Spectre Squad

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.

Books

BookKindEditionVersionLast update
  Spectre Squad
  Spectre SquadFaction31.0May 2026
Archetype: Infiltration / Recon

Spectre Squad Kill Team

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

Medic token

Coolheaded token

Issue Mission token

Melta Mine marker

Fieldcraft Points

Patience token

Starshell Flare token

Tvid-feed Triangulation token

Sniper Overwatch token

Faction Rules

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.

Strategy Ploys

DISAPPEAR

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.
HIDDEN ENGAGEMENT

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).
AMBUSHING VOLLEY

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.
PATIENCE

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:
  • 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.

Firefight Ploys

DODGE

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.
SILENT KILLERS

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.
SHARP REACTIONS

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).
PREPARED DEFENCE

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.

Faction Equipment

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 it 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.

Datacards


Spectre Veteran Sergeant

Battle-scarred unit commanders, the Veteran Sergeants of Spectre Squads have an ironclad grasp of skirmish and reconnaissance tactics, alongside being skilled warriors in their own right.

Spectre Veteran Sergeant

Battle-scarred unit commanders, the Veteran Sergeants of Spectre Squads have an ironclad grasp of skirmish and reconnaissance tactics, alongside being skilled warriors in their own right.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Scoped lascarbine
Scoped lascarbine
4
3+
2/3
Lethal 5+, RendingLethal 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


Spectre Vox-Relay Beacon

Spectre Vox-Relay Beacon

APL
1
MOVE
0
SAVE
5+
WOUNDS
3
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


Spectre Field Medicae

Operating far from support as they do, Spectre Squads require on-the-spot medical support. This is provided by their dedicated and courageous Field Medicae, who willingly dash into harm’s way to preserve Imperial lives.

Spectre Field Medicae

Operating far from support as they do, Spectre Squads require on-the-spot medical support. This is provided by their dedicated and courageous Field Medicae, who willingly dash into harm’s way to preserve Imperial lives.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Lascarbine
Lascarbine
4
3+
2/3
RendingRending
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.
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, FIELD MEDICAE
⌀28mm


Spectre Grenadier

Entrusted with an array of explosives that range from anti-personnel grenades to bulky melta charges, Grenadiers couple explosive punch with short-ranged versatility.

Spectre Grenadier

Entrusted with an array of explosives that range from anti-personnel grenades to bulky melta charges, Grenadiers couple explosive punch with short-ranged versatility.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Lascarbine
Lascarbine
4
3+
2/3
RendingRending
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


Spectre Guide

The duty of a Spectre Guide is to know or read the terrain as though they had been born to it. They scout the way ahead, ward against enemy ambushes and help with fire coordination.

Spectre Guide

The duty of a Spectre Guide is to know or read the terrain as though they had been born to it. They scout the way ahead, ward against enemy ambushes and help with fire coordination.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Lascarbine
Lascarbine
4
3+
2/3
RendingRending
Lasrifle
Lasrifle
4
3+
2/3
Heavy (Reposition only), Lethal 5+Heavy (Reposition only), Lethal 5+
Gun butt
Gun butt
3
4+
2/3
-
Prepared Killzone: You can select one additional equipment option, but it must be an Ammo Cache or an equipment terrain feature (see universal equipment).
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


Spectre Gunner

When numerous armed foes are encountered or furious suppressing fire is required, Stub-Gunners level their autostubbers and unleash a clattering storm of rounds. The resultant carnage is impressive to behold.

Spectre Gunner

When numerous armed foes are encountered or furious suppressing fire is required, Stub-Gunners level their autostubbers and unleash a clattering storm of rounds. The resultant carnage is impressive to behold.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
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
Gun butt
Gun butt
3
4+
2/3
-
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GUNNER
⌀28mm


Spectre Heavy Gunner

When a Spectre Squad faces enemy vehicles or monstrous foes, the final killing shot often falls to their Heavy Gunner’s missile launcher.

Spectre Heavy Gunner

When a Spectre Squad faces enemy vehicles or monstrous foes, the final killing shot often falls to their Heavy Gunner’s missile launcher.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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", HeavyBlast 2", Heavy
Missile launcher (krak)
Missile launcher (krak)
4
3+
5/7
Heavy, Piercing 1Heavy, 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


Spectre Loader

The main duty of the Loader is to ensure that the squad’s Heavy Gunner always has another round ready to fire. Their secondary task is to also keep the rest of the squad well supplied.

Spectre Loader

The main duty of the Loader is to ensure that the squad’s Heavy Gunner always has another round ready to fire. Their secondary task is to also keep the rest of the squad well supplied.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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


Spectre Sharpshooter

Armed with a long-las, a Spectre Sharpshooter is an expert sniper. They eliminate their targets with swift and silent lethality before repositioning for the next shot – a virtual ghost amid the fire and thunder of battle.

Spectre Sharpshooter

Armed with a long-las, a Spectre Sharpshooter is an expert sniper. They eliminate their targets with swift and silent lethality before repositioning for the next shot – a virtual ghost amid the fire and thunder of battle.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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, HeavyDevastating 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


Spectre Stub-Gunner

When numerous armed foes are encountered or furious suppressing fire is required, Stub-Gunners level their autostubbers and unleash a clattering storm of rounds. The resultant carnage is impressive to behold.

Spectre Stub-Gunner

When numerous armed foes are encountered or furious suppressing fire is required, Stub-Gunners level their autostubbers and unleash a clattering storm of rounds. The resultant carnage is impressive to behold.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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


Spectre Trooper

Armed with precision lasrifles or lascarbines, Spectre Troopers are potent marksmen. When territory must be seized, they move swiftly up while maintaining cover and concealment.

Spectre Trooper

Armed with precision lasrifles or lascarbines, Spectre Troopers are potent marksmen. When territory must be seized, they move swiftly up while maintaining cover and concealment.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Lascarbine
Lascarbine
4
3+
2/3
RendingRending
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


Spectre Vox-Operator

As well as handling the squad’s heavily encoded vox-traffic, Spectre Vox-Operators focus on gathering intelligence and enhancing tactical unity in the heat of combat.

Spectre Vox-Operator

As well as handling the squad’s heavily encoded vox-traffic, Spectre Vox-Operators focus on gathering intelligence and enhancing tactical unity in the heat of combat.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Lascarbine
Lascarbine
4
3+
2/3
RendingRending
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
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.
Engage: The operative can perform actions as normal and can counteract.

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.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.

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.

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.

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.
Balanced
You can re-roll one of your attack dice.
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.

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.
Relentless
You can re-roll any of your attack dice.

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.
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.
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 active operative’s controlling player decides.

6
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.
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.
Saturate
The defender cannot retain cover saves.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
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.
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.
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.

SMOKE GRENADE 1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

STUN GRENADE 1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
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.

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.

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

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.

Place Marker1AP

Place a marker the active operative is carrying within its control range.

If an operative carrying a marker is incapacitated, it must perform this action before being removed from the killzone, but does so for 0AP. This takes precedence over all rules that prevent it from doing so.

An operative cannot perform this action during the same activation in which it already performed the Pick Up Marker action (unless incapacitated).
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").

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.
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.
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.
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, but not within control range of friendly operatives, 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).

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