Kill Team Reference Sheet by James And The Giant Squig
ANGELS OF DEATH
STRATEGY PLOYS FACTION RULES
COMBAT DOCTRINE CHAPTER TACTICS
henselectingyourkillteam,selectaprimaryandsecondaryCHAPTERTACTIC
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elect one COMBAT DOCTRINE from those presented below. Whenever a
S for friendlyANGELOFDEATHoperativestogainforthebattle.Multipleinstances
friendly ANGEL OF DEATH operative is x, its weapons have the Balanced of the sameCHAPTER TACTICare not cumulative.
weapon rule. X is theCOMBAT DOCTRINEyou selected.
Devastator Doctrine: Shooting an operative more than6" from it.
● 1. AGGRESSIVE
● Tactical Doctrine: Shooting an operative within 6"of it. This operative’s melee weapons have the Rending weapon rule.
● Assault Doctrine: Fighting or retaliating.
2. DUELLER
AND THEY SHALL KNOW NO FEAR nce per sequence, whenever this operative is fighting or retaliating:
O
oucanignoreanychangestothestatsoffriendlyANGELOFDEATHoperatives
Y ● One of your normal successes can block one unresolved critical success
from being injured (including their weapons’ stats). (unless the enemy operative’s weapon has the Brutal weapon rule).
● One of your critical successes can block two unresolved normal successes
(instead of one critical success).
ADAPTIVE TACTICS
hangeyoursecondaryCHAPTERTACTIC.Notethisployonlylastsuntiltheend
C 3. RESOLUTE
of the turning point, at which point your original secondary CHAPTER TACTIC You can ignore any changes to this operative’s APL stat.
returns.
4. STEALTHY
INDOMITUS henever an operative is shooting this operative, if you can retain any cover
W
henever an operativeisshootingafriendlyANGELOFDEATHoperative,ifyou
W saves, you canretainoneadditionalcoversave,oryoucanretainonecoversave
roll two or more fails, you can discard one of them to retainanotherasanormal as acriticalsuccessinstead.Thisisn’tcumulativewithimprovedcoversavesfrom
success instead. Vantage terrain.
FIREFIGHT PLOYS 5. MOBILE
This operative can perform theFall Backaction for1 less AP.
●
● This operative can perform the Charge action while within control rangeofan
ADJUST DOCTRINE enemy operative, and can leave that operative’s control range to do so (but
se this firefight ploy during a friendly ANGELOFDEATHoperative’sactivation,
U then normal requirements for that move apply).
before or after it performs an action. Ifyou’veusedtheCombatDoctrinestrategy
ploy during this turning point, change theCOMBATDOCTRINEyou selected. 6. HARDY
henever an operative is shooting this operative, defence dice results of5+are
W
TRANSHUMAN PHYSIOLOGY critical successes.
se this firefightploywhenanoperativeisshootingafriendlyANGELOFDEATH
U 7. SHARPSHOOTER
operative, in the Roll Defence Dice step. You can retain one of your normal
henever this operative is shooting during an activation in which it hasn’t
W
successes as a critical success instead.
performed theCharge,FallBackorRepositionaction,itsboltweaponshavethe
Severe weapon rule.
SHOCK ASSAULT
se this firefight ploy when afriendlyANGELOFDEATHoperativeisperforming
U 8. SIEGE SPECIALIST
the Fight action during an activation in which it performed the Chargeaction,at This operative’s ranged weapons have the Saturate weapon rule.
the start of the Resolve Attack Dice step. Until the end of that action:
● Its melee weapon has the Shock weapon rule. ASTARTES
● The first time you strike during that sequence, inflict 1additionaldamage(toa
uring each friendly ANGEL OF DEATH operative’s activation, it can perform
D
maximum of 7).
either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt
weapon must be selected for at least one of them, and if it’saboltsniperrifleor
WRATH OF VENGEANCE heavy bolter, 1 additional AP must be spent for the second actionifbothactions
se this firefight ploy when a friendly ANGEL OF DEATH operative is
U are using that weapon.
counteracting. It can perform an additional 1AP action for free during that Each friendlyANGEL OF DEATHoperative can counteractregardless of its order.
counteraction, but both actions must be different.
FACTION EQUIPMENT
OPERATIVES
PURITY SEALS
ARCHETYPE: SECURITY / SEEK AND DESTROY
nce per turning point, whenafriendlyANGELOFDEATHoperativeisshooting,
O
ANGEL OF DEATHoperative selected from the followinglist:
1 fighting or retaliating, if you roll two or more fails,youcandiscardoneofthemto
● ASSAULT INTERCESSOR SERGEANTwith one option fromeach of the retain another as a normal success instead.
following:
○ Hand flamer or heavy bolt pistol CHAPTER RELIQUARIES
○ Chainsword, power fist, power weapon or thunder hammer ou can use the WrathofVengeancefirefightployfor0CPifthespecifiedfriendly
Y
Or the following option: operative has an Engage order.
○ Plasma pistol; chainsword
● INTERCESSOR SERGEANTwith one of each of the following: TILTING SHIELDS
○ Auto bolt rifle, bolt rifle or stalker bolt rifle nce perturningpoint,whenafriendlyANGELOFDEATHoperativeisfightingor
O
○ Chainsword, fists, power fist, power weapon or thunder hammer retaliating, after your opponent rolls their attack dice,youcanusethisrule.Ifyou
● SPACE MARINE CAPTAIN do, your opponent cannot retain attack dice results of less than 6 as critical
ANGEL OF DEATHoperatives selected from the followinglist:
5 successes during thatsequence(e.g.asaresultoftheLethal,RendingorSevere
● ASSAULT INTERCESSOR GRENADIER weapon rules).
● ASSAULT INTERCESSOR WARRIOR
● ELIMINATOR SNIPER* AUSPEX
● HEAVY INTERCESSOR GUNNER* nce per turning point, when a friendly ANGEL OF DEATH operative performs
O
● INTERCESSOR GUNNERwith an auxiliary grenade launcherand one of the the Shoot action and you’re selecting a valid target, you canusethisrule.Ifyou
following options: do, until theendoftheactivation/counteraction,enemyoperativeswithin8"ofthat
○ Auto bolt rifle; fists friendly operative cannot be obscured.
○ Bolt rifle; fists
○ Stalker bolt rifle; fists
● INTERCESSOR WARRIORwith one of the following options:
○ Auto bolt rifle; fists
○ Bolt rifle; fists
○ Stalker bolt rifle; fists
ther thanWARRIORoperatives, your kill team canonly include each operative
O
above once.
*Y
ou cannot select more than one of these operativescombined.
Version 3.0.4
Kill Team Reference Sheet by James And The Giant Squig
ANGELS OF DEATH
SPACE MARINE CAPTAIN APL 3 MV 6” SV 3+ W 15 ASSAULT INTERCESSOR GRENADIER APL 3 MV 6” SV 3+ W 14
A HT D WR A HT D WR
Plasma pistol Heavy bolt pistol 4 3+ 3/4 Rng 8”, Piercing Crits 1
- Standard 4 3+ 3/5 Rng 8”, Piercing 1 Chainsword 5 3+ 4/5 -
- Supercharge 4 3+ 4/5 Rng 8”, Hot, Lethal 5+, Piercing 1 renadier: This operative can use frag and krak grenades (see universal
G
Power fist 5 3+ 5/7 Brutal equipment). Doing so doesn’t counttowardsanylimitedusesyouhave(i.e.ifyou
also select those grenades from equipment for other operatives). Whenever it’s
eroic Leader: Once per turning point,youcanuseafirefightployfor0CPifthis
H doing so, improve the Hit stat of that weapon by 1.
is the specified ANGEL OF DEATH operative (excluding Command Re-roll), or
the Adjust Doctrine firefight ploy for 0CPifthisoperativeisinthekillzoneandnot
ASSAULT INTERCESSOR APL 3 MV 6” SV 3+ W 14
within control range of enemy operatives.
Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this A HT D WR
operative, you can ignore that inflicted damage. Heavy bolt pistol 4 3+ 3/4 Rng 8”, Piercing Crits 1
Chainsword 5 3+ 4/5 -
ASSAULT INTERCESSOR SERGEANT APL 3 MV 6” SV 3+ W 15
A HT D WR ELIMINATOR SNIPER APL 3 MV 7” SV 3+ W 12
Hand flamer 4 2+ 3/3 Rng 6”, Saturate, Torrent 1” A HT D WR
Heavy bolt pistol 4 3+ 3/4 Rng 8”, Piercing Crits 1 Bolt pistol 4 3+ 3/4 Rng 8”
Plasma pistol Bolt sniper rifle
- Standard 4 3+ 3/5 Rng 8”, Piercing 1 - Executioner 4 2+ 3/4 Heavy (Dash only), Saturate, Seek Light, Silent
- Supercharge 4 3+ 4/5 Rng 8”, Hot, Lethal 5+, Piercing 1 - Hyperfrag 4 2+ 2/4 Blast 1", Heavy (Dash only), Silent
Chainsword 5 3+ 4/5 - - Mortis 4 2+ 3/3 Devastating 3, Heavy (Dash only), Piercing 1, Silent
Power fist 5 4+ 5/7 Brutal Fists 4 3+ 3/4 -
Power weapon 5 3+ 4/6 Lethal 5+
amoCloak:Wheneveranoperativeis
C
Thunder hammer 5 4+ 5/6 Shock, Stun OPTICS 1AP
shooting this operative, ignore the
Saturate weapon rule. This operative 🟢 Until the start ofthisoperative’snext
octrine Warfare: Whenever you would use the Combat Doctrine strategicploy
D
has the Stealthy CHAPTER TACTIC.If ctivation, whenever it’s shooting,
a
and select Assault or Tactical, if this operative is in the killzone, it costs you 0CP.
you selected that CHAPTER TACTIC, enemy operatives cannot be obscured.
hapter Veteran: At the end of the Select Operatives step, if this operative is
C 🔴 This operative cannot perform this
youcandobothofitsoptions(i.e.retain
selected for deployment, select one additional CHAPTER TACTIC for it to have action while within control range of an
two cover saves – one normalandone
for the battle. UnlikeprimaryandsecondaryCHAPTERTACTICS,youdon’thave enemy operative.
critical success).
to select the same one for each battle in a campaign or tournament.
INTERCESSOR SERGEANT APL 3 MV 6” SV 3+ W 15 HEAVY INTERCESSOR GUNNER APL 3 MV 4” SV 3+ W 18
A HT D WR A HT D WR
Auto bolt rifle 4 3+ 3/4 Torrent 1” Heavy bolter
Bolt rifle 4 3+ 3/4 Piercing Crits 1 - Focused 5 3+ 4/5 Piercing Crits 1
Stalker bolt rifle - - Sweeping 4 3+ 4/5 Piercing Crits 1, Torrent 1”
- Heavy 4 3+ 3/5 Heavy (Dash only) Lethal 5+, Piercing Crits 1 Fists 4 3+ 3/4 -
- Mobile 4 3+ 3/4 -
INTERCESSOR GUNNER APL 3 MV 6” SV 3+ W 14
Chainsword 4 3+ 4/5 -
Fists 4 3+ 3/4 - A HT D WR
Power fist 4 4+ 5/7 Brutal Auto bolt rifle 4 3+ 3/4 Torrent 1”
Power weapon 4 3+ 4/6 Lethal 5+ Auxiliary grenade launcher
Thunder hammer 4 4+ 5/6 Shock, Stun - Frag 4 3+ 2/4 Blast 2”
- Krak 4 3+ 4/5 Piercing 1
octrine Warfare: Whenever you would use the Combat Doctrine strategicploy
D
and select Devastator or Tactical, if this operative is in the killzone, it costs 0CP. Bolt rifle 4 3+ 3/4 Piercing Crits 1
hapter Veteran: At the end of the Select Operatives step, if this operative is
C Stalker bolt rifle
selected for deployment, select one additional CHAPTER TACTIC for it to have
- Heavy 4 3+ 3/5 Heavy (Dash only) Lethal 5+, Piercing Crits 1
for the battle. UnlikeprimaryandsecondaryCHAPTERTACTICS,youdon’thave
to select the same one for each battle in a campaign or tournament. - Mobile 4 3+ 3/4 -
Fists 4 3+ 3/4 -
INTERCESSOR WARRIOR APL 3 MV 6” SV 3+ W 14
A HT D WR
Auto bolt rifle 4 3+ 3/4 Torrent 1”
Bolt rifle 4 3+ 3/4 Piercing Crits 1
Stalker bolt rifle
- Heavy 4 3+ 3/5 Heavy (Dash only) Lethal 5+, Piercing Crits 1
- Mobile 4 3+ 3/4 -
Fists 4 3+ 3/4 -
Version 3.0.4