Black Templar Neophyte Missionaries
Composition
- 1 NEOPHYTE MISSIONARY CHAMPION operative with one of the following options:
- Astartes shotgun, fists Bolt Carbine, Fists
- Bolt Pistol, Chainsword
- 7 NEOPHYTE MISSIONARY operatives selected from the following list:
- RELICBEARER
- GRENADIER
- SQUIRE
- TRACKER
- WARRIOR with one of the following options:
- Astartes Shotgun, fists
- Bolt Carbine, Fists
- Bolt Pistol, Combat Blade
Other than Warrior operatives, your Killteam can only include each operative once.
Common Abilities and Options
Astartes:
During each friendly NEOPHYTE MISSIONARY operative's activation, it can perform either 2 shoot actions or 2 fight actions.
If it is 2 shoot actions, an Astartes Shotgun, Bolt Pistol, or Bolt Carbine must be selected for at least one of them.
Each friendly NEOPHYTE MISSIONARY operative can counteract regardless of its order.
Hot-Blooded Zealotry:
Each friendly NEOPHYTE MISSIONARY model can only shoot or charge at the closest enemy model. (In other words, only the closest enemy model is a valid target)
Neophyte Champion
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bolt Carbine | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesGuide the MassesHot-Blooded ZealotryNeophyte Relicbearer
A 3
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesHot-Blooded ZealotryRelic of LegendNeophyte Squire
A 3
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
AstartesHot-Blooded Zealotry1AP: Tend to WoundsNeophyte Grenadier
A 3
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bolt Carbine | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
AstartesGrenadierHot-Blooded ZealotryNeophyte Tracker
A 3
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bolt Carbine | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesHot-Blooded Zealotry1AP: Track EnemyNeophyte Warrior
A 3
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bolt Carbine | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesHot-Blooded ZealotryIndomitable WillVow of True Focus
STRATEGIC GAMBIT May be used once per battle. Until the end of the turning point, friendly NEOPHYTE MISSIONARY operatives ignore the Hot-Blooded Zealotry ability.
Vow of Redemption
Once per turning point, when a friendly NEOPHYTE MISSIONARY operative is incapacitated, you gain 1 CP.
Vow of Justice
Whenever a friendly NEOPHYTE INITIATE operative is fighting or retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 4+, inflict 1 damage on the enemy operative in that sequence.
Vow of Absolution
Once per turning point, when a friendly NEOPHYTE MISSIONARY operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- 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 is 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 is 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.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- 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.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: In Death, Glory
Use this firefight ploy when a friendly NEOPHYTE MISSIONARY operative is incapacitated. Before that operative is removed from the killzone, inflict D3 damage on each enemy operative within its control range (roll separately for each).
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly NEOPHYTE MISSIONARY operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Mind on the Mission
Use this firefight ploy at the end of a friendly NEOPHYTE MISSIONARY operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Strategy Ploys
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly NEOPHYTE MISSIONARY operatives from being injured.
Strategy: Armour of Contempt
Whenever an operative is shooting a friendly NEOPHYTE MISSIONARY operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategy: Reckless Charge
Whenever a friendly NEOPHYTE MISSIONARY operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.
Strategy: Blade of Contempt
Whenever a friendly NEOPHYTE MISSIONARY operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.
Strategy: Radiant Aura
Use this firefight ploy when a friendly NEOPHYTE MISSIONARY 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.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Vow of True Focus:
STRATEGIC GAMBIT
May be used once per battle. Until the end of the turning point, friendly NEOPHYTE MISSIONARY operatives ignore the Hot-Blooded Zealotry ability.
Vow of Redemption:
Once per turning point, when a friendly NEOPHYTE MISSIONARY operative is incapacitated, you gain 1 CP.
Vow of Justice:
Whenever a friendly NEOPHYTE INITIATE operative is fighting or retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 4+, inflict 1 damage on the enemy operative in that sequence.
Vow of Absolution:
Once per turning point, when a friendly NEOPHYTE MISSIONARY operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ploys
Firefight - In Death, Glory:
Use this firefight ploy when a friendly NEOPHYTE MISSIONARY operative is incapacitated. Before that operative is removed from the killzone, inflict D3 damage on each enemy operative within its control range (roll separately for each).
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly NEOPHYTE MISSIONARY operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Mind on the Mission:
Use this firefight ploy at the end of a friendly NEOPHYTE MISSIONARY operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly NEOPHYTE MISSIONARY operatives from being injured.
Strategic - Armour of Contempt:
Whenever an operative is shooting a friendly NEOPHYTE MISSIONARY operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategic - Reckless Charge:
Whenever a friendly NEOPHYTE MISSIONARY operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.
Strategic - Blade of Contempt:
Whenever a friendly NEOPHYTE MISSIONARY operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.
Strategic - Radiant Aura:
Use this firefight ploy when a friendly NEOPHYTE MISSIONARY 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.
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.