The Blooded of the Prophet
Common Abilities and Options
Blooded:
You gain one Blooded token:
- In the ready step of each strategy phase.
- The first time an enemy operative is incapacitated during each turning point.
- The first time a friendly operative is incapacitated within 6" of an enemy operative during each turning point.
As a strategic gambit, you can assign any of your unassigned blooded tokens to friendly blooded operatives. Each operative cannot have more than one of your blooded tokens.
Then, if four or more friendly operatives in the killzone have one of your Blooded tokens, you can select one of them to be under the GAZE OF THE GODS until the end of the turning point.
Whenever a friendly BLOODED operative has one of your Blooded tokens, its weapons have the accurate 1 weapon rule. If that friendly BLOODED operative is under the GAZE OF THE GODS, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.
Operatives
1. Kalex the Bladed Hand
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 3+ | 2/3 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
Blooded IconBloodedLead With StrengthNotes
Kalex was once an officer in the Legio Byzantium’s mortal auxiliaries but defected to the Cult of Horus after being disillusioned by the unending war. His chainsword is a crude but vicious weapon, its teeth carved with the runes of the Eye of Horus. Kalex is a charismatic and ruthless leader, known for executing traitors and cowards with a grim sense of purpose.
2. Varnis the Red
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Weapon and Cleaver (Ceaseless, Lethal 5+, *Blood Offering) | 4 | 3+ | 4/6 |
Abilities
Blooded*Blood OfferingUnholy SustenanceNotes
A massive brute, Varnis was a gladiator before the Cult of Horus claimed him. His chain axe is a brutal relic of his former life, and his berserk fury in battle terrifies both friend and foe. Varnis fights with a mindless devotion, believing his bloodshed sanctifies the soil for Horus's return.
3. Threnak the Singed
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
BloodedNotes
Threnak is a scarred veteran whose plasma weapon is both his salvation and curse. Burns from weapon malfunctions cover his arms, but he continues to wield it with deadly efficiency. He views the plasma gun as a divine gift from the Warmaster, capable of cleansing the impure in holy fire.
4. Ashir the Flayer
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Skinning Blades (Ceaseless, *Stalk) | 4 | 3+ | 3/4 |
Abilities
Blooded*StalkWretchedNotes
Ashir serves as the cult's interrogator and assassin. He takes grim pleasure in flaying the flesh of his enemies, crafting trophies for the Prophet’s reliquary. Quick and deadly, he specializes in infiltrating enemy lines and sowing terror among the ranks.
5. Rylas the Eye
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Long-Las | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev1, Hvy(Dash), Silent) | 4 | 2+ | 3/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
A Name Whispered In BloodBloodedCamo CloakNotes
Rylas is a cold and calculating marksman, his longlas a finely tuned relic of the Imperial Guard. His steady aim has ended countless lives in service of the cult. Rylas rarely speaks, letting his rifle and the whispered litanies to Horus do the talking.
6. Harkath the Infernal
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Diabolyk Bomb (Rng 6", Blast 2", Dev2, Lim1, Hvy(Repos), Prc1, Sat) | 4 | 3+ | 4/3 |
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 3+ | 4/5 |
Abilities
BloodedExplosive DemiseGrenadierNotes
Harkath is a pyromaniac who specializes in creating chaos with explosives. His grenades are filled with a volatile mixture of chemicals, often laced with Warp-tainted elements. Harkath believes fire is the ultimate purifier, cleansing the unworthy in Horus's name.
7. Garrak the Grinder
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shotgun (Rng 6") | 4 | 3+ | 3/3 |
| Bayonet and Shield (*Shield) | 3 | 3+ | 2/3 |
Abilities
Blooded*ShieldShieldingNotes
Garrak is a brutal close-quarters fighter, his shotgun tearing through enemy ranks with ruthless efficiency. He is often the first into the fray, his reckless courage inspiring those around him—or getting them killed.
8. Vorkis the Whisperer
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Blooded1AP: Sacrilegeous Actuation1AP: SignalNotes
Vorkis handles the team’s communications, relaying orders from the Prophet and coordinating strikes. His vox-pack also serves as a conduit for dark Warp energy, allowing the Prophet to project his voice across the battlefield.
9. Jerris the Rabid
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Club (Brutal) | 4 | 3+ | 4/4 |
Abilities
BloodedToughNotes
Jerris is a lowly thug elevated by the Prophet’s blessing. Despite his crude weapons and lack of discipline, his unyielding ferocity makes him a dangerous opponent. Jerris fights not for faith but for the sheer joy of violence, though he fears and respects the Prophet enough to remain loyal.
10. Ralph Bean
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
| Stimm Needle (Lethal 5+) | 3 | 5+ | 1/4 |
Abilities
BloodedRegular Dosage1AP: Stimms11. Drevin the Fist
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 4 | 4+ | 5/7 |
Abilities
BloodedGrueling Disciplinarian1AP: EnforceNotes
Drevin is the cult’s enforcer, ensuring that the Prophet’s will is followed without question. His power fist, salvaged from a fallen Astartes, is a symbol of his authority and a tool of fear. Drevin revels in close combat, crushing foes and traitors alike with equal zeal.
12. Rakkar the Blessed
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Maul and Mutant Claw (Rnd, Shock) | 4 | 3+ | 5/6 |
Abilities
Avalanche Of MuscleBloodedBruteChem EnhancedNotes
A hulking monstrosity, Rakkar is a Chaos-tainted Ogryn who sees the Prophet as a god. His immense strength and durability make him a living battering ram, and his crude intellect makes him easy to control. Rakkar’s flesh is covered in scars and mutations, his loyalty to the cult absolute.
Equipment
Chaos Sigil
The Reward Earned firefight ploy costs you 0 CP.
Sinister Trophies
Whenever an enemy operative is shooting against, fighting against, or retaliating against a friendly BLOODED operative that has one of your Blooded tokens and is within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Symbols of Bloody Worship
Whenever a friendly BLOODED operative ends an action, if it was not incapacitated but inflicted damage on any enemy operatives during that action, it regains 1 lost wound.
Wicked Blades
Add 1 to both Dmg stats of each friendly BLOODED operative's bayonet, bayonet and shield, and improvised blade for the battle.
Ploys
Bitter Demise
Strategy PloyWhenever a friendly BLOODED operative is incapacitated, before it is removed from the killzone, roll 1D3; on a 3 (or 2+ if that friendly operative has one of your Blooded tokens), inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.
Glory Kill
Strategy PloySelect one enemey operative visible to a friendly BLOODED operative. Until the end of the turning point, whenever a friendly BLOODED operative is shooting against, fighting against, or retaliating against that enemy operative, its weapons have the Ceaseless weapon rule, or Relentless if that shooting, fighting, or retaliating operative has one of your Blooded tokens.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.
Malevolent Grit
Strategy PloyWhenever an operative is shooting a friendly BLOODED operative that has one of your Blooded tokens or is wholly within your opponent's territory, you can re-roll one of your defence dice.
Reckless Aspirant
Strategy PloyWhenever a friendly BLOODED operative that is wholly within your opponent's territory and does not have one of your Blooded tokens is shooting or fighting, its weapons have the Accurate 1 weapon rule.
Whenever a friendly BLOODED operative that has one of your blooded tokens is wholly within your opponent's territory, its weapons have the Punishing weapon rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Callous Disregard
Firefight PloyUse this firefight ploy when a friendly BLOODED operative performs the Shoot action and you are selecting a valid target. Having other friendly BLOODED operatives within an enemy operative's control range does not prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack die as a fail, inflict damage equal to the die result on one friendly operative of your choice within control range of the target.
Dark Favour
Firefight PloyUse this firefight ploy when a friendly BLOODED operative that has one of your Blooded tokens is selected as the valid target of a shoot action or to fight against during the Fight action. Select one other friendly BLOODED operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.
Moment Of Repute
Firefight PloyUse this firefight ploy during the activation fo a friendly BLOODED operative that is under the GAZE OF THE GODS before or after it performs an action.
Until the end of that operative's activation, add 1 to its APL stat.
Reward Earned
Firefight PloyUse this firefight ploy when an enemy operative is incapacitated by a friendly BLOODED operative within 2" of it that has one of your Blooded tokens.
You gain one Blooded token.
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.
Track Enemy
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.