Legionary

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

BookKindEditionVersionLast update
  Legionaries
  LegionariesFaction31.0October 2024

Legionary Kill Team

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

Faction Rules

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.
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.
SLAANESH
Unnatural Agility
Add 1" to this operative’s Move stat.
TZEENTCH
Empyreal Guidance
This operative’s ranged weapons have the Severe weapon rule.
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.

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.

Strategy Ploys

IMPLACABLE

Empowered by their transhuman might and the gifts of their daemonic patrons, Legionaries are monstrously resilient.

You can ignore any changes to the stats of friendly LEGIONARY operatives from being injured (including their weapons’ stats).

Whenever an operative is shooting a friendly LEGIONARY NURGLE operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
QUICKSILVER SPEED

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.
FICKLE FATES

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 Ceaseless weapon rule; if the weapon already has that weapon rule (e.g. reaper chaincannon), it has the Relentless 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.
BLOOD FOR THE BLOOD GOD

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.

Add 1 to both Dmg stats of friendly LEGIONARY KHORNE operatives’ melee weapons.

Firefight Ploys

UNENDING BLOODSHED

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.
MALIGNANT AURA

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.
SICKENING CAPTIVATION

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.
MUTABILITY AND CHANGE

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. 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).

Faction Equipment

WARDED ARMOUR

Daubed with profane icons, emblazoned with infernal scripture and blessed by the Ruinous Powers, this power armour possesses unholy resilience.

STRATEGIC GAMBIT. Select one friendly LEGIONARY operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
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).

Datacards


Legionary Aspiring Champion

Aspiring Champions are the strongest and most merciless of their brothers. These blood-soaked warriors enforce their will through brutal acts of might, seeking to become favoured of the gods.

Legionary Aspiring Champion

Aspiring Champions are the strongest and most merciless of their brothers. These blood-soaked warriors enforce their will through brutal acts of might, seeking to become favoured of the gods.

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
Tainted bolt pistol
Tainted bolt pistol
4
3+
3/5
Range 8", RendingRange 8", Rending
Power fist
Power fist
5
4+
5/7
BrutalBrutal
Power maul
Power maul
5
3+
4/6
ShockShock
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Tainted chainsword
Tainted chainsword
5
3+
4/5
RendingRending
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.
LEGIONARY, CHAOS, HERETIC ASTARTES, LEADER, ASPIRING CHAMPION
⌀32mm


Legionary Chosen

Chosen are amongst the most experienced and dedicated Heretic Astartes. They are favoured within their bitter brotherhoods, wearing baroque armour and equipped with the finest wargear. They are more hard-bitten and callous than even others of their kind.

Legionary Chosen

Chosen are amongst the most experienced and dedicated Heretic Astartes. They are favoured within their bitter brotherhoods, wearing baroque armour and equipped with the finest wargear. They are more hard-bitten and callous than even others of their kind.

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
Tainted bolt pistol
Tainted bolt pistol
4
3+
3/5
Range 8", RendingRange 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.
LEGIONARY, CHAOS, HERETIC ASTARTES, LEADER, CHOSEN
⌀32mm


Legionary Anointed

Some Heretic Astartes thirst for power at any cost, and offer themselves wholly to Chaos. They become willing hosts to the immaterial creatures of the warp. This is a slow and painful process, and those in the early stages are known as Anointed due to their mutations.

Legionary Anointed

Some Heretic Astartes thirst for power at any cost, and offer themselves wholly to Chaos. They become willing hosts to the immaterial creatures of the warp. This is a slow and painful process, and those in the early stages are known as Anointed due to their mutations.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
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
RendingRending
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.
LEGIONARY, CHAOS, HERETIC ASTARTES, ANOINTED
⌀32mm


Legionary Balefire Acolyte

Balefire Acolytes are psykers blessed by the Chaos Gods with the dark power of the empyrean, which they turn indiscriminately upon the foe. Many also carry blades made even deadlier thanks to the power of the warp they are infused with.

Legionary Balefire Acolyte

Balefire Acolytes are psykers blessed by the Chaos Gods with the dark power of the empyrean, which they turn indiscriminately upon the foe. Many also carry blades made even deadlier thanks to the power of the warp they are infused with.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
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, SaturatePSYCHIC, 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.
LEGIONARY, CHAOS, HERETIC ASTARTES, PSYKER, BALEFIRE ACOLYTE
⌀32mm


Legionary Butcher

Bloodthirsty madmen, Butchers are Heretic Astartes that fight without subtlety of any kind in combat. They deal furious strikes with their enormous chain axes, which can carve enemies to pieces.

Legionary Butcher

Bloodthirsty madmen, Butchers are Heretic Astartes that fight without subtlety of any kind in combat. They deal furious strikes with their enormous chain axes, which can carve enemies to pieces.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
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
BrutalBrutal
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.
LEGIONARY, CHAOS, HERETIC ASTARTES, BUTCHER
⌀32mm


Legionary Gunner

Armed with flamers, Heretic Astartes burn through swathes of light enemy infantry. With meltaguns they destroy armoured bunkers and with plasma guns they pose a threat to the heaviest enemy troops.

Legionary Gunner

Armed with flamers, Heretic Astartes burn through swathes of light enemy infantry. With meltaguns they destroy armoured bunkers and with plasma guns they pose a threat to the heaviest enemy troops.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
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 2Range 6", Devastating 4, Piercing 2
Plasma gun (standard)
Plasma gun (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Fists
Fists
4
3+
3/4
-
LEGIONARY, CHAOS, HERETIC ASTARTES, GUNNER
⌀32mm


Legionary Heavy Gunner

Heretic Astartes bearing heavy weapons provide devastating anti-infantry and anti-armour firepower, dominating large swathes of any killzone.

Legionary Heavy Gunner

Heretic Astartes bearing heavy weapons provide devastating anti-infantry and anti-armour firepower, dominating large swathes of any killzone.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
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 1Heavy (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 1Heavy (Reposition only), Piercing 1
Reaper chaincannon (focused)
Reaper chaincannon (focused)
5
3+
4/5
Ceaseless, Heavy (Reposition only), PunishingCeaseless, 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
-
LEGIONARY, CHAOS, HERETIC ASTARTES, HEAVY GUNNER
⌀32mm


Legionary Icon Bearer

Many Heretic Astartes kill teams include Icon Bearers – warriors bearing totems, banners or standards dedicated to the glory of the Dark Gods.

Legionary Icon Bearer

Many Heretic Astartes kill teams include Icon Bearers – warriors bearing totems, banners or standards dedicated to the glory of the Dark Gods.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
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.
LEGIONARY, CHAOS, HERETIC ASTARTES, ICON BEARER
⌀32mm


Legionary Shrivetalon

Inflicting pain and torture becomes a near addiction for some Heretic Astartes. Those who embrace this propensity become known as Shrivetalons, and they stalk the battlefield looking for enemies to torment.

Legionary Shrivetalon

Inflicting pain and torture becomes a near addiction for some Heretic Astartes. Those who embrace this propensity become known as Shrivetalons, and they stalk the battlefield looking for enemies to torment.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
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.
LEGIONARY, CHAOS, HERETIC ASTARTES, SHRIVETALON
⌀32mm


Legionary Warrior

Heretic Astartes are post-human warriors with the natural strength, speed, resilience and mental acuity of such beings. Now they have turned against the Imperium.

Legionary Warrior

Heretic Astartes are post-human warriors with the natural strength, speed, resilience and mental acuity of such beings. Now they have turned against the Imperium.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
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.
LEGIONARY, CHAOS, HERETIC ASTARTES, WARRIOR
⌀32mm
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.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).

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.
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.

Relentless
You can re-roll any of your attack dice.
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.
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.
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.
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.
SLAANESH
Unnatural Agility
Add 1" to this operative’s Move stat.
TZEENTCH
Empyreal Guidance
This operative’s ranged weapons have the Severe weapon rule.
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.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Brutal
Your opponent can only block with critical successes.
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).

The LEADER keyword is used in the following Legionary datacards:

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.
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.

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.

Place 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.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Saturate
The defender cannot retain cover saves.
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).
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.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

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