Warhammer 40,000: Tactica - Space Marines

Homebrew by TheChadNerd

Testing to see if kill team rules can be used to play a large scale game of 40K.

No votes yet
Composition

CHAPTER TACTICS

When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ADEPTUS ASTARTES units to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

CT: DUELLER

  • Whenever this unit is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

CT: MOBILE:

  • This unit can perform the Fall Back action for 1 less AP.
  • This unit can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).

CT SHARPSHOOTER

  • Whenever this unit is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.

CT: STEALTHY

  • Whenever this unit is shot at by enemy operatives, 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. This is not cumulative with improved cover saves from Vantage terrain.

CT: AGGRESSIVE

  • This unit’s melee weapons have the Rending weapon rule.
  • Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.

CT: HARDY

  • Whenever this unit is shot at by enemy operatives, 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.

CT: RESOLUTE

  • You can ignore any changes to this operative's APL stat and it is not affected by enemy unit’s Shock weapon rule.

CT: SIEGE SPECIALIST

  • This operative's ranged weapons have the Saturate weapon rule.
  • Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
Common Abilities and Options

Astartes:
During each friendly ADEPTUS ASTARTES unit’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, and if it’s a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ADEPTUS ASTARTES unit can counteract regardless of it’s order.

Multiple instances of abilities (such as the Astartes ability) do not stack.

Morale 5+:
This unit can become SHAKEN but cannot route from the battlefield.

80 Points:

Chapter Veteran:
At the end of the Select Units step, if this unit is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don't have to select the same one for each battle in a campaign or tournament.

If this model is leading a unit, their unit also gains the additonal CHAPTER TACTIC.

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

  • Use a firefight ploy for 0CP if this is the specified SPACE MARINES (excluding Command Re-roll).
  • Use the Combat Doctrine strategy ploy when you activate a friendly SPACE MARINES unit if this unit is in the killzone and isn’t within control range of enemy models (pay its CP cost as normal). Note that you cannot do so if you’ve already used that ploy during this turning point. Use the Adjust Doctrine firefight ploy for 0CP if this unit is in the killzone and isn’t within control range of enemy models.

Iron Halo:
Once per battle, when an attack inflicts Normal Damage on this unit, you can ignore the inflicted normal damage.

Leader:
This model can be attached to the following units:

  • Assault Intercessor Squad
  • Bladeguard Veteran Squad
  • Company Heroes
  • Hellblaster Squad
  • Infernus Squad
  • Intercessor Squad
  • Sternguard Veteran Squad
  • Deathwatch Veterans
  • Decimus Kill Team
  • Fortis Kill Team.

This model cannot be attached to a BLADEGUARD VETERAN SQUAD unless this model is equipped with a relic shield, and cannot be attached to a HELLBLASTER SQUAD unless this model is equipped with a plasma pistol.

Morale 6+:

Wargear Options:
This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with one of the following:

  • 1 heavy bolt pistol and 1 power fist
  • 1 heavy bolt pistol and 1 master-crafted power weapon
  • 1 neo-volkite pistol and 1 power fist
  • 1 neo-volkite pistol and 1 master-crafted power weapon
  • 1 plasma pistol and 1 power fist
  • 1 plasma pistol and 1 master-crafted power weapon
  • 1 heavy bolt pistol, 1 master-crafted power weapon and 1 relic shield
  • This model’s close combat weapon can be replaced with one of the following:
  • 1 master-crafted power weapon
  • 1 power fist

Infiltrators:
After determining which player has the initiative, units where all models have this ability may be set aside before deployment. After all other units are deployed, units where all models have this ability may be deployed anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. Players alternate in placing Scout units, starting with the player that has the initiative.

Deep Strike:
Units where all models have this ability may be set aside before deployment. At the start of any round after the first, after determining initiative, units where all models have this ability may be deployed anywhere on the battlefield over 9” away from enemy models. Players alternate in placing units with DEEP STRIKE, starting with the player with the initiative.

55 Points:

X Points:
5 models = 80 points

10 models = 160 points

Damaged:
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Attack roll.

Deadly Demise D6:
When a model with this ability is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Transport:
This model has a transport capacity of 14 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.

CT: DUELLER:
- Whenever this unit is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

CT: MOBILE:
- This unit can perform the Fall Back action for 1 less AP.

  • This unit can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).

CT: SHARPSHOOTER:
- Whenever this unit is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.

CT: STEALTHY:
- Whenever this unit is shot at by enemy operatives, 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. This is not cumulative with improved cover saves from Vantage terrain.

CT: AGGRESSIVE:
- This unit’s melee weapons have the Rending weapon rule.

  • Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.

CT: HARDY:
- Whenever this unit is shot at by enemy operatives, defense dice results of 5+ are critical successes.

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

CT: RESOLUTE:
- You can ignore any changes to this operative's APL stat and it is not affected by enemy unit’s Shock weapon rule.

CT: SIEGE SPECIALIST:
- This operative's ranged weapons have the Saturate weapon rule.

  • Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

Morale 6+:

Roboute Guilliman
A 3
M 8”
S 2+
W 10
Weapons
ATK
HIT
DMG
Hand of Dominion (Rng 30”)
2
2+
2/3
Emperor’s Sword (Lethal 5+)
14
2+
2/3
Hand of Dominion (Brutal)
7
2+
4/5
Abilities
340 PointsArmor of FateAstartesMorale 5+Supreme StrategistUltramarines Bodyguard

340 Points:

Armor of Fate: The first time this model is destroyed roll 1d6 at the end of the current acrivation: on a 3+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 6 wounds remaining.

Supreme Strategist: Once per Turning Point, one unit from your army with this ability can use it when a friendly ADEPTUS ASTARTES unit within 12" of that model is targeted with a Ploy. If it does, reduce the CP cost of that usage of that Ploy by 1CP.

Ultramarines Bodyguard: While this model is within 3" of one or more friendly Adeptus Astares Infantry units, this model can only be selected as the target of ranged attacks if the attacking model is within 12 inches

MONSTER, CHARACTER, EPIC HERO, IMPERIUM, PRIMARCH, ROBOUTE GUILLIMAN
Captain
A 3
M 6"
S 3+
W 5
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Heavy Bolt Pistol (Rng 18", PrcCrit1)
1
2+
1/2
Master Crafted Bolter (Rng 24", PrcCrit1)
2
2+
2/3
Neo-Volkite Pistol (Rng 12", Lethal 5+)
1
2+
2/3
Plasma Pistol (standard)
Standard (Rng 12", Prc1)
1
2+
1/2
Supercharge (Rng 12", Hot, Lethal 5+, Prc1)
1
2+
2/3
Combat Knife
6
2+
1/2
Master Crafted Power Weapon (Lethal 5+)
6
2+
2/3
Power Fist (Brutal)
5
2+
2/3
Relic Shield (Wounds +1)
0
0/0
Abilities
80 PointsAstartesChapter VeteranHeroic LeaderIron HaloLeaderMorale 6+Wargear Options
Options
CT: DUELLERCT: MOBILECT: SHARPSHOOTERCT: STEALTHYCT: AGGRESSIVECT: HARDYCT: RESOLUTECT: SIEGE SPECIALIST
INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Captain in Gravis Armour
A 3
M 5"
S 3+
W 6
Weapons
ATK
HIT
DMG
Boltstorm Gauntlet (Rng 12")
3
2+
1/2
Master Crafted Heavy Bolt Rifle (Rng 30")
2
2+
3/4
Master Crafted Power Weapon (Lethal 5+)
6
2+
2/3
Power Fist (Brutal)
5
2+
2/3
Relic Blade (Extra Attacks, Lethal 5+)
2
2+
2/3
Abilities
80 PointsAstartesChapter VeteranHeroic LeaderIron HaloLeaderMorale 6+Wargear Options
Options
CT: DUELLERCT: MOBILECT: SHARPSHOOTERCT: STEALTHYCT: AGGRESSIVECT: HARDYCT: RESOLUTECT: SIEGE SPECIALIST
INFANTRY, CHARACTER, GRENADES, IMPERIUM, GRAVIS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Captain in Phobos Armour
A 3
M 6"
S 3+
W 5
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Instigator Bolt Carbine (Rng 24", Sat, Silent)
1
2+
2/3
Combat Knife
6
2+
1/2
Abilities
70 PointsAstartesChapter VeteranHeroic LeaderInfiltratorsLeaderMaster of DeceitMorale 6+Stealth
Options
CT: DUELLERCT: MOBILECT: SHARPSHOOTERCT: STEALTHYCT: AGGRESSIVECT: HARDYCT: RESOLUTECT: SIEGE SPECIALIST

70 Points:

Master of Deceit: After both players have deployed their armies, if your army includes one or more models with this ability, you can select up to three friendly ADEPTUS ASTARTES INFANTRY units and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack's Hit roll.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, PHOBOS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Captain in Terminator Armour
A 3
M 5"
S 2+
W 6
Weapons
ATK
HIT
DMG
Storm Bolter (Rng 24", Relentless)
2
2+
1/2
Combi-Weapon (Rng 24", Relentless, Brutal)
1
3+
1/2
Relic Fist (Brutal)
5
2+
2/3
Relic Weapon (Lethal 5+)
6
2+
2/3
Abilities
95 PointsAstartesChapter VeteranDeep StrikeHeroic LeaderLeaderMorale 6+Wargear Options
Options
CT: DUELLERCT: MOBILECT: SHARPSHOOTERCT: STEALTHYCT: AGGRESSIVECT: HARDYCT: RESOLUTECT: SIEGE SPECIALIST

95 Points:

INFANTRY, CHARACTER, IMPERIUM, TERMINATOR, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Chaplain
A 3
M 6"
S 3+
W 4
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 18", PrcCrit1)
1
3+
2/3
Crozius Arcanum (Shock, Stun)
5
2+
2/3
Abilities
60 PointsAstartesLeaderLitany of HateMorale 5+Spiritual Leader

60 Points:

Litany of Hate: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

Spiritual Leader: At the beginning of each battle round, you can select one friendly ADEPTUS ASTARTES unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, CHAPLAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CHAPLAIN
Librarian in Terminator Armour
A 3
M 5"
S 2+
W 5
Weapons
ATK
HIT
DMG
Combi-weapon (Rng 24", Brutal)
1
4+
1/2
Smite
Witchfire (Rng 24", Psychic)
D6
3+
D3/D3+1
Focused Witchfire (Rng 24", Psychic, Brutal, Hot)
D6
3+
D3/D3+1
Storm Bolter (Rng 24", Relentless)
2
3+
1/2
Force Weapon (Lethal 5+)
4
3+
D3/D3+1
Abilities
75 PointsAstartesDeep StrikeLeaderMorale 6+Psychic HoodVeil of TimeWargear Options

75 Points:

Psychic Hood: While this model is leading a unit, if models in that unit suffer wounds from PSYCHIC attacks, roll 1d6 for each wound. On a 4+ it is ignored.

Veil of Time: While this model is leading a unit, weapons equipped by models in that unit have the RELENTLESS ability.

INFANTRY, CHARACTER, PSYKER, IMPERIUM, TERMINATOR, LIBRARIAN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER,
Ancient
A 3
M 6"
S 3+
W 4
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
3+
1/2
Bolt Rifle (Rng 24", PrcCrit1)
2
3+
1/2
Combat Knife
5
2+
1/2
Power Weapon (Lethal 5+)
5
2+
1/2
Abilities
50 PointsAstartesAstartes BannerChapter VeteranLeaderMorale 6+Unbreakable DutyWargear Options
Options
CT: DUELLERCT: MOBILECT: SHARPSHOOTERCT: STEALTHYCT: AGGRESSIVECT: HARDYCT: RESOLUTECT: SIEGE SPECIALIST

50 Points:

Astartes Banner: While this model is leading a unit, add 1 to the total when calculating objective control.

Unbreakable Duty: While this model is within range of an objective and/or within 6" of the centre of the battlefield, if this model suffers wounds, roll 1d6 for each wound. On a 4+ it is ignored.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, ANCIENT, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER
Lieutenant
A 3
M 6"
S 3+
W 4
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Heavy Bolt Pistol (Rng 18", PrcCrit1)
1
2+
1/2
Master Crafted Bolter (Rng 24", PrcCrit1)
2
2+
2/3
Neo-Volkite Pistol (Rng 12", Lethal 5+)
1
2+
2/3
Plasma Pistol
Standard (Rng 12")
1
2+
1/2
Supercharge (Rng 12", Hot, Lethal 5+, Prc1)
1
2+
2/3
Combat Knife
5
2+
1/2
Master Crafted Power Weapon (Lethal 5+)
5
2+
2/3
Power Fist (Brutal)
4
2+
2/3
Abilities
55 PointsAstartesDoctrine WarfareLeaderMorale 6+Tactical PrecisionWargear Options

Doctrine Warfare: You can do each of the following once per battle:

  • Whenever you would use the Combat Doctrine strategy ploy and then select Devastator, if this model is in the killzone, it costs you 0CP.
  • Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this model is in the killzone, it costs you 0CP.
  • Whenever you would use the Combat Doctrine strategy ploy and then select Assault, if this model is in the killzone, it costs you 0CP.

Tactical Precision: While this model is leading a unit, weapons equipped by models in that unit have the Lethal 5+ ability.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, LIEUTENANT, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER
Lieutenant in Phobos Armour
A 3
M 6"
S 3+
W 4
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Master-Crafted Scoped Bolt Carbine (Lethal 5+, Sat)
2
2+
2/3
Paired Combat Blades (Relentless)
5
2+
1/2
Abilities
AstartesInfiltratorsLeaderScouts (X)Strategic DispersalTactical Advantage
Options
55 pointsMorale 6+

Scouts (X): Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Strategic Dispersal: While this model is leading a unit, after this model’s unit has shot, if it is not within Control Range of any enemy models, it can make a free normal move of up to 6". This normal move can be in addition to any other Reposition or Dash action. If it does, until the end of the turn, that unit is not eligible to perform a charge.

Tactical Advantage: You can do each of the following once per battle:

  • When rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
  • You can use a firefight ploy for 0CP if this model or this model's unit is the specified PHOBOS unit (including Command Re-roll if the attack or defence dice was rolled for this operative), or the Patient Ambush firefight ploy for 0CP if this unit is ready and not within control range of enemy operatives.

55 points:

INFANTRY, CHARACTER, GRENADES, IMPERIUM, PHOBOS, LIEUTENANT, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER
Marneus Calgar in Armour of Antilochus
A 3
M 6"
S 2+
W 6
Weapons
ATK
HIT
DMG
Gauntlets of Ultramar (Rng 18", Relentless)
4
2+
2/3
Gauntlets of Ultramar (Brutal)
6
2+
3/4
Abilities
AstartesChapter VeteranDeep StrikeInspiring LeaderLeaderMaster Tactician
Options
140 pointsMorale 6+

Inspiring Leader: This unit is always eligible to charge during it's activation.

Master Tactician: At the start of the Strategy phase, if this model is your WARLORD and is on the battlefield, you gain 1CP.

140 points:

INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, TERMINATOR, CHAPTER MASTER, MARNEUS CALGAR, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER
Intercessor Squad
A 3
M 6"
S 3+
W 2
Weapons
ATK
HIT
DMG
Astartes Grenade Launcher
Frag (Rng 24", Blast 3")
D3
3+
1/2
Krak (Rng 24", Prc1)
1
3+
D3
Bolt Pistol (Rng 12")
1
3+
1/2
Bolt Rifle (Rng 24", PrcCrit1)
2
3+
1/2
Hand Flamer (Rng 12", Sat, Tor 2")
D6
3+
1/2
Plasma Pistol
Standard (Rng 12", Prc 1)
1
3+
1/2
Supercharge (Rng 12", Hot, Lethal 5+, Prc 1)
1
3+
2/3
Astartes Chainsword
5
3+
1/2
Combat Knife
3
3+
1/2
Power Fist (Brutal)
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
1/2
Thunder Hammer (Shock, Stun)
3
4+
2/3
Abilities
AstartesMorale 6+Objective SecuredWargear OptionsX Points

Objective Secured: If you control an objective marker at the end of a battle round and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent takes control of it.

IMPERIUM, ADEPTUS ASTARTES, INFANTRY, BATTLELINE, GRENADES, TACTICUS, INTERCESSOR SQUAD, ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
Assault Intercessor Squad
A 3
M 6"
S 3+
W 2
Weapons
ATK
HIT
DMG
Hand Flamer (Rng 12")
D6
3+
1/2
Heavy Bolt Pistol (Rng 18")
1
3+
1/2
Plasma Pistol
Standard (Rng 12", Prc1)
1
3+
1/2
Supercharge (Rng 12", Hot, Lethal 5+, Prc1)
1
3+
2/3
Astartes Chainsword
4
3+
1/2
Power Fist (Brutal)
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
1/2
Thunder Hammer (Shock, Stun)
3
4+
2/3
Abilities
AstartesMorale 6+Shock AssaultWargear OptionsX Points

Shock Assault: Each time a model in this unit targets an enemy unit with a melee attack, re-roll a hit rolls of 1. If that enemy unit is within range of an objective marker, you can re-roll any/all hit rolls instead.

INFANTRY, BATTLELINE, GRENADES, IMPERIUM, TACTICUS, ASSAULT INTERCESSOR SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES, WARRIOR
Heavy Intercessor Squad
A 3
M 5"
S 3+
W 3
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
3+
1/2
Heavy Bolt Rifle (Rng 30")
3
3+
2/3
Heavy Bolter
Focused (Rng 36", PrcCrit1)
3
3+
2/3
Sweeping (Rng 36", PrcCrit1, Tor 2")
3
3+
2/3
Combat Knife
3
3+
1/2
Abilities
AstartesMorale 6+Unyielding in the Face of the FoeWargear OptionsX Points

Unyielding in the Face of the Foe: While this unit is within range of an objective you control, each time an attack is allocated to a model in this unit, add 1 to any defense roll made against that attack.

INFANTRY, BATTLELINE, GRENADES, IMPERIUM, GRAVIS, HEAVY INTERCESSOR SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES, HEAVY INTERCESSOR
Aggressor Squad
A 3
M 5"
S 3+
W 3
Weapons
ATK
HIT
DMG
Flamestorm Gauntlets (Rng 12", Sat, Tor 2")
D6+1
3+
1/2
Auto Boltstorm Gauntlets (Rng 18")
3
3+
1/2
Fragstorm Grenade Launcher (Rng 18", Blast 2")
D6
3+
1/2
Twin Power Fists (Brutal, Relentless)
3
3+
2/3
Abilities
AstartesClose Quarters FirepowerMorale 6+Wargear OptionsX Points

Close Quarters Firepower: Each time a model in this unit makes a ranged attack that targets the closest eligible target, add 1 to the hit roll.

INFANTRY, IMPERIUM, GRAVIS, AGGRESSOR SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES
Bladeguard Veteran Squad
A 3
M 6"
S 3+
W 3
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 18", PrcCrit1)
4
4+
3/4
Neo-Volkite Pistol (Rng 12", Lethal 5+)
1
3+
2/3
Plasma Pistol
Standard (Rng 12", Prc1)
1
3+
1/2
Superharge (Rng 12", Hot, Lethal 5+, Prc1)
1
3+
2/3
Master Crafted Power Weapon (Lethal 5+)
4
3+
2/3
Abilities
AstartesBladeguardMorale 6+Wargear OptionsX Points

Bladeguard: - When performing the Fight action, models in this unit may re-roll a Hit rolls of 1.

  • When models in this unit are the targets of shooting attacks, you may re-roll defense rolls of 1.
INFANTRY, GRENADES, IMPERIUM, TACTICUS, BLADEGUARD VETERAN SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES
Inquisitor
A 2
M 6"
S 4+
W 4
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
3+
1/2
Inquisitorial Combi-Weapon (Rng 24", Dev 1, Relentless)
1
3+
1/2
Psychic Shock Wave (Rng 18", Tor 4", Lethal 5+, Rnd)
2D6
3+
1/2
Inquisitorial Melee Weapon
5
3+
1/2
Force Weapon (Lethal 5+)
4
3+
D3/D3+1
Abilities
55 PointsAuthority of the InquisitionInquisitorial TomesLeaderMorale 6+Power of the RosetteWargear Options
Options
Blessed Wardings

Authority of the Inquisition: While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.

Inquisitorial Tomes: STRATEGIC GAMBIT and/or when this operative is activated. Select one of the following INQUISITORIAL TOME rules for this model to have, and one for a friendly INQUISITORIAL AGENT TOME-SKULL model to have (they can be the same, and ignore the rule you didn’t select for each operative):

Denunciation:

  • Whenever a friendly INQUISITORIAL AGENT operative is shooting against, fighting against or retaliating against an enemy operative within 2" of operatives with this rule, add 1 to the Atk stat of that friendly operative’s weapons.

Sanctification:

  • Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly INQUISITORIAL AGENT operative within 2" of friendly operatives with this rule, subtract 1 from the Atk stat of that enemy operative’s weapons.

Power of the Rosette: Each time you target this model’s unit with a ploy, roll one D6: on a 3+, you gain 1CP.

Blessed Wardings: While this model is leading a unit, whenever models in that unit would suffer wounds, roll 1D6 for each wound it would suffer. For every roll of 6+, ignore 1 wound.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, INQUISITOR, INQUISITORIAL AGENT, INQUISITION, PSYKER, LEADER,
Infernus Squad
A 3
M 6"
S 3+
W 2
Weapons
ATK
HIT
DMG
Pyreblaster (Rng 12", Sat, Tor4")
D6
3+
1/2
Bolt Pistol (Rng 12")
4
4+
3/4
Combat Knife
3
3+
1/2
Abilities
AstartesIncendiary TerrorMorale 6+X Points

Incendiary Terror: When performing the Shoot action, after this unit has shot, you can select one enemy INFANTRY unit hit by one or more of those attacks made with a pyreblaster. That enemy unit must take a Morale test, subtracting 1 from that test.

INFANTRY, GRENADES, IMPERIUM, TACTICUS, INFERNUS SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES
Infiltrator Squad
A 3
M 6"
S 3+
W 2
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
3+
1/2
Marksman Bolt Carbine (Rng 24", Lethal 5+)
2
3+
1/2
Combat Knife
3
3+
1/2
Abilities
AstartesInfiltratorsMorale 6+Omni-ScramblersWargear OptionsX Points
Options
Helix GauntletInfiltrator Comms Array

Omni-Scramblers: Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.

Helix Gauntlet: When models in the bearer's unit takie a wound, roll one die. On a 6+ it is ignored.

Infiltrator Comms Array: Each time you target the bearer’s unit with a Ploy, roll one D6: on a 5+, you gain 1CP.

INFANTRY, GRENADES, SMOKE, IMPERIUM, PHOBOS, INFILTRATOR SQUAD, PHOBOS STRIKE TEAM, ADEPTUS ASTARTES, INFILTRATOR
Land Raider Redemer
A 3
M 12"
S 2+
W 16
Weapons
ATK
HIT
DMG
Flamestorm Cannon (Rng 12", Sat, Tor4")
D6+3
3+
2/3
Hunter-Killer Missile (Rng 48", Lim1)
1
2+
D6/D6+1
Multi-Melta (Rng 18", Dev4, Prc2)
2
3+
D6/D6+1
Storm Bolter (Rng 24", Relentless)
2
3+
1/2
Twin Assault Cannon (Rng 24", Lethal 5+, Relentless)
6
3+
1/2
Armoured Tracks
6
4+
1/2
Abilities
270 PointsAssault RampDamagedDeadly Demise D6Morale 6+TransportWargear Options

270 Points:

Assault Ramp: Each time a unit disembarks from this model, that unit is still eligible to perform a charge during that same activation.

VEHICLE, SMOKE, GRENADES, TRANSPORT, IMPERIUM, LAND RAIDER, LAND RAIDER REDEEMER, ANGELS OF DEATH, ADEPTUS ASTARTES,
Redemptor Dreadnought
A 3
M 8"
S 2+
W 12
Weapons
ATK
HIT
DMG
Heavy Flamer (Rng 12", Sat, Tor4")
D6
N/A
1/2
Heavy Onslaught Gatling Cannon (Rng 24", Lethal 5+)
12
3+
1/2
Icarus Rocket Pod (Rng 24")
D3
3+
2/3
Macro Plasma Incinerator
Standard (Rng 36",)
D6+1
3+
2/3
Supercharge (Rng 36", Hot, Lethal 5+, Prc1)
D6+1
3+
3/4
Onslaught Gatling Cannon (Rng 24", Lethal 5+)
8
3+
1/2
Twin Stormbolter (Rng 24", Relentless)
2
3+
1/2
Twin Fragstorm Grenade Launcher (Rng 18", Blast 4")
D6
3+
1/2
Redemptor Fist (Brutal)
5
3+
3/4
Abilities
205 PointsDamagedDeadly Demise D3Duty EternalMorale 6+Wargear Options

205 Points:

Deadly Demise D3: Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.

VEHICLE, WALKER, IMPERIUM, DREADNOUGHT, REDEMPTOR DREADNOUGHT, ANGEL OF DEATH, ADEPTUS ASTARTES
Repulsor
A 3
M 10"
S 3+
W 16
Weapons
ATK
HIT
DMG
Heavy Onslaught Gatling Cannon (Rng 24", Lethal 5+)
12
3+
1/2
Hunter Slayer Missile (Rng 48", Lim1)
1
2+
D6/D6+1
Las-talon (Rng 36")
2
3+
D6/D6+1
Repulsor Defense Array (Rng 24")
18
3+
1/2
Twin Heavy Bolter (Rng 36", Relentless)
3
3+
2/3
Twin Lascannon (Rng 48", Relentless)
1
3+
D6/D6+1
Armoured Hull
6
4+
1/2
Abilities
180 PointsDamagedDeadly Demise D6Emergency Combat EmbarkationMorale 6+TransportWargear Options

180 Points:

Emergency Combat Embarkation: Once per turning point, after an enemy unit has selected targets for its charge but before it makes a Charge move, you can select one ADEPTUS ASTARTES unit from your army that was selected as a target of that charge. Provided that unit is not within Engagement Range of one or more enemy units and every model in that unit is within 3" of this TRANSPORT, it can embark within this TRANSPORT. The charging unit can then select new targets for its charge.

VEHICLE, SMOKE, TRANSPORT, IMPERIUM, REPULSOR, ANGEL OF DEATH, ADEPTUS ASTARTES
Repulsor Executioner
A 3
M 10"
S 3+
W 16
Weapons
ATK
HIT
DMG
Heavy Laser Destroyer (Rng 72")
2
3+
D6/D6+4
Heavy Onslaught Gatling Cannon (Rng 24", Lethal 5+)
12
3+
1/2
Icarus Rocket Pod (Rng 24")
D3
3+
2/3
Ironhail Heavy Stubber (Rng 36", Relentless)
3
3+
1/2
Macro Plasma Incinerator
Standard (Rng 36", Prc1)
D6+1
3+
2/3
Supercharge (Rng 36", Hot, Lethal, Prc2)
D6+1
3+
3/4
Repulsor Executioner Defensive Array (Rng 24")
10
3+
1/2
Twin Heavy Bolter
Focused (Rng 36", PrcCrit2, Relentless)
3
3+
2/3
Sweeping (Rng 36", PrcCrit2, Tor 2")
3
3+
2/3
Twin Icarus Ironhail Heavy Stubber (Rng 36", Relentless)
3
3+
1/2
Armoured Hull
6
4+
1/2
Abilities
230 PointsDamagedDeadly Demise D6ExecutionerMorale 6+TransportWargear Options

230 Points:

Executioner: Each time this model makes an attack that targets a unit that is Below Half-strength, add 1 to the Attack roll.

VEHICLE, SMOKE, TRANSPORT, IMPERIUM, REPULSOR EXECUTIONER, ANGEL OF DEATH, ADEPTUS ASTARTES,
Squad
A 3
M 6"
S 4+
W 2
Weapons
ATK
HIT
DMG
Astartes Shotgun (Rng 18")
2
3+
2/3
Bolt Pistol (Rng 12")
1
3+
1/2
Boltgun (Rng 24")
2
3+
1/2
Heavy Bolter
Focused (Rng 36", PrcCrit1, Relentless)
3
4+
2/3
Sweeping (Rng 36", PrcCrit1, Tor 2")
3
4+
2/3
Missile Launcher
Frag (Rng 48", Blast 4")
D6
4+
1/2
Krak (Rng 48", Prc1)
1
4+
D6/D6+1
Scout Sniper Rifle
Mobile (Rng 36")
1
3+
2/3
Stationary (Rng 36", Hvy(Dash), Dev 1, Silent)
1
3+
2/3
Astartes Chainsword
4
3+
1/2
Combat Knife
2
3+
1/2
Master Crafted Combat Blade
3
3+
1/2
Abilities
Adaptive EquipmentAstartes1AP: Auspex ScanCamo CloakGuerrilla TacticsInfiltratorsMorale 6+Scouts 6"Wargear OptionsX Points

Adaptive Equipment: You can do one of each of the following once per turning point.

  • One friendly SCOUT SQUAD model can perform the Smoke Grenade action.
  • One friendly SCOUT SQUAD model can perform the Stun Grenade action.

The rules for these actions are found in universal equipment. Performing these actions using this rule does not count towards their action limits (i.e, if you select those grenades from equipment).

Auspex Scan (1AP): Until the start of this unit's next activation or until it is destroyed (whichever comes first), whenever a friendly SCOUT SQUAD unit is shooting an enemy unit within 8" of this operative, that enemy unit cannot be obscured. If that friendly unit is a SNIPER that is currently benefitting from the effects of its Optics action, its ranged weapons also have the Seek Light weapon rule.

This unit cannot perform this action while within control range of enemy models.

Camo Cloak: Whenever enemy models are shooting at this unit:

  • Ignore the Saturate weapon rule.
  • 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 is not cumulative with improved cover saves from vantage terrain.

Guerrilla Tactics: At the end of the Battle Round, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and place it into Strategic Reserves.

Scouts 6": Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

INFANTRY, GRENADES, SMOKE, IMPERIUM, SCOUT SQUAD, ADEPTUS ASTARTES
Sternguard Veteran Squad
A 3
M 6"
S 3+
W 2
Weapons
ATK
HIT
DMG
Combi-weapon (Rng 24", Dev 1, Relentless)
1
4+
1/2
Pyrecannon (Rng 12", Sat, Tor4")
D6+1
3+
1/2
Sternguard Bolt Pistol (Rng 12", Dev 1)
1
3+
1/2
Sternguard Bolt Rifle (Rng 24", Relentless, Dev 1)
2
3+
1/2
Sternguard Heavy Bolter (Rng 36", Relentless, Dev 1)
3
4+
2/3
Astartes Chainsword
6
3+
1/2
Combat Knife
4
3+
1/2
Power Weapon (Lethal 5+)
5
3+
1/2
Power Fist (Brutal)
4
3+
2/3
Abilities
AstartesChapter VeteranMorale 6+Wargear OptionsX Points
Options
CT: DUELLERCT: MOBILECT: SHARPSHOOTERCT: STEALTHYCT: AGGRESSIVECT: HARDYCT: RESOLUTECT: SIEGE SPECIALIST
INFANTRY, GRENADES, IMPERIUM, TACTICUS, STERNGUARD VETERAN SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES
Terminator Squad
A 3
M 5"
S 2+
W 3
Weapons
ATK
HIT
DMG
Assault Cannon (Rng 24", Dev 1)
6
3+
1/2
Cyclone Missile Launcher
Frag (Rng 36", Blast 3")
2D6
3+
1/2
Krak
2
3+
D6/D6+1
Heavy Flamer (Rng 12", Sat, Tor3")
D6
3+
1/2
Storm Bolter (Rng 24", Relentless)
2
3+
1/2
Chainfist
3
4+
2/3
Power Fist (Brutal)
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
1/2
Abilities
AstartesDeep StrikeMorale 6+Teleport HomerWargear OptionsX Points

Teleport Homer: At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, during either player's activation but before, you can Deep Strike this unit onto the Teleport Homer Token. You must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed.

INFANTRY, IMPERIUM, TERMINATOR, TERMINATOR SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES
Equipment

Chapter Reliquaries:
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly unit has an Engage order.


Mines:
Before the battle, you can set up one of your Mines markers wholly within your deployment zone and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within a unit's control range, remove that marker and inflict D3+3 damage on that unit.


Razor Wire:
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your deployment zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever a unit would cross over this terrain feature within 1" of it, treat the distance as an additional 1".


Purity Seals:
Once per Battle Round, when a friendly ANGEL OF DEATH or PHOBOS STRIKE TEAM unit 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.


Comms Device:
Before the battle, you can set up one of your Comms Device markers wholly within your deployment zone. While a friendly unit controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly units (e.g. ‘select one friendly unit within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.


Tilting Shields:
Once per Battle Round, when a friendly ANGEL OF DEATH or PHOBOS STRIKE TEAM unit is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Auspex:
Once per Battle Round, when a friendly ANGEL OF DEATH or PHOBOS STRIKE TEAM unit performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy units within 8" of it cannot be obscured.


Ammo Cache:
Before the battle, you can set up one of your Ammo Cache markers wholly within your deployment zone. Friendly units can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active unit 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.

A unit cannot perform this action while within control range of enemy models, if that marker is not yours, or if that marker has been used this turning point.


Ploys

Firefight - Adjust Doctrine:
Use this firefight ploy during a friendly ANGEL OF DEATH unit's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this Battle Round, change the COMBAT DOCTRINE you selected.


Firefight - Shock Assault:
Use this firefight ploy when a friendly ANGEL OF DEATH unit is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

  • Its melee weapon has the Shock weapon rule.
  • The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).


Firefight - Transhuman Physiology:
Use this firefight ploy when an enemy unit is shooting a friendly ANGEL OF DEATH or PHOBOS STRIKE TEAM unit, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Wrath of Vengeance:
Use this firefight ploy when a friendly ANGEL OF DEATH unit is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Firefight - Critical Shot:
Use this firefight ploy when you resolve a critical success for a friendly PHOBOS STRIKE TEAM unit that is shooting with a bolt weapon. Inflict D3 additional damage.

This ploy must be declared before rolling attack dice for shooting attacks.


Firefight - Stealth Assault:
Use this firefight ploy when a friendly PHOBOS STRIKE TEAM unit that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action, and you’re resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The unit cannot have performed any other actions during this activation (but can do so after resolving this ploy).


Firefight - Astartes Training:
Use this firefight ploy during a friendly SCOUT SQUAD unit’s activation. Until the end of that activation, that unit can do one of the following:

  • Perform two Fight actions.
  • Perform two Shoot actions if an Astartes shotgun, bolt pistol or boltgun is selected for at least one of them.
  • Perform two Shoot actions with a heavy bolter, missile launcher or sniper rifle, but 1 additional AP must be spent for the second action.

Firefight - Covert Position:
Use this firefight ploy during a friendly SCOUT SQUAD unit's activation. Until the start of its next activation, while that unit 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".


Firefight - Emboldened Aspirant:
Use this firefight ploy when a friendly SCOUT SQUAD unit performs the Fight or Shoot action. If it is the first friendly unit to perform either of those actions during this Battle Round, or if the enemy unit in that action (Primary target, if relevant) has a higher Wounds stat than that friendly Scout Squad unit, you can retain one of your normal successes as a critical success instead.


Firefight - Raw Physiology:
Use this firefight ploy during a friendly SCOUT SQUAD unit's activation. Until the start of its next activation, add 1" to its Move stat and you can ignore any changes to that unit's stats from being injured (including its weapons' stats).


Strategic - Adaptive Tactics:
Change your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the Battle Round, at which point your original secondary CHAPTER TACTIC returns.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly ANGEL OF DEATH and PHOBOS STRIKE TEAM units from being injured.


Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH unit is (X), its weapons have the Balanced weapon rule. (X) is the COMBAT DOCTRINE you selected.

  • Devastator Doctrine: Shooting a unit more than 6" from it.
  • Tactical Doctrine: Shooting a unit within 6" of it.
  • Assault Doctrine: Fighting or retaliating.

Balanced: Can re-roll one Attack die.


Strategic - Indomitus:
Whenever an enemy unit is shooting a friendly ANGEL OF DEATH operative, if you roll two or more failed defense rolls, you can discard one of them to retain another as a normal success instead.


Strategic - Deadly Shots:
Whenever a friendly PHOBOS STRIKE TEAM unit is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, or against enemy models that are not in cover and are more than 6" from it, that friendly unit's ranged weapons have the Balanced weapon rule.

Note that for the first requirement, that unit is not restricted from performing those actions after shooting.

Balanced: Can re-roll one Attack die.


Strategic - Guerrila Warfare:
Target 1 riendly PHOBOS STRIKE TEAM unit. Change this unit’s order.

A unit cannot perform this action while within control range of enemy models.


Strategic - Lethal Assaults:
Whenever a friendly PHOBOS STRIKE TEAM model is fighting, its melee weapons have the Balanced weapon rule. If that friendly model is doing so during an activation in which it performed the Charge action, its melee weapons also have the Lethal 5+ weapon rule.

Balanced: Can re-roll one Attack die.


Strategic - Adaptable Training:
You can change the order of up to D3 friendly SCOUT SQUAD units that are more than 4" from enemy models.


Strategic - Ambush:
Whenever a friendly SCOUT SQUAD unit is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it was not visible to enemy models at the start of that activation:

  • Its weapons have the Balanced weapon rule.
  • If the target is expended, its weapons have the Ceaseless weapon rule instead.

Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)

Balanced: Can re-roll one Attack die.


Strategic - Guerilla Engagement:
Whenever an enemy unit is shooting a friendly SCOUT SQUAD unit, if that friendly unit is in cover and more than 6" from enemy models it is visible to, you can re- roll one of your defence dice.


Strategic - Stealth Relocation:
Up to D3 friendly SCOUT SQUAD units that have a Conceal order and are more than 4" from enemy models can immediately perform a free Dash action. You cannot use this ploy during the first Battle Round.


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.