Legionary kill teams are bitter veterans who possess centuries of combat experience. Some are little more than ravening killers who desire only to reave, slaughter and despoil. Others are devoted worshippers of the Dark Gods, seeking to conduct fell rituals in the hope of pleasing their infernal patrons and attaining greater power.
Books
| Book | Kind | Edition | Version | Last update |
Legionaries |
Legionaries | Faction | 3 | October ’25 | October 2025 |
Below you will find a list of the operatives that make up a LEGIONARY kill team, including, where relevant, any weapons specified for that operative.
Operatives
- 1 LEGIONARY operative selected from the following list:
- ASPIRING CHAMPION with one option from each of the following:
- Plasma pistol or tainted bolt pistol
- Power fist, power maul, power weapon or tainted chainsword
- CHOSEN with one of the following options:
- Plasma pistol; daemon blade
- Tainted bolt pistol; daemon blade
- 5 LEGIONARY operatives selected from the following list:
- ANOINTED
- BALEFIRE ACOLYTE
- BUTCHER
- ICON BEARER with one of the following options:
- Boltgun; fists
- Bolt pistol; chainsword
- SHRIVETALON
- WARRIOR with one of the following options:
- Boltgun; fists
- Bolt pistol; chainsword
- GUNNER with one of the following options:
- Bolt pistol; flamer; fists
- Bolt pistol; meltagun; fists
- Bolt pistol; plasma gun; fists
- HEAVY GUNNER with one of the following options:
- Bolt pistol; heavy bolter; fists
- Bolt pistol; missile launcher; fists
- Bolt pistol; reaper chaincannon; fists
Other than
WARRIOR operatives, your kill team can only include each operative on this list once.
Marker/Token Guide
Mark of Chaos Khorne Token
Mark of Chaos Slaanesh Token
Tainted Rounds Token
Mark of Chaos Nurgle Token
Mark of Chaos Undivided Token
Warded Armour Token
Mark of Chaos Tzeentch Token
Unleash Daemon Token
Grisly Marker
Marks of Chaos
By making dark pacts with the Ruinous Powers, Legionaries may increase their own might. Yet such bargains rarely come without a cost.
Whenever you select a
LEGIONARY operative for the battle, you must select one of the following keywords for it to have for that battle:
KHORNE,
NURGLE,
SLAANESH,
TZEENTCH,
UNDIVIDED. Each operative’s keyword can be different, but a
BALEFIRE ACOLYTE operative cannot have the
KHORNE keyword.
Friendly
LEGIONARY operatives have an additional rule determined by this keyword. In addition,
LEGIONARY ploys have additional benefits for operatives with the relevant keyword.
KHORNE Wrathful Onslaught This operative’s melee weapons have the Severe weapon rule. |
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NURGLE Disgusting Vigour Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage. |
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SLAANESH Unnatural Agility Add 1" to this operative’s Move stat. |
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TZEENTCH Empyreal Guidance This operative’s ranged weapons have the Severe weapon rule. |
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UNDIVIDED Vicious Reavers Whenever this operative is shooting against, fighting against or retaliating against an enemy operative within 6" of it, this operative’s weapons have the Ceaseless weapon rule. |
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Astartes
These genetically modified superhumans are made for one purpose: war.
During each friendly
LEGIONARY operative’s
activation, it can perform either two
Shoot actions or two
Fight actions. If it’s two
Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.
Each friendly
LEGIONARY operative can counteract regardless of its order.
Empowered by their transhuman might and the gifts of their daemonic patrons, Legionaries are monstrously resilient.
Whenever an operative is
shooting a friendly
LEGIONARY operative, weapons with the
Piercing 1 weapon rule have the
Piercing Crits 1 weapon rule instead.
You can ignore any changes to the stats of friendly
LEGIONARY NURGLE operatives from being
injured (including their weapons’ stats).
Some amongst the Heretic Astartes are possessed of a fleetness of foot and inhuman agility with which they beguile and confound the foe.
Whenever a friendly
LEGIONARY operative that performed an
action in which it moved during this turning point is
fighting, worsen the Hit stat of the enemy operative’s melee weapons by 1.
Whenever an operative is
shooting a friendly
LEGIONARY SLAANESH operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative’s weapons by 1.
In all cases for this ploy, this isn’t cumulative with being
injured.
With superhuman reactions, a Heretic Astartes warrior can use even fractional glimpses of future events to devastating effect.
Whenever a friendly
LEGIONARY operative is
shooting a ready enemy operative, that friendly operative’s ranged weapons have the
Balanced weapon rule.
Whenever an operative is shooting a ready friendly
LEGIONARY TZEENTCH operative, in the Roll
Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Bloodthirsty, battle-hungry and filled with unbridled fury, Legionaries strike with rage-fuelled might.
Whenever a friendly LEGIONARY operative (excluding KHORNE) is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Add 1 to both Dmg stats of friendly LEGIONARY KHORNE operatives’ melee weapons (to a maximum of 7).
Even when on the verge of death, the devotees of Khorne spend their last vestiges of energy to kill in the Blood God’s name.
Use this firefight ploy when a friendly
LEGIONARY KHORNE operative is
incapacitated while
fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
Those who swear themselves to Nurgle may be granted his favour. Some are even able to project an miasmic aura of decay.
Use this firefight ploy when a friendly
LEGIONARY NURGLE operative is performing the
Shoot action, when you select a
valid target. Until the end of that action, whenever that friendly operative is
shooting an enemy operative within 3" of it (i.e. including secondary targets, if any), that friendly operative’s ranged weapons have the
Piercing 1 weapon rule.
Slaanesh bestows upon the loyal the power to nauseate their foes, using dazzling speed, sickening perfumed auras and horrific sonic projections.
Use this firefight ploy during a friendly
LEGIONARY SLAANESH operative’s
activation, before or after it performs an action. Select one enemy operative
visible to and within 4" of that friendly operative. Until the end of that enemy operative’s next activation, subtract 1 from its APL stat.
Tzeentch bestows upon his most devoted followers all manner of bizarre mutations, some of which may even prove beneficial.
Use this firefight ploy when a friendly
LEGIONARY TZEENTCH operative is
activated. Until the end of that operative’s activation, add 1 to its APL stat, but it cannot perform the same
action more than once during that activation. If it’s a
WARRIOR operative, that operative’s
Marks of Chaos keyword cannot be changed during this turning point (see
Infernal Pact additional rule).
WARDED ARMOUR
Daubed with profane icons, emblazoned with infernal scripture and blessed by the Ruinous Powers, this power armour possesses unholy resilience.
MALEFIC BLADES
Redolent with daemonic energies, this blade hungers for blood.
Friendly
LEGIONARY operatives have the following melee weapon for the battle:
Malefic blade
| NAME | ATK | HIT | DMG |
| Malefic blade | 5 | 3+ | 3/4 |
TAINTED ROUNDS
Subjected to fell rituals, these bolt rounds are infused with corruption.
Once per turning point, when a friendly LEGIONARY operative is performing the Shoot action and you select a bolt pistol or boltgun, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
CHAOS TALISMANS
Those who carry the talismans of the Ruinous Powers may be granted great gifts, though they invariably come at a price.
STRATEGIC GAMBIT. Select one
Marks of Chaos keyword. Once during each of their
activations, when a friendly
LEGIONARY operative that has that keyword is
shooting,
fighting or retaliating, if you roll two or more fails, you can inflict D3 damage on that friendly operative to discard one of them and retain the other as a normal success instead. Note that if it’s the
Shoot action and that damage
incapacitates that friendly operative, the action doesn’t end (continue the sequence with your successful attack dice).
| NAME | ATK | HIT | DMG | WR |
| 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 |
| Tainted bolt pistol |
| | Tainted bolt pistol | 4 | 3+ | 3/5 | Range 8", Rending | Range 8", Rending |
| Power fist |
| | Power fist | 5 | 4+ | 5/7 | Brutal | Brutal |
| Power maul |
| | Power maul | 5 | 3+ | 4/6 | Shock | Shock |
| Power weapon |
| | Power weapon | 5 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ |
| Tainted chainsword |
| | Tainted chainsword | 5 | 3+ | 4/5 | Rending | Rending |
In the Eyes of the Gods: Once during each of this operative’s
activations, if it
incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.
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LEGIONARY, CHAOS, HERETIC ASTARTES, LEADER, ASPIRING CHAMPION
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| 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 |
| Tainted bolt pistol |
| | Tainted bolt pistol | 4 | 3+ | 3/5 | Range 8", Rending | Range 8", Rending |
| Daemon blade |
| | Daemon blade | 5 | 3+ | 4/7 | Lethal 5+ | Lethal 5+ |
Daemonic Aura: Whenever an enemy operative performs the
Fall Back action while within
control range of this operative, you can use this rule. If you do, roll one D6: on a 3+, that enemy operative cannot perform that action during that
activation/
counteraction (the AP spent on it is refunded).
Soul Gorge: After this operative
fights or
retaliates, if it isn’t
incapacitated, but it incapacitated an enemy operative during that sequence, it regains up to D3+1 lost wounds.
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LEGIONARY, CHAOS, HERETIC ASTARTES, LEADER, CHOSEN
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Daemonic claw |
| | Daemonic claw | 5 | 3+ | 4/5 | Rending | Rending |
Unleash Daemon: Once per battle, when this operative is
activated, you can use this rule. If you do, until the end of the battle:
- This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules).
- Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative. If this operative has the NURGLE keyword, you cannot reduce the damage of an attack dice by more than 1. In other words, you cannot use both rules to reduce Normal Dmg of 4 or more by 2.
- Its daemonic claw has the Ceaseless and Lethal 5+ weapon rules.
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LEGIONARY, CHAOS, HERETIC ASTARTES, ANOINTED
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Fireblast |
| | Fireblast | 4 | 3+ | 3/4 | PSYCHIC, Blast 2", 1" Devastating 1, Saturate | PSYCHIC, Blast 2", 1" Devastating 1, Saturate |
| Life siphon |
| | Life siphon | 5 | 3+ | 3/3 | PSYCHIC, Saturate, Siphon Life* | PSYCHIC, Saturate, Siphon Life* |
| Fell dagger |
| | Fell dagger | 5 | 3+ | 3/4 | PSYCHIC, Rending, Siphon Life* | PSYCHIC, Rending, Siphon Life* |
*Siphon Life: When you select this weapon, you can use this rule. If you do, at the start of the Resolve Attack Dice step, select one friendly
LEGIONARY operative
visible to and within 6" of this operative. For each attack dice you resolve during that step that inflicts damage, that friendly operative regains 1 lost wound, or D3 lost wounds if it was a critical success. You cannot use this weapon rule more than once per turning point.
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LEGIONARY, CHAOS, HERETIC ASTARTES, PSYKER, BALEFIRE ACOLYTE
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Double-handed chainaxe |
| | Double-handed chainaxe | 5 | 4+ | 5/7 | Brutal | Brutal |
Devastating Onslaught: - Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
- At the end of each enemy operative’s activation or counteraction, you can select one enemy operative within 2" of this operative. This operative can perform a free Charge action (you can change its order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.
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LEGIONARY, CHAOS, HERETIC ASTARTES, BUTCHER
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Flamer |
| | Flamer | 4 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | Range 8", Saturate, Torrent 2" |
| Meltagun |
| | Meltagun | 4 | 3+ | 6/3 | Range 6", Devastating 4, Piercing 2 | Range 6", Devastating 4, Piercing 2 |
| Plasma gun (standard) |
| | Plasma gun (standard) | 4 | 3+ | 4/6 | Piercing 1 | Piercing 1 |
| Plasma gun (supercharge) |
| | Plasma gun (supercharge) | 4 | 3+ | 5/6 | Hot, Lethal 5+, Piercing 1 | Hot, Lethal 5+, Piercing 1 |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
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LEGIONARY, CHAOS, HERETIC ASTARTES, GUNNER
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Heavy bolter (focused) |
| | Heavy bolter (focused) | 5 | 3+ | 4/5 | Heavy (Reposition only), Piercing Crits 1 | Heavy (Reposition only), Piercing Crits 1 |
| Heavy bolter (sweeping) |
| | Heavy bolter (sweeping) | 4 | 3+ | 4/5 | Heavy (Reposition only), Piercing Crits 1, Torrent 1" | Heavy (Reposition only), Piercing Crits 1, Torrent 1" |
| Missile launcher (frag) |
| | Missile launcher (frag) | 4 | 3+ | 3/5 | Blast 2", Heavy (Reposition only) | Blast 2", Heavy (Reposition only) |
| Missile launcher (krak) |
| | Missile launcher (krak) | 4 | 3+ | 5/7 | Heavy (Reposition only), Piercing 1 | Heavy (Reposition only), Piercing 1 |
| Reaper chaincannon (focused) |
| | Reaper chaincannon (focused) | 5 | 3+ | 3/4 | Ceaseless, Heavy (Reposition only), Punishing | Ceaseless, Heavy (Reposition only), Punishing |
| Reaper chaincannon (sweeping) |
| | Reaper chaincannon (sweeping) | 4 | 3+ | 3/4 | Ceaseless, Heavy (Reposition only), Punishing, Torrent 2" | Ceaseless, Heavy (Reposition only), Punishing, Torrent 2" |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
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LEGIONARY, CHAOS, HERETIC ASTARTES, HEAVY GUNNER
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Boltgun |
| | Boltgun | 4 | 3+ | 3/4 | - |
| Chainsword |
| | Chainsword | 5 | 3+ | 4/5 | - |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
Favoured of the Dark Gods: In the
Ready step of each
Strategy phase, if this operative controls an
objective marker that isn’t tainted, that objective marker is tainted for the battle and you gain 1CP. Note that if any operative (including enemy operatives) has tainted an objective marker, you cannot taint that objective marker.
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LEGIONARY, CHAOS, HERETIC ASTARTES, ICON BEARER
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Flensing blades |
| | Flensing blades | 5 | 3+ | 3/5 | Lethal 5+ | Lethal 5+ |
Vicious Reflexes: Whenever this operative is
retaliating, you resolve the first attack dice (i.e. defender instead of attacker).
Horrifying Dismemberment: Whenever this operative
incapacitates an enemy operative while
fighting or retaliating, select one other enemy operative
visible to and within 3" of either this operative or the
incapacitated enemy operative. Subtract 1 from that enemy operative’s APL stat until the end of its next
activation.
GRISLY MARK2AP
Place your Grisly marker within this operative’s control range.
- Whenever an enemy operative is within 3" of your Grisly marker, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.
- Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of your Grisly marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
This operative cannot perform this action more than once per battle, and cannot perform it while within control range of an enemy operative.
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LEGIONARY, CHAOS, HERETIC ASTARTES, SHRIVETALON
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Boltgun |
| | Boltgun | 4 | 3+ | 3/4 | - |
| Chainsword |
| | Chainsword | 5 | 3+ | 4/5 | - |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Infernal Pact: Once per battle, when a friendly
LEGIONARY WARRIOR operative is
activated, you can use this rule. If you do, change that operative’s
Marks of Chaos keyword.
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LEGIONARY, CHAOS, HERETIC ASTARTES, WARRIOR
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⌀32mm |