Imperial Guard
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 OrdersOptions
DUTY AND HONOR! (Strategic Ploy)ENGAGE FROM COVER (Strategic Ploy)FOR CADIA! (Tactical Ploy)CHAIN OF COMMAND (Tactical Ploy)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 DisciplinarianPrimaris 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)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 ActivationOptions
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)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 LeadershipOptions
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)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 DesignationOptions
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)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 FighterOptions
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)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 EquipmentSteedOptions
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)[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 FireShocktroop [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 ActivationRecon 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[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 EquipmentScarperRoughrider [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 EquipmentSteedOgryn [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-WittedBullgryn [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-WittedHeavy 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 EquipmentBattlemutt [10R]
A 2
M 6"
S 5+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bite | 4 | 3+ | 2/4 |
Abilities
BeastEarly WarningFrag Grenade [2R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Stikkbomb | 4 | 3+ | 2/3 | Lim, 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:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Combat Blade | 3 | 4+ | 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]
- 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.
- 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
- 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.
- 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:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Hand Axe | 3 | 4+ | 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:
- That friendly operative’s ranged weapons have the Seek Light weapon rule.
- 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:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Krak Grenade | 4 | 3+ | 4/5 | Lim, 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.
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.
Equipment
Frag Grenade [2R]:
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Stikkbomb | 4 | 3+ | 2/3 | Lim, 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:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Combat Blade | 3 | 4+ | 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.
- 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.
- 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:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Hand Axe | 3 | 4+ | 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:
- That friendly operative’s ranged weapons have the Seek Light weapon rule.
- 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:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Krak Grenade | 4 | 3+ | 4/5 | Lim, 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.