Space Marine Test
Common Abilities and Options
Morale 5+:
This unit can become SHAKEN but cannot route from the battlefield.
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.
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.
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.
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
Iron Halo:
Once per battle, when an attack inflicts Normal Damage on this unit, you can ignore the inflicted normal damage.
Morale 6+:
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.
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.
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.
Operatives
1. 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
Morale 5+Ultramarines BodyguardArmor of Fate340 PointsSupreme StrategistAstartes2. Captain
A 3
M 6"
S 3+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 12") | 1 | 2+ | 1/2 |
| Master Crafted Bolter (Rng 24", PrcCrit1) | 2 | 2+ | 2/3 |
| Master Crafted Power Weapon (Lethal 5+) | 6 | 2+ | 2/3 |
Abilities
Heroic LeaderLeaderWargear OptionsAstartesIron HaloMorale 6+80 PointsChapter VeteranOptions
CT: HARDY3. Captain in Gravis Armour
A 3
M 5"
S 3+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltstorm Gauntlet (Rng 12") | 3 | 2+ | 1/2 |
| Power Fist (Brutal) | 5 | 2+ | 2/3 |
| Relic Blade (Extra Attacks, Lethal 5+) | 2 | 2+ | 2/3 |
Abilities
AstartesLeaderIron HaloHeroic Leader80 PointsWargear OptionsChapter VeteranMorale 6+Options
CT: HARDY4. 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
Chapter Veteran70 PointsMaster of DeceitStealthLeaderInfiltratorsMorale 6+Heroic LeaderAstartesOptions
CT: STEALTHY5. 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 |
| Relic Weapon (Lethal 5+) | 6 | 2+ | 2/3 |
Abilities
AstartesChapter VeteranHeroic LeaderMorale 6+95 PointsDeep StrikeWargear OptionsLeaderOptions
CT: HARDY6. 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
Litany of HateSpiritual LeaderMorale 5+LeaderAstartes60 Points7. Librarian in Terminator Armour
A 3
M 5"
S 2+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| 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
LeaderVeil of Time75 PointsMorale 6+Wargear OptionsDeep StrikeAstartesPsychic Hood8. Ancient
A 3
M 6"
S 3+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 12") | 1 | 3+ | 1/2 |
| Power Weapon (Lethal 5+) | 5 | 2+ | 1/2 |
Abilities
50 PointsUnbreakable DutyAstartesAstartes BannerLeaderMorale 6+Chapter VeteranWargear OptionsOptions
CT: HARDYInactive 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: 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).
Strategy Ploys
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: Adaptable Training
You can change the order of up to D3 friendly SCOUT SQUAD units that are more than 4" from enemy models.
Strategy: 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.
Strategy: 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.
Strategy: 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.
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
Adjust Doctrine
Firefight PloyUse 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.
Shock Assault
Firefight PloyUse 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).
Transhuman Physiology
Firefight PloyUse 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.
Wrath of Vengeance
Firefight PloyUse 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.
Critical Shot
Firefight PloyUse 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.
Stealth Assault
Firefight PloyUse 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).
Astartes Training
Firefight PloyUse 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.
Covert Position
Firefight PloyUse 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".
Emboldened Aspirant
Firefight PloyUse 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.
Raw Physiology
Firefight PloyUse 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).
Adaptive Tactics
Strategy PloyChange 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.
And They Shall Know No Fear
Strategy PloyYou can ignore any changes to the stats of friendly ANGEL OF DEATH and PHOBOS STRIKE TEAM units from being injured.
Combat Doctrine
Strategy PloySelect 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.
Indomitus
Strategy PloyWhenever 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.
Deadly Shots
Strategy PloyWhenever 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.
Guerrila Warfare
Strategy PloyTarget 1 riendly PHOBOS STRIKE TEAM unit. Change this unit’s order.
A unit cannot perform this action while within control range of enemy models.
Lethal Assaults
Strategy PloyWhenever 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.
Adaptable Training
Strategy PloyYou can change the order of up to D3 friendly SCOUT SQUAD units that are more than 4" from enemy models.
Ambush
Strategy PloyWhenever 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.
Guerilla Engagement
Strategy PloyWhenever 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.
Stealth Relocation
Strategy PloyUp 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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.