killzone, roll one D3: on a 3 (or 2+ if that friendly operative has one of your Blooded tokens), inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.
Pity is a trait of the weak. The Blooded will gladly turn their guns upon their own kin if doing so will ensure the destruction of an enemy.
Use this firefight ploy when a friendly BLOODED operative performs the Shoot action and you’re selecting a valid target. Having other friendly BLOODED operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack dice as a fail, inflict damage equal to the dice result on one friendly operative of your choice within control range of the target.
When infused with a portion of the Dark Gods’ power, the Blooded are lent infernal speed and aggression.
Use this firefight ploy during the
activation of a friendly
BLOODED operative that’s under the
GAZE OF THE GODS, before or after it performs an action. Until the end of that operative’s activation, add 1 to its APL stat.
The surest way to earn the attention of the Ruinous Powers is to draw blood in their name.
Use this firefight ploy when an enemy operative is incapacitated by a friendly BLOODED operative within 2" of it that has one of your Blooded tokens. You gain one Blooded token.
Those who have spilled the blood of the foe and earned the favour of their infernal patron may be spared from death, as long as another pays the price in their stead.
Use this firefight ploy when a friendly
BLOODED operative that has one of your
Blooded tokens is selected as the
valid target of a
Shoot action or to fight against during the
Fight action. Select one other friendly
BLOODED operative
visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the
Fight action, treat that other operative as being within the
fighting operative’s
control range for the duration of that action. If it’s the
Shoot action, that other operative is only in
cover or
obscured if the original target was.
This ploy has no effect if it’s the
Shoot action and the ranged weapon has the
Blast or
Torrent weapon rule.
CHAOS SIGIL
The disquieting sigils carried by the Blooded bend reality and thin the veil between realspace and the ever-shifting tides of the warp.
The Reward Earned firefight ploy costs you 0CP.
SINISTER TROPHIES
The Blooded adorn their armour with severed heads affixed to rusty spikes, cloaks and tabards of flayed skin, and all manner of other grisly trophies hacked from the corpses of their victims.
Whenever an enemy operative is
shooting against,
fighting against or
retaliating against a friendly
BLOODED operative that has one of your
Blooded tokens and is within 2" of it, your opponent cannot re-roll their attack dice results of 1.
SYMBOLS OF BLOODY WORSHIP
Desperate to garner the favour of malefic warp entities, the Blooded will daub their armour with bloody runes and take risks to be imbued with malevolent power.
Whenever a friendly BLOODED operative ends an action, if it wasn’t incapacitated but inflicted damage on any enemy operatives during that action, it regains 1 lost wound.
WICKED BLADES
The Ruinous Powers respect nothing so much as the lethal arena of close combat, and so the Blooded seek to plunge their wickedly sharp weapons into the flesh of their foes.
Add 1 to both Dmg stats of each friendly BLOODED operative’s bayonet, bayonet & shield and improvised blade for the battle.
| NAME | ATK | HIT | DMG | WR |
| Autopistol |
| | Autopistol | 4 | 3+ | 2/3 | Range 8" | Range 8" |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Boltgun |
| | Boltgun | 4 | 3+ | 3/4 | - |
| Laspistol |
| | Laspistol | 4 | 3+ | 2/3 | Range 8" | Range 8" |
| Plasma pistol (standard) |
| | Plasma pistol (standard) | 4 | 3+ | 3/5 | Range 8", Piercing 1 | Range 8", Piercing 1 |
| Plasma pistol (supercharge) |
| | Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Range 8", Hot, Lethal 5+, Piercing 1 | Range 8", Hot, Lethal 5+, Piercing 1 |
| Bayonet |
| | Bayonet | 3 | 3+ | 2/3 | - |
| Chainsword |
| | Chainsword | 4 | 3+ | 4/5 | - |
| Improvised blade |
| | Improvised blade | 4 | 3+ | 2/3 | - |
| Power weapon |
| | Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ |
Blooded Icon: Once per turning point, when a friendly
BLOODED operative that has one of your
Blooded tokens is
incapacitated, if this operative is within 6" of it, you can regain that token.
Lead With Strength: Whenever this operative has one of your
Blooded tokens or is wholly within your opponent’s territory, treat it as if it’s under the
GAZE OF THE GODS.
|
BLOODED, CHAOS, LEADER, CHIEFTAIN
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Diabolyk bomb |
| | Diabolyk bomb | 4 | 3+ | 4/3 | Range 6", Blast 2", Devastating 2, Limited 1, Heavy (Reposition only), Piercing 1, Saturate | Range 6", Blast 2", Devastating 2, Limited 1, Heavy (Reposition only), Piercing 1, Saturate |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
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.
Explosive Demise: If this operative is
incapacitated, before it’s removed from the killzone, you can use this rule. If you do, roll two D6, or one D6 if this operative is within
control range of an enemy operative. If any result is a 4+, inflict D3+2 damage on each operative
visible to and within 2" of this operative (roll separately for each). If this operative hasn’t used its diabolyk bomb during the battle, inflict D6+2 damage instead.
|
BLOODED, CHAOS, BRIMSTONE GRENADIER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Power weapon & cleaver |
| | Power weapon & cleaver | 4 | 3+ | 4/6 | Ceaseless, Lethal 5+, Blood Offering* | Ceaseless, Lethal 5+, Blood Offering* |
*Blood Offering: Whenever this operative is
fighting or retaliating with this weapon, the first time you strike with a critical success during that sequence, you gain one
Blooded token.
|
BLOODED, CHAOS, BUTCHER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
SIGNAL1AP
SUPPORT. Select one other friendly
BLOODED operative (excluding
OGRYN)
visible to and within 6" of this operative. Until the end of that operative’s next
activation, add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
SACRILEGIOUS ACTUATION1AP
You gain one Blooded token.
This operative cannot perform this action while within control range of an enemy operative, or if it doesn’t have one of your Blooded tokens.
|
BLOODED, CHAOS, COMMSMAN
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
| Stimm needle |
| | Stimm needle | 3 | 5+ | 1/4 | Lethal 5+ | Lethal 5+ |
STIMM Rules: - Rejuvenated: The operative regains up to 2D3 lost wounds.
- Enraged: The operative’s melee weapons have the Relentless weapon rule.
- Fortified: Whenever an attack dice inflicts damage of 3 or more on the operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
Regular Dosage: At the end of the
Select Operatives step, if this operative is selected for deployment, you can select one other friendly
BLOODED operative to gain one
STIMM rule for the battle (excluding Rejuvenated).
STIMMS1AP
Select one friendly BLOODED operative within this operative’s control range, then select the Rejuvenated STIMM rule, or one other STIMM rule for that operative to have for the battle. You cannot select each STIMM rule for each operative more than once per battle.
This operative cannot perform this action while within control range of an enemy operative.
|
BLOODED, CHAOS, CORPSEMAN
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Power fist |
| | Power fist | 4 | 4+ | 5/7 | Brutal | Brutal |
Gruelling Disciplinarian: Whenever a friendly
BLOODED operative is
activated within 6" of this operative, you can ignore any changes to that operative’s stats from being
injured until the end of its activation (including its weapons’ stats).
ENFORCE1AP
Select one other friendly
BLOODED operative
visible to and within 3" of this operative. That operative can immediately perform a 1AP action for free, but it cannot move more than 2" during that action. If the selected friendly operative is a
COMMSMAN, it cannot perform the
Sacrilegious Actuation or
Signal actions.
This operative cannot perform this action while within control range of an enemy operative.
|
BLOODED, CHAOS, ENFORCER
|
⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Skinning blades |
| | Skinning blades | 4 | 3+ | 3/4 | Ceaseless, Stalk* | Ceaseless, Stalk* |
Wretched: This operative can perform the
Charge action while it has a
Conceal order. If this operative is
incapacitated during the
Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
|
BLOODED, CHAOS, FLENSER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Flamer |
| | Flamer | 4 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | Range 8", Saturate, Torrent 2" |
| Grenade launcher (frag) |
| | Grenade launcher (frag) | 4 | 4+ | 2/4 | Blast 2" | Blast 2" |
| Grenade launcher (krak) |
| | Grenade launcher (krak) | 4 | 4+ | 4/5 | Piercing 1 | Piercing 1 |
| Meltagun |
| | Meltagun | 4 | 4+ | 6/3 | Range 6", Devastating 4, Piercing 2 | Range 6", Devastating 4, Piercing 2 |
| Plasma gun (standard) |
| | Plasma gun (standard) | 4 | 4+ | 4/6 | Piercing 1 | Piercing 1 |
| Plasma gun (supercharge) |
| | Plasma gun (supercharge) | 4 | 4+ | 5/6 | Hot, Lethal 5+, Piercing 1 | Hot, Lethal 5+, Piercing 1 |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
|
BLOODED, CHAOS, GUNNER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Power maul & mutant claw |
| | Power maul & mutant claw | 4 | 3+ | 5/6 | Rending, Shock | Rending, Shock |
Avalanche of Muscle: Whenever this operative ends its move during the
Charge action, you can inflict D3 damage on one enemy operative within its
control range.
Chem-enhanced: You can ignore any changes to this operative’s APL stat and it’s not affected by enemy operatives’
Shock and
Stun weapon rules.
Brute: Whenever your opponent is selecting a
valid target, if this operative has a
Conceal order, it cannot use
Light terrain for
cover. While this can allow this operative to be targeted (assuming it’s
visible), it doesn’t remove its
cover save (if any).
Slow-witted: You must spend 1 additional AP for this operative to perform the
Pick Up Marker and
mission actions (excluding
Operate Hatch).
|
BLOODED, CHAOS, OGRYN
|
⌀40mm |
| NAME | ATK | HIT | DMG | WR |
| Long-las (mobile) |
| | Long-las (mobile) | 4 | 3+ | 3/4 | - |
| Long-las (stationary) |
| | Long-las (stationary) | 4 | 2+ | 3/3 | Devastating 1, Heavy (Dash only), Silent | Devastating 1, Heavy (Dash only), Silent |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
Camo Cloak: Whenever an operative is
shooting this operative, if you can retain any
cover saves, you can retain one additional cover save. This isn’t cumulative with improved cover saves from
Vantage terrain.
|
BLOODED, CHAOS, SHARPSHOOTER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Heavy club |
| | Heavy club | 4 | 3+ | 4/4 | Brutal | Brutal |
|
BLOODED, CHAOS, THUG
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Shotgun |
| | Shotgun | 4 | 3+ | 3/3 | Range 6" | Range 6" |
| Bayonet & shield |
| | Bayonet & shield | 3 | 3+ | 2/3 | Shield* | Shield* |
*Shield: Whenever this operative is
fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Shielding: Whenever this operative is
activated, you can use this rule. If you do, until the start of this operative’s next activation:
- Subtract 2" from its Move stat.
- Whenever an operative is shooting this operative, you can re-roll any of your defence dice.
|
BLOODED, CHAOS, TRENCH SWEEPER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
Group Activation: Whenever this operative is
expended, you must then
activate one other
ready friendly
BLOODED TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
|
BLOODED, CHAOS, TROOPER
|
⌀25mm |