Blooded

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

BookKindEditionVersionLast update
  Blooded
  BloodedFaction31.1March 2025

Blooded Kill Team

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:
    • ENFORCER (counts as two selections)
    • OGRYN (counts as two selections)
    • TROOPER

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

Faction Rules

Blooded

The 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.

Strategy Ploys

GLORY KILL

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 visible to a friendly BLOODED 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.
RECKLESS ASPIRANT

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.
MALEVOLENT GRIT

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.
BITTER DEMISE

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.

Firefight Ploys

CALLOUS DISREGARD

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.
MOMENT OF REPUTE

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.
REWARD EARNED

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.
DARK FAVOUR

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.

Faction Equipment

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.

Datacards


Traitor Chieftain

Through force of will, threat of violence and sheer charisma, Chieftains rule over kill teams of Blooded and lead them to war. Their position gives them the pick of the battlefield riches, ensuring they charge into the fray wielding the most potent of weapons and wargear.

Traitor Chieftain

Through force of will, threat of violence and sheer charisma, Chieftains rule over kill teams of Blooded and lead them to war. Their position gives them the pick of the battlefield riches, ensuring they charge into the fray wielding the most potent of weapons and wargear.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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
4+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
4+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 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 and is wholly within your opponent’s territory, treat it as if it’s under the GAZE OF THE GODS.
BLOODED, CHAOS, LEADER, CHIEFTAIN
⌀25mm


Traitor Brimstone Grenadier

Brimstone Grenadiers have an unhealthy penchant for explosive slaughter, and think nothing of wielding unstable explosives capable of showering their victims with unclean alchemical acids and poisons, or even swallowing them up in roiling clouds of infernal warp sorcery.

Traitor Brimstone Grenadier

Brimstone Grenadiers have an unhealthy penchant for explosive slaughter, and think nothing of wielding unstable explosives capable of showering their victims with unclean alchemical acids and poisons, or even swallowing them up in roiling clouds of infernal warp sorcery.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Diabolyk bomb
Diabolyk bomb
4
4+
2/3
Range 6", Blast 2", Devastating 2, Limited 1, Heavy (Reposition only), Piercing 1, SaturateRange 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. If this operative hasn’t used its diabolyk bomb during the battle, inflict D6+2 damage instead.
BLOODED, CHAOS, BRIMSTONE GRENADIER
⌀25mm


Traitor Butcher

Some amongst the Militarum Traitoris shrug off their humanity altogether, taking monstrous pleasure in hacking their enemies apart at close quarters and devouring chunks of hot, bloody flesh – sometimes while their luckless victims are still screaming their last.

Traitor Butcher

Some amongst the Militarum Traitoris shrug off their humanity altogether, taking monstrous pleasure in hacking their enemies apart at close quarters and devouring chunks of hot, bloody flesh – sometimes while their luckless victims are still screaming their last.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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*
Unholy Sustenance: Whenever this operative is fighting or retaliating, if it incapacitates the enemy operative in that sequence, it regains up to D3 lost wounds. This is cumulative with the Symbols of Bloody Worship equipment.
*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


Traitor Commsman

Acting as the mouthpieces for their tyrannical masters, Traitor Commsmen spit relayed orders through the corrupted vox networks of Blooded kill teams, broadcasting amplified exhortations for their comrades to fight harder in the name of the blessed Octed.

Traitor Commsman

Acting as the mouthpieces for their tyrannical masters, Traitor Commsmen spit relayed orders through the corrupted vox networks of Blooded kill teams, broadcasting amplified exhortations for their comrades to fight harder in the name of the blessed Octed.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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


Traitor Corpseman

Having cast aside the ethics and oaths of the true medicae, these twisted field surgeons specialise in concocting potent combat stimulants. These they dole out to drive their comrades into a savage battle-frenzy, and also to control them through increasing dependency.

Traitor Corpseman

Having cast aside the ethics and oaths of the true medicae, these twisted field surgeons specialise in concocting potent combat stimulants. These they dole out to drive their comrades into a savage battle-frenzy, and also to control them through increasing dependency.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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 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


Traitor Enforcer

Enforcers are sadistic morale officers. Some began as allegedly incorruptible Commissars, tempted or broken by diabolical artifice. Others are petty tyrants risen from the ranks and garbed mockingly in the tattered garb – or even the flayed hides – of their former masters.

Traitor Enforcer

Enforcers are sadistic morale officers. Some began as allegedly incorruptible Commissars, tempted or broken by diabolical artifice. Others are petty tyrants risen from the ranks and garbed mockingly in the tattered garb – or even the flayed hides – of their former masters.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
9
 
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
BrutalBrutal
Gruelling Disciplinarian: Whenever a friendly BLOODED operative is within 6" of this operative, you can ignore any changes to that operative’s stats from being injured (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


Traitor Flenser

Even their fellow Traitor Guardsmen look askance at Flensers, who mutter and cackle as they clash their skinning blades together in anticipation of the torments they will inflict in the Dark Gods’ names. Many have died beneath their wicked knives, but few swiftly.

Traitor Flenser

Even their fellow Traitor Guardsmen look askance at Flensers, who mutter and cackle as they clash their skinning blades together in anticipation of the torments they will inflict in the Dark Gods’ names. Many have died beneath their wicked knives, but few swiftly.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Skinning blades
Skinning blades
4
3+
3/4
Ceaseless, Stalk*Ceaseless, Stalk*
*Stalk: Whenever this operative is fighting or retaliating with this weapon, if Light or Heavy terrain is within its control range, this weapon has the Lethal 5+ weapon rule.
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


Traitor Gunner

Where Imperial Guardsmen may be issued special weapons such as flamers or plasma guns, renegades claim them from their victims as trophies, bearing them as symbols of power and status. Wielding such a potent weapon assists them in offering more gory sacrifices to the Gods.

Traitor Gunner

Where Imperial Guardsmen may be issued special weapons such as flamers or plasma guns, renegades claim them from their victims as trophies, bearing them as symbols of power and status. Wielding such a potent weapon assists them in offering more gory sacrifices to the Gods.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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 1Piercing 1
Meltagun
Meltagun
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Plasma gun (standard)
Plasma gun (standard)
4
4+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
4+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Bayonet
Bayonet
3
4+
2/3
-
BLOODED, CHAOS, GUNNER
⌀25mm


Traitor Ogryn

Savage brutes even before turning traitor, Ogryns sworn to Chaos are quick to earn mutant blessings through their strength and savagery. However, they are slow-witted and easily exploited as bodyguards, living shields or crude line breakers by their more cunning Human comrades.

Traitor Ogryn

Savage brutes even before turning traitor, Ogryns sworn to Chaos are quick to earn mutant blessings through their strength and savagery. However, they are slow-witted and easily exploited as bodyguards, living shields or crude line breakers by their more cunning Human comrades.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
16
 
NAME
ATK
HIT
DMG
WR
Power maul & mutant claw
Power maul & mutant claw
4
3+
5/6
Rending, ShockRending, 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


Traitor Sharpshooter

Skilled marksmen are often scorned by the Blooded for their unwillingness to seek glory at close quarters. Yet Sharpshooters know their own worth, offering up the departed souls of each new victim as they pick them off with their longlas.

Traitor Sharpshooter

Skilled marksmen are often scorned by the Blooded for their unwillingness to seek glory at close quarters. Yet Sharpshooters know their own worth, offering up the departed souls of each new victim as they pick them off with their longlas.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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), SilentDevastating 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.
A Name Whispered In Blood: STRATEGIC GAMBIT in the first turning point. Select one enemy operative. Whenever this operative is shooting that enemy operative, treat this operative as if it has one of your Blooded tokens and is under the GAZE OF THE GODS.
BLOODED, CHAOS, SHARPSHOOTER
⌀25mm


Traitor Thug

Amongst the Militarum Traitoris, strength and brutality count for more than discipline or loyalty. Many are the Thugs amongst their ragged ranks – violent men and woman who have become virtual ogres thanks to their inner savagery and the taint of heresy.

Traitor Thug

Amongst the Militarum Traitoris, strength and brutality count for more than discipline or loyalty. Many are the Thugs amongst their ragged ranks – violent men and woman who have become virtual ogres thanks to their inner savagery and the taint of heresy.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Heavy club
Heavy club
4
3+
4/4
BrutalBrutal
Tough: Whenever this operative is fighting or retaliating, or an operative is shooting it, Normal Dmg of 3 or more inflicts 1 less damage on it.
BLOODED, CHAOS, THUG
⌀25mm


Traitor Trench Sweeper

Trench Sweepers are that rarest of things – a traitor still loyal to their comrades. Retaining something of their former discipline, they focus on shielding their direct superiors during the advance, before surging ahead to clear a bloody path at close quarters.

Traitor Trench Sweeper

Trench Sweepers are that rarest of things – a traitor still loyal to their comrades. Retaining something of their former discipline, they focus on shielding their direct superiors during the advance, before surging ahead to clear a bloody path at close quarters.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
9
 
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


Traitor Trooper

Even the troopers of the Blooded are hardened killers, tempered amidst the fires of heresy and consumed by a selfish desire to claw their way to power. Cruel and driven, they will risk everything to catch the eye of a Dark God.

Traitor Trooper

Even the troopers of the Blooded are hardened killers, tempered amidst the fires of heresy and consumed by a selfish desire to claw their way to power. Cruel and driven, they will risk everything to catch the eye of a Dark God.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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
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.

Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Relentless
You can re-roll any of your attack dice.
Blooded

The 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.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

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.
Engage: The operative can perform actions as normal and can counteract.

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.
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.
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.
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.

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.
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.
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).
REWARD EARNED

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.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
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.
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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
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.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
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.

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.
Saturate
The defender cannot retain cover saves.

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
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.
Brutal
Your opponent can only block with critical successes.

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.

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.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
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).
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.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.

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.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025