Doubtless Spectre Squad

Spectre Squad for the Doubtless Traitor Guard Regiment. In service to the Shadows of Doubt renegade warband, the Doubtless are volunteers from liberated worlds, or mostly formerly doomed and betrayed Astra Militarum assets that have been swayed to fight the Imperium. The Spectres of the Doubtless are personally trained by the Astartes of the warband, their mission is to incite and then support insurrection on Imperial worlds.

Doubtless Spectre Squad

Common Abilities and Options

Camo Cloak:
Whenever an operative is shooting a friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON), 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.

Elite Fieldcraft:
In the Ready step of each Strategy phase, you gain 1 Fieldcraft point, or 2 if a friendly SPECTRE SQUAD VOX-OPERATOR operative is in the killzone and isn’t within control range of enemy operatives. At the end of each turning point, discard your Fieldcraft points. After an enemy operative that has an Engage order performs an action during its activation, you can spend 1 of your Fieldcraft points to interrupt that activation. If you do, a ready friendly SPECTRE SQUAD operative that isn’t within control range of any other enemy operatives can perform a free Shoot (excluding Guard), Dash or Reposition action.

You cannot interrupt each enemy operative’s activation more than once per activation (including Guard), and each friendly operative cannot perform more than one free action per turning point as a result of this rule.

If it’s the Shoot action, you can change that friendly operative’s order to perform this action. You cannot select any other enemy operative as a valid target during that action. Being within that enemy operative’s control range (but no others) doesn’t prevent that friendly operative from performing that action, in which case follow the rules for a point-blank shot from the Guard action (see Kill Team Core Book).

If it’s the Reposition action, that friendly operative cannot perform that action again during the turning point.

If it’s the Dash or Reposition action, that friendly operative cannot end this move closer to that enemy operative or your opponent’s drop zone (unless it ends that move wholly within your drop zone).

In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer and you cannot teleport.

Operatives

1. SGT Samuel Booker
Veteran Sergeant
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Scoped Lascarbine (Rending, Lethal 5+)
4
3+
2/3
Bionic Arm
3
3+
3/4
Abilities
Camo CloakElite Fieldcraft0AP: Issue Mission
Notes

Alpha Legion asset. Veteran special operative working sabatage and recon, due to his mutations making him not suitable for infiltration missions. He uses the telepathic abilities given to him by his mutation to silently direct his team.

Issue Mission (0AP): Select one expended friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) visible to this operative that hasn’t interrupted an enemy operative’s activation with the Elite Fieldcraft faction rule this turning point. Until the end of the turning point, that friendly operative can do so even though it’s expended (taking precedence over the normal rules). However, if it does, it cannot counteract during the turning point, or perform the Reposition action if it’s already done so this turning point.

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

28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, VETERAN SERGEANT
2. Harra Kine
Field Medicae
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
2/3
Gun Butt
3
4+
2/3
Abilities
Camo CloakElite Fieldcraft0AP: MedikitMedic!
Notes

Volunteer from Rugametus Secundus. Was inspired when the Shadows of Doubt distributed medicine to the masses when the Inperium left them to die to the Death Guard's diseases. Despite all the evidence that revealed itself after serving long enough to make spectre, still beleives the Dark Lord made that choice that inspired him out of good before personal interest.

Medikit (0AP): Select one friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

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

Medic!: The first time during each turning point that another friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, FIELD MEDICAE
3. Jaclyn Peters
Guide
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
2/3
Gun Butt
3
4+
2/3
Abilities
Camo CloakElite FieldcraftPrepared KillzoneScout Terrain
Notes

Being a thief has its benefits, it also has its pitfalls. A wrong turn and a terrible betrayal left Peters with the ire of an Inquisitor, and marked for harvest by a ruthless Dhrukari Archon. The best way she can avoid both terrible fates was to join up with the Doubtless. She has proven herself capable as a scout, using her abilities as a thief to make her good enough to make Spectre.

Prepared Killzone: You can select one additional equipment option, but it must be an Ammo Cache or an equipment terrain feature (see universal equipment).

Scout Terrain: Terrain features within your territory or within 3" of this operative are scouted for friendly SPECTRE SQUAD operatives. Once in each of their activations, friendly SPECTRE SQUAD operatives can do one of the following:

  • Ignore the first vertical distance of 2" it moves during one climb up if the terrain feature is scouted for friendly SPECTRE SQUAD operatives.
  • Perform the Operate Hatch action for 1 less AP if the access point is scouted for friendly SPECTRE SQUAD operatives.
28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GUIDE
4. Anna Cherry
Heavy Gunner
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
3+
2/3
Missile Launcher
Frag (Blast 2", Hvy)
4
3+
3/5
Krak (Hvy, Prc1)
4
3+
5/7
Fists
3
4+
2/3
Abilities
Camo CloakElite FieldcraftWeapons Team

Weapons Team: Whenever this operative is activated, if a friendly LOADER operative is within its control range, all profiles of its missile launcher have the Heavy (Dash only) weapon rule instead of the Heavy weapon rule until the end of that activation.

28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, HEAVY GUNNER
5. Raymond Cherry
Loader
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
3+
2/3
Fists
3
4+
2/3
Abilities
Camo CloakElite Fieldcraft1AP: Load WeaponWeapon Assist

Load Weapon (1AP): Select one friendly SPECTRE SQUAD 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).

Weapon Assist: Whenever another friendly SPECTRE SQUAD operative within control range of this operative is shooting, you can re-roll one of your attack dice.

28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, LOADER
6. Clue
Sharpshooter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Long-Las
Concealed (Dev 3, Hvy, Sil, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Dev 3, Hvy)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
Camo Cloak*Concealed PositionElite Fieldcraft
Notes

Family was murdered by Imperial nobility, then he was captured by Nightlords and was made a slave to Gaile "Wrestheart". Gaile learned of Clue's history, and offered to train him to get his vengeance. After Clue achieved his vengeance at last, it was revealed that Gaile only did this so Clue could be valuable enough to trade for a Dark Angels sword from Null. Still only uses the name given to him by Gaile.

*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER
7. Katrina Grendel
Stub-Gunner
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Auto-Stubber
Focused (Hvy(Dash))
5
3+
3/4
Suppressive (Hvy, Lethal 5+, Seek Light, Stun, Tor 1")
5
5+
0/0
Sweeping (Hvy(Dash), Tor 1")
4
3+
3/4
Fists
3
4+
2/3
Abilities
Camo CloakElite Fieldcraft*Suppressive Fire

*Suppressive Fire: Whenever an enemy operative is visible to and within 3" of this operative, if this operative has an Engage order and isn’t within control range of any other enemy operatives, subtract 1 from the Atk stat of that enemy operative’s weapons (to a minimum of 1). This rule has no effect if this operative performed the Charge action during this turning point.

28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, STUB-GUNNER

Reserves

Kennedy Horton
Grenadier
A 2
M 6"
S 5+
W 8/8
28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GRENADIER
Jerome Huffman
Gunner
A 2
M 6"
S 5+
W 8/8
28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, GUNNER
Cameron Massey
Vox-Operator
A 2
M 6"
S 5+
W 8/8
28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
Vox-Relay Beacon
Vox-Relay Beacon
A 1
M 0"
S 5+
W 3/3
25SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, VOX-RELAY BEACON

Equipment

Sniper Overwatch

Once per turning point, a friendly SPECTRE SQUAD operative can use the following ranged weapon:

NAMEATKHITDMG
Sniper overwatch43+3/3
WR
Devastating 2, Heavy (Dash only), Saturate, Silent
Vid-Feed Triangulation

Once per turning point, when a friendly SPECTRE SQUAD operative is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, that target cannot be obscured if either of the following are true:

  • It’s also a valid target for another friendly SPECTRE SQUAD operative.
  • It’s within 6" of a friendly VOX-RELAY BEACON operative.
Starshell Flare

STRATEGIC GAMBIT One friendly SPECTRE SQUAD operative can immediately perform a free Stun Grenade action (see universal equipment). Performing this action using this rule doesn’t count towards its action limits (i.e. if you also select that grenade from equipment). When an enemy operative’s APL stat is changed as a result of this STRATEGIC GAMBIT, you cannot use this equipment for the rest of the battle.

Advanced Camouflage

Friendly SPECTRE SQUAD operatives (excluding VOX-RELAY BEACON) can perform the following unique action:

Advanced Camouflage (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.

Ploys

Disappear
Strategy Ploy

One friendly SPECTRE SQUAD operative can immediately perform a free Reposition action. It cannot end that move closer to enemy operatives or your opponent’s drop zone (unless it ends that move wholly within your drop zone) and it cannot perform that action again during the turning point. In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer.

Hidden Engagement
Strategy Ploy

Whenever a friendly SPECTRE SQUAD operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).

Ambushing Volley
Strategy Ploy

Whenever a friendly SPECTRE SQUAD operative is activated, if it’s more than 3" from enemy operatives and isn’t a valid target for enemy operatives before determining its order, its ranged weapons (excluding the suppressive profile of an autostubber) have the Devastating 1 weapon rule until the end of that activation. If that weapon already had the Devastating x weapon rule, add 1 to the x of its Devastating x weapon rule instead.

Patience
Strategy Ploy

In the Firefight phase of this turning point, you can do one of the following:

  • When it’s your turn to activate a friendly operative, you can skip that activation. You cannot do this until after your opponent’s first activation.
  • When a friendly SPECTRE SQUAD operative performs the Shoot or Fight action during its activation, if it’s the last friendly operative to be activated during this turning point, its weapons have the Relentless weapon rule for that action.
Dodge
Firefight Ploy

Use this firefight ploy during a friendly SPECTRE SQUAD operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.

Silent Killers
Firefight Ploy

Use this firefight ploy during a friendly SPECTRE SQUAD operative’s activation before or after it performs an action, if it has a Conceal order and isn’t a valid target for enemy operatives. Until the end of that activation, it can perform the Charge action while it has a Conceal order, and the first time it strikes you can inflict 3 additional damage, but cannot resolve any other successes during that sequence.

Sharp Reactions
Firefight Ploy

Use this firefight ploy after an enemy operative that has a Conceal order performs an action during its activation, if it’s within 8" of a friendly SPECTRE SQUAD operative. You can use the Elite Fieldcraft faction rule to interrupt that activation with that friendly SPECTRE SQUAD operative regardless of that enemy operative’s order (taking precedence over the normal rules)

Prepared Defence
Firefight Ploy

Use this firefight ploy when a friendly SPECTRE SQUAD operative that has a Conceal order or is ready is retaliating. You can do one of the following:

  • At the start of the Resolve Attack Dice step, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
  • When you block, that block can be allocated to block two unresolved successes (instead of one).

You cannot use this ploy during an activation in which you’ve interrupted with the Elite Fieldcraft faction rule.

Tac Ops

Track Enemy
Infiltration

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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

Retrieval
Recon

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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