Spectre Squads wield many of the same weapons borne by rank-and-file Imperial Guardsmen, building on their familiarity with the robust wargear to achieve impressive results. Coupled with their array of highly experienced veteran specialists, this allows Spectre Squads to defeat enemy kill teams that, at first glance, seem far more elite.
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FAQ
Spectre Squad
| Q: | Do terrain features within my territory remain scouted even if my GUIDE operative is incapacitated? |
| A: | Yes. |
Below you will find a list of the operatives that make up a SPECTRE SQUAD kill team, including, where relevant, any weapons specified for that operative
Operatives
Other than
TROOPER operatives, your kill team can only include each operative on this list once.
*With one of the following options:
- Lasrifle; gun butt
- Lascarbine; gun butt
Marker/Token Guide
Advanced Camouflage token
Coolheaded token
Issue Mission token
Melta Mine marker
Tvid-feed Triangulation token
Sniper Overwatch token
Elite Fieldcraft
Veteran combatants and expert scouts, Spectre Squad operatives are highly skilled in reactive warfare, reading their enemies’ movements and using the terrain to outmanoeuvre and ambush them.
In the
Ready step of each
Strategy phase, you gain 1 Fieldcraft point, or 2 if a friendly
SPECTRE SQUAD VOX-OPERATOR operative is in the killzone and isn’t within
control range of enemy operatives. At the end of each turning point, discard your Fieldcraft points. After an enemy operative that has an
Engage order performs an
action during its
activation, you can spend 1 of your Fieldcraft points to interrupt that activation. If you do, a ready friendly
SPECTRE SQUAD operative that isn’t within control range of any other enemy operatives can perform a free
Shoot (excluding
Guard),
Dash or
Reposition action.
You cannot interrupt each enemy operative’s activation more than once per activation (including
Guard), and each friendly operative cannot perform more than one free action per turning point as a result of this rule.
If it’s the
Shoot action, you can change that friendly operative’s order to perform this action. You cannot select any other enemy operative as a
valid target during that action. Being within that enemy operative’s control range (but no others) doesn’t prevent that friendly operative from performing that action, in which case follow the rules for a
point-blank shot from the
Guard action.
If it’s the
Reposition action, that friendly operative cannot perform that action again during the turning point. If it’s the
Dash or
Reposition action, that friendly operative cannot end this move closer to that enemy operative or your opponent’s drop zone (unless it ends that move wholly within your drop zone). In a killzone that uses the
close quarters rules (e.g.
Killzone: Tomb World), ignore
Wall terrain when determining closer and you cannot teleport.
Camo Cloaks
Though not as advanced as camelioline, the camouflage cloaks issued to Spectre Squads help to conceal them in dense terrain, especially when coupled with the operatives’ veteran skills in evading detection.
Whenever an operative is
shooting a friendly
SPECTRE SQUAD operative (excluding
VOX-RELAY BEACON), if you can retain any
cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from
Vantage terrain.
Spectres know many ways to fade out of sight and rapidly reposition.
One friendly
SPECTRE SQUAD operative can immediately perform a free
Reposition action. It cannot end that move closer to enemy operatives or your opponent’s drop zone (unless it ends that move wholly within your drop zone) and it cannot perform that action again during the turning point. In a killzone that uses the
close quarters rules (e.g.
Killzone: Tomb World), ignore
Wall terrain when determining closer.
Long experience and intensive training aid these operatives in picking off their targets from concealed positions.
Whenever a friendly
SPECTRE SQUAD operative is
shooting, if it’s in
cover from the target’s perspective, that friendly operative’s weapons have the
Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).
Having identified their target’s weak points, Spectres burst from ambush with their guns blazing to finish off the foe.
Whenever a friendly
SPECTRE SQUAD operative is
activated, if it’s more than 3" from enemy operatives and isn’t a
valid target for enemy operatives before determining its order, its ranged weapons (excluding the suppressive profile of an autostubber) have the
Devastating 1 weapon rule until the end of that
activation. If that weapon already had the Devastating x weapon rule, add 1 to the x of its Devastating x weapon rule instead.
Bloody experience has taught these operatives the merits of patience.
In the
Firefight phase of this turning point, you can do one of the following:
- Once, when it’s your turn to activate a friendly operative, you can skip that activation. You cannot do this until after your opponent’s first activation.
- When a friendly SPECTRE SQUAD operative performs the Shoot or Fight action during its activation, if it’s the last friendly operative to be activated during this turning point, its weapons have the Relentless weapon rule for that action.
No soldier lives to become a Spectre without supreme survival instincts.
Use this firefight ploy during a friendly
SPECTRE SQUAD operative’s
activation, before or after it performs an
action. During that activation, that operative can perform the
Fall Back action for 1 less AP.
These operatives can quietly eliminate foes without raising the alarm.
Use this firefight ploy during a friendly
SPECTRE SQUAD operative’s
activation before or after it performs an
action, if it has a
Conceal order and isn’t a
valid target for enemy operatives. Until the end of that activation, it can perform the
Charge action while it has a Conceal order, and the first time it strikes you can inflict 3 additional damage, but cannot resolve any other successes during that sequence.
These veteran operatives fight in a swift and responsive fashion.
Use this firefight ploy after an enemy operative that has a
Conceal order performs an
action during its
activation, if it’s within 8" of a friendly
SPECTRE SQUAD operative. You can use the
Elite Fieldcraft faction rule to interrupt that activation with that friendly
SPECTRE SQUAD operative regardless of that enemy operative’s order (taking
precedence over the normal rules).
Spectres always have an escape route and defensive measures in place.
Use this firefight ploy when a friendly
SPECTRE SQUAD operative that has a
Conceal order or is
ready is
retaliating. You can do one of the following:
- At the start of the Resolve Attack Dice step, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
- When you block, that block can be allocated to block two unresolved successes (instead of one).
You cannot use this ploy during an
activation in which you’ve interrupted with the
Elite Fieldcraft faction rule.
SNIPER OVERWATCH
The Spectres coordinate with snipers that have moved up to encircle the battlefield, calling in and spotting shots from flanking positions.
Once per turning point, a friendly
SPECTRE SQUAD operative can use the following ranged weapon:
Sniper Overwatch
| NAME | ATK | HIT | DMG |
| Sniper Overwatch | 4 | 3+ | 3/3 |
WR |
Devastating 2, Heavy (Dash only), Saturate, Silent |
TVID-FEED TRIANGULATION
By sharing the vid-feed data from their helm cameras, the Spectres are able to triangulate optimal firing solutions on their foes.
Once per turning point, when a friendly
SPECTRE SQUAD operative is performing the
Shoot action and you’re selecting a
valid target, you can use this rule. If you do, that target cannot be
obscured if either of the following are true:
- It’s also a valid target for another friendly SPECTRE SQUAD operative.
- It’s within 6" of a friendly VOX-RELAY BEACON operative.
STARSHELL FLARE
While starshells are commonly used by the Imperial Guard for battlefield illumination, these wily veterans employ them to stun and distract.
STRATEGIC GAMBIT. One friendly
SPECTRE SQUAD operative can immediately perform a free
Stun Grenade action. Performing this action using this rule doesn’t count towards its action limits (i.e. if you also select that grenade from equipment). When an enemy operative’s APL stat is changed as a result of this
STRATEGIC GAMBIT, you cannot use this equipment for the rest of the battle.
ADVANCED CAMOUFLAGE
These Spectres employ cunning means of concealing themselves.
Friendly
SPECTRE SQUAD operatives (excluding
VOX-RELAY BEACON) can perform the following unique
action:
ADVANCED CAMOUFLAGE1AP
Until the start of this operative’s next
activation, while it has a
Conceal order and is in
cover, it cannot be selected as a
valid target, taking
precedence over all other rules (e.g.
Seek,
Vantage terrain) except being within 2".
This operative cannot perform this action while visible to and within 3" of an enemy operative.
| NAME | ATK | HIT | DMG | WR |
| Scoped lascarbine |
| | Scoped lascarbine | 4 | 3+ | 2/3 | Lethal 5+, Rending | Lethal 5+, Rending |
| Bionic arm |
| | Bionic arm | 3 | 3+ | 3/4 | - |
ISSUE MISSION0AP
Select one
expended friendly
SPECTRE SQUAD operative (excluding
VOX-RELAY BEACON)
visible to this operative that hasn’t interrupted an enemy operative’s
activation with the
Elite Fieldcraft faction rule this turning point. Until the end of the turning point, that friendly operative can do so even though it’s expended (taking
precedence over the normal rules). However, if it does, it cannot
counteract during the turning point, or perform the
Reposition action if it’s already done so this turning point.
This operative cannot perform this action while within control range of an enemy operative.
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, VETERAN SERGEANT
|
⌀28mm |
Pre-Deploy: In the
Set Up Operatives step, this operative can be set up outside of your
drop zone. It must be set up in a location it can be placed, wholly within your territory and more than 2" from
markers and equipment terrain features.
Expendable: This operative cannot perform any
actions other than
Signal. It cannot
counteract,
retaliate or
assist in a
fight.
This operative cannot
contest markers or areas of the killzone, and is ignored for your opponent’s
kill/
elimination op (when it’s
incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Operatives can move through this operative. Your opponent can ignore this operative’s
control range at any time. Whenever a friendly
SPECTRE SQUAD operative is performing the
Shoot action and you’re selecting a
valid target, you can ignore this operative’s control range. Note that control range wouldn’t be mutual when ignored.
SIGNAL1AP
Select one other friendly
SPECTRE SQUAD operative 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.
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, VOX-RELAY BEACON
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lascarbine |
| | Lascarbine | 4 | 3+ | 2/3 | Rending | Rending |
| Lasrifle |
| | Lasrifle | 4 | 3+ | 2/3 | Heavy (Reposition only), Lethal 5+ | Heavy (Reposition only), Lethal 5+ |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
Medic!: The first time during each turning point that another friendly
SPECTRE SQUAD operative (excluding
VOX-RELAY BEACON) would be
incapacitated while
visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within
control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free
Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next
activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a
Shoot action and this operative would be a primary or secondary target.
MEDIKIT0AP
Select one friendly
SPECTRE SQUAD operative (excluding
VOX-RELAY BEACON) within this operative’s
control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
This operative cannot perform this action while within control range of an enemy operative.
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SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, FIELD MEDICAE
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Lascarbine |
| | Lascarbine | 4 | 3+ | 2/3 | Rending | Rending |
| Lasrifle |
| | Lasrifle | 4 | 3+ | 2/3 | Heavy (Reposition only), Lethal 5+ | Heavy (Reposition only), Lethal 5+ |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
Grenadier: This operative can use
frag,
krak, and
smoke 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 this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
Melta Mine: This operative is carrying your Melta Mine marker. It can perform the
Pick Up Marker action on that marker, and whenever it performs the
Place Marker action on that marker, it can immediately perform a free
Dash action. That marker cannot be placed within an enemy operative’s
control range (if this operative is
incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).
Proximity Mine: The first time your Melta Mine
marker is within another operative’s
control range, remove that marker and inflict 2D6+3 damage on that operative; if it isn’t
incapacitated, end its
action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GRENADIER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Lascarbine |
| | Lascarbine | 4 | 3+ | 2/3 | Rending | Rending |
| Lasrifle |
| | Lasrifle | 4 | 3+ | 2/3 | Heavy (Reposition only), Lethal 5+ | Heavy (Reposition only), Lethal 5+ |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
Scout Terrain: Terrain features within your territory or within 3" of this operative are scouted for friendly
SPECTRE SQUAD operatives. Once in each of their
activations, friendly
SPECTRE SQUAD operatives can do one of the following:
- Ignore the first vertical distance of 2" it moves during one climb up if the terrain feature is scouted for friendly SPECTRE SQUAD operatives.
- Perform the Operate Hatch action for 1 less AP if the access point is scouted for friendly SPECTRE SQUAD operatives.
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GUIDE
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| 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 |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GUNNER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Laspistol |
| | Laspistol | 4 | 3+ | 2/3 | Range 8" | Range 8" |
| Missile launcher (frag) |
| | Missile launcher (frag) | 4 | 3+ | 3/5 | Blast 2", Heavy | Blast 2", Heavy |
| Missile launcher (krak) |
| | Missile launcher (krak) | 4 | 3+ | 5/7 | Heavy, Piercing 1 | Heavy, Piercing 1 |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
Weapons Team: Whenever this operative is
activated, if a friendly
LOADER operative is within its
control range, all profiles of its missile launcher have the
Heavy (
Dash only) weapon rule instead of the Heavy weapon rule until the end of that
activation.
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, HEAVY GUNNER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Laspistol |
| | Laspistol | 4 | 3+ | 2/3 | Range 8" | Range 8" |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
Weapon Assist: Whenever another friendly
SPECTRE SQUAD operative within
control range of this operative is
shooting, you can re-roll one of your attack dice.
LOAD WEAPON1AP
Select one friendly
SPECTRE SQUAD operative within this operative’s
control range and not within 3" of enemy operatives. That friendly operative can immediately perform a free
Shoot action (excluding
Guard), and you can change its
order to do so.
This operative cannot perform this action while within control range of an enemy operative, while
counteracting, or during an
activation in which it performed the
Charge,
Dash or
Shoot action (or vice versa).
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, LOADER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Long-las (concealed) |
| | Long-las (concealed) | 4 | 2+ | 3/3 | Devastating 3, Heavy, Silent, Concealed Position* | Devastating 3, Heavy, Silent, Concealed Position* |
| Long-las (mobile) |
| | Long-las (mobile) | 4 | 3+ | 3/4 | - |
| Long-las (stationary) |
| | Long-las (stationary) | 4 | 2+ | 3/3 | Devastating 3, Heavy | Devastating 3, Heavy |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
*Concealed Position: This operative can only use this weapon
the first time it’s performing the Shoot action during the battle.
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autostubber (focused) |
| | Autostubber (focused) | 5 | 3+ | 3/4 | Heavy (Dash only) | Heavy (Dash only) |
| Autostubber (suppressive) |
| | Autostubber (suppressive) | 5 | 5+ | 0/0 | Heavy, Lethal 5+, Seek Light, Stun, Torrent 1" | Heavy, Lethal 5+, Seek Light, Stun, Torrent 1" |
| Autostubber (sweeping) |
| | Autostubber (sweeping) | 4 | 3+ | 3/4 | Heavy (Dash only), Torrent 1" | Heavy (Dash only), Torrent 1" |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
Suppressive Fire: Whenever an enemy operative is
visible to and within 3" of this operative, if this operative has an
Engage order and isn’t within
control range of any other enemy operatives, subtract 1 from the Atk stat of that enemy operative’s weapons (to a minimum of 1). This rule has no effect if this operative performed the
Charge action during this turning point.
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, STUB-GUNNER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Lascarbine |
| | Lascarbine | 4 | 3+ | 2/3 | Rending | Rending |
| Lasrifle |
| | Lasrifle | 4 | 3+ | 2/3 | Heavy (Reposition only), Lethal 5+ | Heavy (Reposition only), Lethal 5+ |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
Cool-Headed: Once per turning point, one friendly
SPECTRE SQUAD operative with this rule can interrupt an enemy operative’s activation with the
Elite Fieldcraft faction rule for 0 Fieldcraft points (taking
precedence over the normal rules).
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, TROOPER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Lascarbine |
| | Lascarbine | 4 | 3+ | 2/3 | Rending | Rending |
| Lasrifle |
| | Lasrifle | 4 | 3+ | 2/3 | Heavy (Reposition only), Lethal 5+ | Heavy (Reposition only), Lethal 5+ |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
SIGNAL1AP
SUPPORT. Select one other friendly
SPECTRE SQUAD operative (excluding
VOX-RELAY BEACON)
visible to 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.
|
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
|
⌀28mm |