Golden Spear Kill Team

Golden Spear Kill Team

An elite strike unit of the Golden Fists Chapter, the Golden Spear Kill Team operates as a precision instrument of righteous force. Led by High Chaplain Solomon, the team embodies unwavering faith, disciplined aggression, and decisive lethality. Each warrior is hand-selected for close-quarters dominance and unbreakable resolve, advancing under Solomon’s spiritual authority and battlefield command.

They deploy where the fighting is fiercest. They break enemy lines with shock assaults and relentless pressure. Their doctrine is simple. Lead from the front. Strike without hesitation. End the threat completely.

To face the Golden Spear is to face judgment.

100% positive
Composition

High Chaplain Solomon, High Decon Aracho, Decon Zion, Decon Arvous, Decon Author

Common Abilities and Options

Astartes:
During each friendly GOLDEN FISTS SQUAD operative's activation, it can perform 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. Each friendly GOLDEN FISTS SQUAD operative can counteract regardless of its order.

High Chaplain Solomon
A 3
M 5"
S 3+
W 19
Weapons
ATK
HIT
DMG
Master Crafted Heavy Bolter
Sweeping ((PrcCrit1, Tor 1"))
4
4+
3/6
Focused ((PrcCrit1))
5
3+
4/5
Crozius Arcanum
Strike ((Lethal 4+, Dev 2))
4
4+
3/4
Sweep ((Torrent 1", Dev 1))
6
2+
3/4
Abilities
AstartesHardyHeroic LeaderIron Halo

Hardy: Whenever an operative is shooting at this operative, defence dice results of 5+ are critical successes.

Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

Heroic Leader: Once per turning point, you can do one of the following:

*Use a firefight ploy for 0CP if this is the specified GOLDEN FISTS SQUAD operative (excluding Command Re-roll).

*In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and not within control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 4+, you gain one additional CP.

*When a friendly GOLDEN FISTS SQUAD operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

GRAVIS, CHAPLAIN, GOLDEN FISTS, IMPERIUM, ADEPTUS ASTARTES
High Decon Aracho
A 3
M 5"
S 3+
W 19
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol
4
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesHARDYSurgical PrecisionVivispectrum

HARDY: Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

Surgical Precision: Whenever a friendly operative is within 6" of this operative, weapons equipped by that operative gain Lethal 5+.

Vivispectrum: If this operative destroys an enemy operative as a result of a melee attack, until the end of the battle, weapons equipped by this operative gain Devastating 2.

GRAVIS, GOLDEN FISTS, IMPERIUM, ADEPTUS ASTARTES, APOTHECARY BIOLOGIS
Decon Zion
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Bolt Pistol
4
3+
3/4
Heavy Bolter
Focused (PrcCrit1)
5
3+
4/5
Sweeping (PrcCrit1, Tor 1")
4
3+
4/5
Fists
4
3+
3/4
Abilities
Astartes
GRAVIS, GOLDEN FISTS, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, GUNNER
Decon Arvous
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Bolt Pistol
4
3+
3/4
Heavy Bolter
Focused (PrcCrit1)
5
3+
4/5
Sweeping (PrcCrit1, Tor 1")
4
3+
4/5
Fists
4
3+
3/4
Abilities
Astartes
GRAVIS, GOLDEN FISTS, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR
Decon Author
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Bolt Pistol
4
3+
3/4
Heavy Bolter
Focused (PrcCrit1)
5
3+
4/5
Sweeping (PrcCrit1, Tor 1")
4
3+
4/5
Fists
4
3+
3/4
Abilities
Astartes
GRAVIS, GOLDEN FISTS, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.