Imperial Guard

Homebrew (Unpublished) by TruckDriggle
Composition
Common Abilities and Options

Available Equipment:
- Frag Grenade

  • Krak Grenade
  • Hot-Shot Capacitor Pack
  • Rosary
  • Hand Axe
  • Trench Shovel
  • Chronometer

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly TROOP operative (excluding HEAVY WEAPON TEAM) (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Rapid Fire:
Each friendly KASRKIN operative that doesn’t perform an action in which it moves during its activation can perform two Shoot actions (excluding Guard).

Scarper:
After each enemy operative's activation, before the next operative is activated, you can perform a free Dash action with one friendly RATLING operative, but it cannot finish that move within 3" of an enemy operative unless it is not visible to every enemy operative when it finishes that move.

Each friendly operative can only do this once per Turning Point, and cannot do so after the final activation of the Turning Point.

Camo Cloak:
Whenever an operative is shooting this operative, 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.

Guerilla Fighter:
Whenever this operative has the chance to perform a shoot action as a result of the guard action it can perform a dash action instead.

Steed:
- When this operative completes a CHARGE action, inflict d3 damage to any enemy operatives within control range.

  • Normal damage of 4 or more is reduced by 1 when applied to this operative.
  • This operative may not climb over or onto any terrain that is more than 2" in height.
  • Moving through Accessible terrain features costs an extra 1" of movement.

Brute:
Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Slow-Witted:
You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).

CORE
A 0
M 0"
S 1+
W 0
Weapons
ATK
HIT
DMG
Pointless
1
1+
0/0
Abilities
Guardsmen Orders
Options
DUTY AND HONOR! (Strategic Ploy)ENGAGE FROM COVER (Strategic Ploy)FOR CADIA! (Tactical Ploy)CHAIN OF COMMAND (Tactical Ploy)

Guardsmen Orders: STRATEGIC GAMBIT and SUPPORT A friendly GUARD LEADER operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly GUARD LEADER operatives within 6" of it to receive. Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.

  • Take Aim! Ranged weapons of operatives that received this order (excluding mortar barrage and remote detonator) have the Ceaseless weapon rule.

  • Fix Bayonets! Melee weapons of operatives that received this order have the Ceaseless weapon rule.

  • Dig In! Whenever an operative is shooting a friendly operative that has received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).

  • Move! Move! Move! Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.

DUTY AND HONOR! (Strategic Ploy): Whenever a friendly GUARD operative is fighting or retaliating, or an operative is shooting it, the first time an attack die inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

ENGAGE FROM COVER (Strategic Ploy): Whenever an operative is shooting a friendly GUARD operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.

FOR CADIA! (Tactical Ploy): Use this firefight ploy when a ready friendly GUARD operative is incapacitated while retaliating. Before it’s removed from the killzone, it can immediately perform a free Fight action against the operative that incapacitated it. Unless otherwise specified, the operative would be injured for this.

CHAIN OF COMMAND (Tactical Ploy): If a friendly GUARD LEADER operative is incapacitated and removed from the killzone, you can use this tactical ploy. If you do, until the end of the battle, another operative gains the LEADER keyword and that operative can issue GUARDSMAN ORDERS as a STRATEGIC GAMBIT.

32
Commissar
A 2
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plasma Pistol
Default (Prc1, Rng 8")
4
3+
3/5
Profile (Hot, Lethal 5+, Prc1, Rng 8")
4
3+
4/5
Chainsword
4
3+
4/5
Power Sabre (Lethal 5+)
4
3+
4/6
Power Fist (Brutal)
4
4+
5/7
Abilities
Enforce (1 AP)Strategise (1 AP)Zealous Disciplinarian

Enforce (1 AP): Select one other friendly GUARD operative visible to and within 3" of this operative. That operative can immediately perform a 1AP action for free, but it cannot move more than 2" during that action. If the selected operative has the commspack equipment, it cannot perform the SIGNAL action.

This operative cannot perform this action while within control range of an enemy operative

Strategise (1 AP): You gain 1CP. This operative cannot perform this action while within 3'' of an enemy operative.

Zealous Disciplinarian: Whenever a friendly GUARD operative is within 6" of this operative, you can ignore any changes to that operative's stats from being injured (Including its weapons' stats). Whenever a friendly GUARD operative is activated within 6" of this operative, you can ignore any changes to that operative's stats from being injured until the end of its activation (including its weapons' stats).

32COMMISSAR, GUARD, INFANTRY, LEADER, LORD, COMMANDER
Primaris Psyker
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Doombolt (Dev 2, Lethal 5+)
4
3+
3/3
Firestorm (Seek Light, Blast 1'')
5
4+
2/2
Fluxblast (Rending, Blast 2'')
4
3+
3/4
Staff
4
3+
3/5
Abilities
Manifest Psychic Power (1AP)

Manifest Psychic Power (1AP): Roll one D6: on a 1-2, that friendly operative suffers D3 mortal wounds; on a 3+, select one psychic power from the list below to be resolved. You cannot select a psychic power that you have already resolved during this Turning Point.

  • Doombolt
  • Firestorm
  • Fluxblast
32PRIMARIS PSYKER, GUARD, INFANTRY, LEADER, LORD, PSYKER
Shocktroop Sergeant [15R]
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
3+
2/3
Autogun (Ceaseless)
4
3+
2/3
Boltgun
4
3+
3/4
Flamer (Rng 8", Sat, Tor 2", Bal)
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Meltagun (Rng 6", Dev 4, Prc2)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
3+
3/4
Relic Laspistol (Range 8", Lethal 5+)
4
3+
2/4
Bolt Pistol (Range 8")
4
3+
3/4
Plasma Pistol
Standard (Range 8", Piercing 1)
4
4+
3/5
Supercharge (Range 8", Hot, Lethal 5+, Piercing 1)
4
4+
4/5
Bayonet
4
3+
2/3
New Weapon
4
4+
3/4
Chainsword
4
3+
4/5
Power Sword (Range 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/6
Abilities
Adaptive OrdersAvailable EquipmentGroup Activation
Options
OVERCHARGE LASGUNS (Strategic Ploy)CLEAR THE LINE (Strategic Ploy)INTO THE BREACH (Strategic Ploy)SIEGE WARFARE (Strategic Ploy)INSPIRATIONAL LEADERSHIP (Tactical Ploy)COMBINED ARMS (Tactical Ploy)FRONTLINE BRAVERY (Tactical Ploy)LAST STAND (Tactical Ploy)

Adaptive Orders: Adaptive Orders: If this operative doesn’t issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT, you can use the Inspirational Leadership firefight ploy for 0CP during this operative’s activation.

OVERCHARGE LASGUNS (Strategic Ploy): Until the end of the Turning Point, each time a Las weapon is selected for a friendly TROOP operative to shoot with (excluding Sharpshooter's Long-Las), you can choose to overcharge. If you do so, that weapon gains the P1 and Hot special rules for that shooting attack. A Las weapon is a ranged weapon that includes "Las" in its name (e.g. Lasgun, Laspistol, etc.).

CLEAR THE LINE (Strategic Ploy): Friendly TROOP operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly TROOP operative is fighting wholly within your territory, or whenever it’s retaliating, its melee weapons also have the Severe weapon rule.

INTO THE BREACH (Strategic Ploy): Each friendly TROOP operative within your drop zone can perform a free Dash action, but must finish that move closer to the enemy’s drop zone.

SIEGE WARFARE (Strategic Ploy): Friendly TROOP operatives’ ranged weapons have the Saturate and Accurate 1 weapon rules.

INSPIRATIONAL LEADERSHIP (Tactical Ploy): Use this tacticalploy during a friendly TROOP LEADER operative’s activation, before or after it performs an action. It issues a GUARDSMAN ORDER.

COMBINED ARMS (Tactical Ploy): Use this tactical ploy after rolling your attack dice for a friendly TROOP operative, if it’s shooting an enemy operative that’s been shot by another friendly TROOP operative during this turning point. You can re-roll any of your attack dice.

FRONTLINE BRAVERY (Tactical Ploy): Use this tactical ploy when a friendly TROOP operative is activated and given an Engage order. It receives every GUARDSMAN ORDER. This takes precedence over the normal rule that operatives cannot benefit from more than one GUARDSMAN ORDER at once.

LAST STAND (Tactical Ploy): Use this Tactical Ploy when a ready friendly TROOP operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.

32TROOP, GUARD, INFANTRY, LEADER
Sergeant [20R]
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Bolt Pistol (Range 8")
4
3+
3/4
Hot-Shot Laspistol (Range 8")
4
3+
3/4
Plasma Pistol
Standard (Range 8", Piercing 1)
4
3+
3/5
Supercharge (Range 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Gunbutt
3
4+
2/3
Chainsword
4
3+
4/5
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
Available EquipmentRapid FireVeteran Leadership
Options
ELIMINATION PATTERN (Strategic Ploy)CLEARANCE SWEEP (Strategic Ploy)RELOCATE (Strategic Ploy)SPECIAL FORCES (Strategic Ploy)SEIZE THE INITIATIVE (Tactical Ploy)COVER RETREAT (Tactical Ploy)NEUTRALISE TARGET (Tactical Ploy)GIVE NO GROUND (Tactical Ploy)

Veteran Leadership: Whenever this operative is in the killzone and you issues a GUARDSMAN ORDER , you can select one additional GUARDSMAN ORDER but they cannot be the same.

ELIMINATION PATTERN (Strategic Ploy): Whenever a friendly KASRKIN operative is shooting with a hot-shot weapon against an operative that cannot retain any cover saves or is being scanned (see the Auspex Equipment Option), that weapon has the Piercing Crits 1 weapon rule, or Piercing 1 instead if it’s a hot-shot volley gun.

CLEARANCE SWEEP (Strategic Ploy): Place your Clearance Sweep marker in the killzone. Whenever a friendly KASRKIN operative within 5" horizontally of that marker is shooting an operative also within 5" horizontally of that marker, that friendly operative’s weapons have the Ceaseless weapon rule. In the Ready step of the next Strategy phase, remove that marker.

RELOCATE (Strategic Ploy): Select one friendly KASRKIN operative that’s more than 3" from enemy operatives. That operative, and each other friendly KASRKIN operative that’s both within 3" of that operative and more than 3" from enemy operatives, can immediately perform a free Dash action in an order of your choice. You cannot use this ploy during the first turning point.

SPECIAL FORCES (Strategic Ploy): Select the Pick up action or one mission action friendly KASRKIN operatives can perform. Until the end of the Turning Point, each time a friendly KASRKIN operative is activated, it can perform that action for one less AP (to a minimum of 0AP).

SEIZE THE INITIATIVE (Tactical Ploy): Use this tactical ploy at the start of the Firefight phase. One friendly KASRKIN operative can immediately perform a 1AP action for free, but it cannot move during that action. You cannot use this ploy if you’re the player with initiative.

COVER RETREAT (Tactical Ploy): Use this tactical ploy when a friendly KASRKIN operative performs the Fall Back action while visible to and within 6" of another friendly KASRKIN operative that’s not within control range of enemy operatives. After that friendly operative has finished moving, but before that Fall Back action ends, that other friendly operative can immediately perform a free Shoot action (you can change its order to Engage to do so).

NEUTRALISE TARGET (Tactical Ploy): Use this tactical ploy after rolling your attack dice for a friendly KASRKIN operative, if it’s shooting an operative that either cannot retain any cover saves or is being scanned (see the Auspex Equipment Option). You can re-roll any of your attack dice.

GIVE NO GROUND (Tactical Ploy): Use this tactical ploy during a friendly KASRKIN operative’s activation, or at the end of the Firefight phase. Select one of your mission markers or an objective marker. Until the end of that activation or until the start of the next turning point respectively, if the total APL of friendly KASRKIN operatives that contest that marker is 2, and the total APL of enemy operatives that contest it is the same, friendly KASRKIN operatives control that marker.

32KASRKIN, GUARD, INFANTRY, LEADER
Fixer [20R]
A 2
M 5"
S 5+
W 7
Weapons
ATK
HIT
DMG
Sniper Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy)
4
2+
3/3
Battle Rifle
4
2+
3/4
Fists
3
5+
1/2
Abilities
Available EquipmentScarperTarget Designation
Options
SNIPER POSITIONS (Strategic Ploy)SHIFTY (Strategic Ploy)CRACK SHOTS (Strategic Ploy)FRONTLINE ASSAULT (Strategic Ploy)SURVIVAL INSTINCTS (Tactical Ploy)LARCENOUS (Tactical Ploy)SHARPSHOT (Tactical Ploy)SHOOT AND HIDE (Tactical Ploy)

Target Designation: STRATEGIC GAMBIT. Select one enemy operative. Until the end of the turning point, whenever a friendly RATLING operative is shooting that enemy operative with a rifle, that weapon has the Lethal 5+ weapon rule.

SNIPER POSITIONS (Strategic Ploy): Whenever a friendly ABHUMAN operative is more than 6" from enemy operatives and within 1" of Heavy terrain, the stationary profile of its rifle (if any) has the Silent weapon rule.

SHIFTY (Strategic Ploy): Whenever a friendly RATLING operative 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".

CRACK SHOTS (Strategic Ploy): Whenever a friendly ABHUMAN operative is shooting an enemy operative more than 6" from it, if that friendly operative hasn’t performed the Charge, Fall Back or Reposition action during the activation, or if it’s a counteraction, its rifle (if any) has the Balanced weapon rule. Note that operative isn’t restricted from performing those actions after shooting.

FRONTLINE ASSAULT (Strategic Ploy): Whenever a tactical BULLGRYN or friendly OGRYN operative within your opponent’s territory or within 3" of an objective marker is shooting, fighting or retaliating, its weapons have the Balanced weapon rule.

SURVIVAL INSTINCTS (Tactical Ploy): Use this tactical ploy when an enemy operative is shooting against or fighting against a friendly RATLING operative) and you’re allocating a dice to block. If it’s a normal success, it can block one unresolved critical success; if it’s a critical success, it can block two unresolved successes (normal or critical).

LARCENOUS (Tactical Ploy): Use this tactical ploy during a friendly RATLING operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (taking precedence over that action’s conditions – it only needs to contest the marker), and having an enemy operative within its control range doesn’t prevent it from doing so.

SHARPSHOT (Tactical Ploy): Use this tactical ploy when a friendly ABHUMAN operative is performing the Shoot action with a rifle and you’re selecting a valid target. Having other friendly ABHUMAN operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.

SHOOT AND HIDE (Tactical Ploy): Use this tacticalploy after a friendly RATLING operative that has an Engage order performs the Shoot action with a rifle. If it’s more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal.

32ABHUMAN, GUARD, INFANTRY, LEADER
Recon Veteran Sergeant [20R]
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Scoped Lascarbine (Rending,)
4
3+
2/3
Lasrifle (Hvy(Repos), Lethal 5+)
4
2+
2/3
Shotgun (Rng 6'', Bal)
4
2+
3/3
Bionic Arm
3
3+
3/4
Abilities
Ambush TacticsAvailable EquipmentCamo CloakGuerilla Fighter
Options
DISAPPEAR (Strategic Ploy)HIDDEN ENGAGEMENT (Strategic Ploy)AMBUSHING VOLLEY (Strategic Ploy)PATIENCE (Strategic Ploy)DODGE (Tactical Ploy)PREPARED DEFENCE (Tactical Ploy)SILENT KILLERS (Tactical Ploy)SHARP REACTIONS (Tactical Ploy)

Ambush Tactics: RECON VETERAN operatives can perform the Guard action for free.

DISAPPEAR (Strategic Ploy): One friendly RECON VETERAN 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 (Strategic Ploy): Whenever a friendly RECON VETERAN 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 (Strategic Ploy): Whenever a friendly RECON VETERAN 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 (Strategic Ploy): 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 RECON VETERAN 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.

DODGE (Tactical Ploy): Use this tactical ploy during a friendly RECON VETERAN 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.

PREPARED DEFENCE (Tactical Ploy): Use this tactical ploy when a friendly RECON VETERAN 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).

SILENT KILLERS (Tactical Ploy): Use this tactical ploy during a friendly RECON VETERAN 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 (Tactical Ploy): Use this tactical ploy after an enemy operative that has a Conceal order performs an action during its activation, if it’s within 8" of a friendly RECON VETERAN operative. You can use a Guard action rule to interrupt that activation with that friendly RECON VETERAN operative regardless of that enemy operative’s order (taking precedence over the normal rules).

32RECON VETERAN, GUARD, INFANTRY, LEADER
Roughrider Sergeant [30]
A 2
M 8"
S 4+
W 13
Weapons
ATK
HIT
DMG
Lasgun
3
4+
2/3
Frag Lance (Rng 1'', Lim 1, Blast 2'')
4
3+
4/5
Power Sabre and Hooves (Lethal 5+)
5
3+
4/6
Abilities
Available EquipmentSteed
Options
FORWARD, FOR THE THRONE! (Strategic Ploy)RUN THEM DOWN (Strategic Ploy)ENCIRCLING MANOEUVRE (Strategic Ploy)PERSISTANT CHARGE (Strategic Ploy)FELL OF THE HIGH HORSE (Tactical Ploy)DUTY ONTO DEATH (Tactical Ploy)EQUINE WILLPOWER (Tactical Ploy)DRAW FIRE (Tactical Ploy)

FORWARD, FOR THE THRONE! (Strategic Ploy): Until the end of the Turning Point, each time a friendly ROUGHRIDER operative performs a Reposition or Dash action, it can move through Light terrain and the engagement range of enemy operatives as though it were not there.

RUN THEM DOWN (Strategic Ploy): Until the end of the Turning Point, each time a friendly ROUGHRIDER operative fights in combat against an enemy operative in the same activation, it performed the charge action, its melee weapons gain the Brutal keyword.

ENCIRCLING MANOEUVRE (Strategic Ploy): Until the end of the Turning Point, each time a friendly ROUGHRIDER operative fights in combat against an enemy operative within Engagement Range of another friendly operative, you can retain one normal hit as a successful normal hit without rolling it.

PERSISTANT CHARGE (Strategic Ploy): Until the end of the Turning Point, each time a friendly ROUGHRIDER operative incapacitates an enemy within its engagement range, it can perform the Charge action for free, even if it already performed the charge action during that activation.

FELL OF THE HIGH HORSE (Tactical Ploy): Use this Tactical Ploy when a friendly ROUGHRIDER operative is incapacitated. After that operative is removed from the killzone, roll a D3 on a 2+, replace that operative with a TROOP operative. That operative can immediately perform the Dash action.

DUTY ONTO DEATH (Tactical Ploy): Use this Tactical Ploy when a friendly ROUGHRIDER operative performs the shooting action with its Frag Lance; it gains the Blast 4'' and Stun keywords. But it must target all friendly operatives as well for the Blast rule.

EQUINE WILLPOWER (Tactical Ploy): Use this Tactical Ploy when a friendly DEATH RIDER operative is selected for activation, add 1 to its APL.

DRAW FIRE (Tactical Ploy): Use this tactical ploy when a friendly GUARD operative is selected as the valid target of a shoot action. Select one other friendly ROUGHRIDER operative visible to and within 6" of that first friendly operative to become the valid target (as appropriate) instead, even if it normally would not be valid for this. Improve that ROUGH RIDER operatives save by one.

32ROUGHRIDER, GUARD, ELITE, LEADER
[15R]
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Hot-Shot Volley Gun
Focused (PrcCrit1)
5
3+
3/4
Sweeping (PrcCrit1, Tor 1")
4
3+
3/4
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
3+
5/6
Hot-Shot Marksman Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Heavy, Silent)
4
2+
3/3
Gunbutt
3
4+
2/3
Abilities
Available EquipmentRapid Fire
32KASRKIN, GUARD, INFANTRY
Shocktroop [10R]
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Boltgun
4
4+
3/4
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Meltagun (Rng 6", Dev 4, Prc2)
4
4+
6/3
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
4+
3/4
Long-Las
Mobile
4
3+
3/4
Stationary (Dev1, Hvy(Dash), Silent)
4
2+
3/3
Bayonet
4
4+
2/3
Abilities
Available EquipmentGroup Activation
32TROOP, GUARD, INFANTRY
Recon Veteran [15R]
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
2/3
Lasrifle (Hvy(Repos), Lethal 5+)
4
3+
2/3
Shotgun (Rng 6'')
4
2+
3/3
Meltagun (Rng 6", Dev 4, Prc2)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
3+
5/6
Missile Launcher
Frag (Blast 2", Hvy)
4
3+
3/5
Krak (Hvy, Prc1)
4
3+
5/7
Auto-Stubber
Focused (Hvy(Dash))
5
3+
3/4
Suppresive (Hvy, Lethal 5+, Seek Light, Stun, Tor 1")
5
5+
0/0
Sweeping (Hvy(Dash), Tor 1")
4
3+
3/4
Long-Las
Mobile
4
3+
3/4
Stationary (Dev1, Hvy(Dash), Silent)
4
2+
3/3
Gunbutt
3
4+
2/3
Abilities
Available EquipmentCamo CloakGuerilla Fighter
32RECON VETERAN, GUARD, INFANTRY
[15R]
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Sniper Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy)
4
2+
3/3
Battle Rifle
4
2+
3/4
Suppressed Sniper Rifle
Default (Silent)
4
3+
3/4
Profile (Dev2, Hvy, Silent)
4
2+
3/3
Tankstopper Rifle
Mobile (Dev1, Hvy(Dash), Prc1)
4
4+
4/4
Stationary (Dev4, Hvy, Prc1, Severe)
4
4+
3/4
Fists
3
5+
1/2
Abilities
Available EquipmentScarper
32ABHUMAN, GUARD, INFANTRY
Roughrider [25R]
A 2
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Lasgun
3
4+
2/3
Frag Lance (Rng 1'', Lim 1, Blast 2'', Explosive)
4
3+
4/5
Power Sabre and Hooves (Lethal 5+)
5
3+
4/6
Abilities
Available EquipmentSteed
32ROUGHRIDER, GUARD, ELITE
Ogryn [25R]
A 2
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Ripper Gun (Rng 8", Punishing)
4
3+
4/5
Bayonet
4
3+
4/5
Abilities
Available EquipmentBayonet ChargeBruteSlow-Witted

Bayonet Charge: Whenever this operative finishes moving during the Charge action, you can inflict 1D3+1 damage on one enemy operative within its Control Range.

32ABHUMAN, GUARD, ELITE
Bullgryn [25R]
A 2
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Grenadier Gauntlet (Blast 2")
4
4+
3/4
Power Maul (Shock)
4
3+
4/6
Brute Shield
4
3+
3/4
Slab Shield
4
4+
3/4
Abilities
Available EquipmentBruteShieldsSlow-Witted

Shields: Pick one Shield

  • Brute Shield: If this operative has a Brute Shield, whenever it is fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).

  • Slab Shield: If this operative has a Slabshield, it has a 3+ Save stat.

32ABHUMAN, GUARD, ELITE
Heavy Weapon Team [20R]
A 2
M 4"
S 5+
W 14
Weapons
ATK
HIT
DMG
Autocannon (Heavy)
5
3+
5/6
Heavy Bolter (Prccrits1, Tor 1'', Heavy)
5
3+
4/5
Lascannon (Prc2, Heavy)
4
3+
6/7
Missile Launcher
Frag (Blast 2'', Heavy)
4
3+
3/5
Krak (Prc1, Heavy)
4
3+
5/7
Mortar (Blast 2'', Silent, Heavy)
4
4+
3/5
Heavy Flamer (Rng 8'', Tor 2'', Sat, Heavy)
5
2+
3/3
Twin-Stubber (Heavy, Tor 1'', Ceaseless)
5
3+
3/4
Bayonet
3
4+
2/3
Abilities
Available Equipment
32TROOP, GUARD, ELITE
Battlemutt [10R]
A 2
M 6"
S 5+
W 4
Weapons
ATK
HIT
DMG
Bite
4
3+
2/4
Abilities
BeastEarly Warning

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight and Reposition. It cannot use any weapons that aren’t on its datacard.

Early Warning: Once per turning point, after an enemy operative performs an action in which it moves or is set up, you can interrupt to use this rule. If you do, each friendly GUARD operative within 6" of this operative and within 2" of that enemy operative can immediately perform a free Dash or Fall Back action in an order of your choice (choose separately for each), but it cannot move more than 3" during that action. In either case, each one cannot end that move within 2" of an enemy operative unless it’s not visible to every enemy operative when it ends that move (if this isn’t possible for an operative, it cannot move).

32BATTLEMUTT, GUARD, SUPPORT
Equipment

Frag Grenade [2R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Stikkbomb43+2/3Lim, Sat, Blast 2'', Rng 6''

Advanced Camo [2R]:
The operative can perform the following action for the battle:

  • Advanced Camo (1 AP): 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.

Blast Padding [3R]:
The operative gains the following ability for the battle:

  • Blast Padding: Whenever an operative is shooting this operative with a weapon that has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. In addition, this operative isn’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

Chronometer [3R]:
The operative gains the following ability for the battle:

  • Chronometer: Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does, you can re-roll your dice.

Long-Range Scope [2R]:
Operative equipped with a hot-shot lasgun or hot-shot marksman rifle only. The hot-shot lasgun or hot-shot marksman rifle the operative is equipped with gains the following critical hit rule for the battle:

  • Long-range Scope: Each time a friendly operative makes a shooting attack with this weapon against a target more than 6'' from it, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, this weapon gains the No Cover special rule for that shooting attack.

Ammopack [3R]:
The operative can perform the following action for the battle:

  • Load Weapon (1 AP): Select one friendly GUARD 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).

Smoke Grenade [3R]:
The operative can perform the following action for the battle:

  • Smoke Grenade (1 AP): Place the centre of one Smoke token on a point within 6'' of this operative. That token creates an area of smoke with a 2'' radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.

Combat Blade [1R]:
The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Combat Blade34+3/4

Adrenaline Shot [1R]:
The operative gains the following ability for the battle:

  • Adrenaline Shot: Once per battle, when this operative is activated, you can use this ability. If you do so, until the end of the activation, you can ignore any or all modifiers to this operative’s APL and Movement characteristics.

Decoy Grenade [2R]:
The operative can perform the following action during the battle:

  • Decoy Grenade (1AP): Select one point in the killzone within 6'' of this operative. Roll one D6 for each operative within 4'' of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, until the end of the Turning Point, that operative cannot perform Guard or Overwatch actions (if they are already on guard, they are no longer on guard). This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

Regimental Standard [2R]:
1. The operative gains the following ability for the battle:

  • Regimental Standard: When determining control of an objective marker, treat this operative’s APL as being 1 higher. Note that this is not a modifier.
  1. The operative can perform the following action during the battle:
  • Plant The Standard (1 AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly GUARD operative , that friendly operative is inspired by the regimental standard. While an operative is inspired by the regimental standard, each time a shooting attack is made against it, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.

Foregrip [1R]:
Whenever a friendly this operative is shooting an operative within 3" of it, ranged weapons on its datacard (excluding weapons that include ‘pistol’ in their name, e.g. hot-shot laspistol, all profiles of a plasma pistol, etc.) have the Accurate 1 weapon rule.


Commspack:
1. The operative gains the following ability for the battle:

  • Relay Orders: Once per turning point, when this operative receives a GUARDSMAN ORDER, if it’s not within control range of enemy operatives, it can relay that order. Whenever an order is relayed, all friendly GUARD operatives in the killzone receive that order, then subtract 1 from this operative’s APL stat until the end of its next activation.
  1. The operative can perform the following action during the battle:
  • Signal (1 AP): SUPPORT. Select one other friendly GUARD operative visible to and 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.

Grappling Hook [1R]:
Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).


Auspex [2R]:
The operative can perform the following action for the battle:

  • Auspex Scan (1 AP): Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever an enemy operative is within 8" of this operative, that enemy operative is being scanned. Whenever a friendly KASRKIN operative is shooting an enemy operative that’s being scanned, that enemy operative cannot be obscured This operative cannot perform this action while within control range of an enemy operative.

Rosary [2R]:
The operative gains the following ability for the battle:

  • Rosary: Once per battle, in the Resolve Successful Hits step of a shooting attack or combat, you can ignore the damage inflicted on this operative from one attack dice.

Stolen Goods [2R]:
At the beginning of the battle, roll one D3. If the result is:

  • 1, you lose 1CP.
  • 2, you gain 1CP.
  • 3, your opponent loses 1CP.

Hand Axe [2R]:
The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Hand Axe34+3/5

Hot-Shot Capacitor Pack [2R]:
Modify the operative’s ranged weapons for the battle as follows:

  • Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with.

Binoculus [2R]:
The operative can perform the following action during the battle:

  • Spot (1 AP): SUPPORT. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly GUARD operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:
  1. That friendly operative’s ranged weapons have the Seek Light weapon rule.
  2. That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.


Lucky Round [3R]:
Once per turning point, when this operative is shooting with a rifle and you’ve rolled your attack dice, you can use this rule. If you do, that weapon has the Severe weapon rule until the end of that sequence.


Stun Grenade [3R]:
The operative can perform the following action for the battle:

  • Stun Grenade (1 AP): Select one point in the killzone within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

Krak Grenade [3R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Krak Grenade43+4/5Lim, Sat, Piercing 1, Rng 6''

Medikit [2R]:
The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

  • Medikit (1 AP): Select one friendly GUARD operative within 1'' of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.

Trench Shovel [2R]:
The operative gains the following ability for the battle:

  • Dug Trench: While this operative is wholly within your drop zone, each time an enemy operative makes a shooting attack, if it is more than 2'' from this operative, this operative is treated as being in Cover provided by Light terrain. This operative loses this ability if it performs a Normal Move, Charge, Fall Back or Dash action.

Proximity Mine [3R]:
The operative gains the following ability for the battle:

  • Proximity 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).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).

Imperial Primer [2R]:
The operative gains the following ability for the battle:

  • Uplifting Primer: SUPPORT. Whenever a friendly TROOP operative is within 3" of this operative, that friendly operative’s weapons have the Severe weapon rule.

Improvised Armour [2R]:
Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can retain dice results of 5+ as critical saves.


Ploys
TacOps