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Imperial Army

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0% found this document useful (0 votes)
31 views29 pages

Imperial Army

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

ARCHETYPES: SECURITY/SEEK AND DESTROY/INFILTRATION/RECON

Operatives
1 IMPERIAL ARMY LEADER operative selected from the following list:
● BATTLE SISTER SUPERIOR equipped with one option from each of the following:
○ Chainsword, gun butt, power maul, or power weapon
○ Bolt pistol, boltgun, combi-melta, combi-plasma, condemnor boltgun, inferno
pistol, Ministorum combi-flamer, Ministorum hand flamer, or plasma pistol
● NOVITIATES SUPERIOR equipped with one of the following options:
○ Boltgun and gun butt
○ Power weapon and bolt pistol or plasma pistol.
● SERGEANT VETERAN equipped with one of the following options:
○ Boltgun and bayonet
○ Bolt pistol, laspistol, or plasma pistol; chainsword or power weapon
● TEMPESTOR equipped with one option from each of the following:
○ Bolt pistol, hot-shot laspistol, or plasma pistol
○ Chainsword, power fist, or power weapon
9 IMPERIAL ARMY operatives selected from the following list:
● BATTLE SISTER ICON BEARER
● BATTLE SISTER GUNNER each separately equipped with a gun butt and one of the
following options:
○ Meltagun, Ministorum flamer, or storm bolter
● BATTLE SISTER HEAVY GUNNER equipped with a gun butt and one of the following
options:
○ Heavy bolter or Ministorum heavy flamer
● BATTLE SISTER WARRIOR
● NOVITIATE CONDEMNOR
● NOVITIATE DIALOGUS
● NOVITIATE DUELLIST
● NOVITIATE EXACTOR
● NOVITIATE HOSPITALLER
● NOVITIATE MILITANT each separately equipped with one of the following options:
○ Autopistol and novitiate blade
○ Autogun and gun butt
● NOVITIATE PENITENT
● NOVITIATE PRECEPTOR
● NOVITIATE PRONATUS
● NOVITIATE PURGATUS
● NOVITIATE RELIQUARIUS
● TEMPESTUS SCION COMMS
● TEMPESTUS SCION GUNNER equipped with a flamer and gun butt
● TEMPESTUS SCION GUNNER equipped with a grenade launcher and gun butt
● TEMPESTUS SCION GUNNER equipped with a hot-shot volley gun and gun butt
● TEMPESTUS SCION GUNNER equipped with a meltagun and gun butt
● TEMPESTUS SCION GUNNER equipped with a plasma gun and gun butt
● TEMPESTUS SCION TROOPER
● BRUISER VETERAN
● COMMS VETERAN
● CONFIDANT VETERAN equipped with one of the following options:
○ Bayonet and boltgun or lasgun
○ Chainsword and bolt pistol or laspistol
● DEMOLITION VETERAN
● GUNNER VETERAN equipped with a bayonet and meltagun
● GUNNER VETERAN equipped with a bayonet and plasma gun
● GUNNER VETERAN equipped with a bayonet and flamer
● HARDENED VETERAN
● MEDIC VETERAN
● SPOTTER VETERAN
● SNIPER VETERAN
● TROOPER VETERAN
● ZEALOT VETERAN

With the exception of BATTLE SISTER WARRIOR, NOVITIATE MILITANT, TEMPESTUS


SCION TROOPER, TROOPER VETERAN, and GUNNER operatives, each operative above
can only be chosen once. Your kill teams can only have a maximum of four GUNNER
operatives. For every HEAVY GUNNER and SNIPER VETERAN operative in your kill team,
reduce the number of GUNNER operatives you can take by one.

If your LEADER is a BATTLE SISTER SUPERIOR or NOVITIATE SUPERIOR operative, your


kill team can benefit from Acts of Faith.
IMPERIAL ARMY TEMPESTOR and SERGEANT VETERAN operatives in a IMPERIAL ARMY
kill team have the following ability:

GUARDSMEN ORDERS
Once in each strategy phase, when it is your turn to use a Strategic Ploy, if this operative is in
the killzone, it can issue a Guardsmen Order. If it does, all friendly IMPERIAL ARMY operatives
within ⬟ of and Visible to it are issued a Guardsmen Order.

Each time a friendly operative issues a Guardsmen Order, select one Guardsmen Order below
to take effect until the end of the Turning Point.
● Move! Move! Move! Add ▲ to the Movement Characteristic of each friendly operative
that was issued this order.
● Take Aim! Each time a friendly operative that was issued this order makes a shooting
attack, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of
your attack dice results of 1. This order has no effect on shooting attacks made with the
mortar barrage and remote mine ranged weapons.
● Hold Position! Each time a shooting attack is made against a friendly operative that
was issued this order, in the Roll Defence Dice step of that shooting attack, if that
operative is in cover, you can re-roll any or all of your defence dice results of 1. Friendly
operatives that were issued this order cannot perform Dash or Charge actions.
● Fix Bayonets! Each time a friendly operative that was issued this order fights in combat,
in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice
results of 1.

ACTS OF FAITH
Keep a pool of Faith points. At the start of each Turning Point, if there are any friendly
IMPERIAL ARMY operatives in the kill zone, you gain 3 Faith points. In addition, you gain one
Faith point at the end of an activation if any of the following apply:
● During that activation, a friendly IMPERIAL ARMY operative with the Combat specialism
incapacitated an enemy operative in a combat.
● During that activation, a friendly IMPERIAL ARMY operative with the Marksman
specialism inacpacitated an enemy operative with a shooting attack.
● During that activation, a friendly IMPERIAL ARMY operative with the Staunch
specialism performed a mission action.
● A friendly IMPERIAL ARMY operative with the Scout specialism was activated and
finished that activation within ⬟ of the enemy drop zone.
Faith points can be subtracted so that friendly IMPERIAL ARMY operatives can perform Acts of
Faith listed below. Each Act of Faith will specify when it can be used, its effect, and how many
Faith points you must subtract from your total to use it. If you cannot subtract the required Faith
points from your total, you cannot use that Act of Faith.
Unless otherwise specified, only one Act of Faith can be used during each activation (friendly or
enemy). For example, a shooting attack is made against a friendly IMPERIAL ARMY operative.
In the Roll Defense Dice step of that shooting attack, that operative’s controlling player decides
to subtract 2 Faith points to use Divine Shield to retain one failed save as a successful normal
save. No other Acts of Faith can then be performed during that activation (other than Faithful
Blessing).
● Faithful Blessing 1 Faith point
When a friendly IMPERIAL ARMY operative fights in combat or makes a shooting attack,
in the Roll Attack Dice or Roll Defence Dice step of that combat or shooting attack, re-
roll one of your attack or defence dice. This Act of Faith can be used more than once in
each activation, and can be used with other Acts of Faith.
● Guiding Light 2 Faith points
When a friendly IMPERIAL ARMY operative fights in combat or makes a shooting attack,
in the Roll Attack Dice step of that combat or shooting attack, retain one of your failed
hits as a successful normal hit.
● Vengeful Strike 3 Faith points
When a friendly IMPERIAL ARMY operative fights in combat or makes a shooting attack,
in the Roll Attack Dice step of that combat or shooting attack, retain one of your
successful normal hits as a critical hit instead.
● Divine Shield 2 Faith points
When a shooting attack is made against a friendly IMPERIAL ARMY operative, in the
Roll Defence Dice Step of that shooting attack, retain one of your failed saves as a
successful normal save.
● Armour of Contempt 2 Faith points
When a shooting attack is made against a friendly IMPERIAL ARMY operative, in the
Roll Defence Dice step of that shooting attack, retain one of your successful normal
saves as a critical save instead.
● Emperor’s Protection 1 Faith point
When a friendly IMPERIAL ARMY operative suffers a mortal wound, ignore that mortal
wound. This Act of Faith can be used more than once in each activation.
● Blessed Rejuvenation 2 Faith points
When a friendly IMPERIAL ARMY operative is activated, it regains D3 lost wounds. This
Act of Faith can be used a maximum of two times in each activation.
● Blinding Aura 2 Faith points
When an enemy operative performs a shooting attack, select one
friendly IMPERIAL operative. Until the end of that activation,
while that friendly operative is more than ⬤ from that enemy
operative, that friendly operative is treated as being in Cover.
BATTLE SISTER SUPERIOR
M APL GA DF SV W

3⬤ 2 1 3 3+ 9

NAME A BS/WS D SR !

Bolt pistol 4 2+ 3/4 Range ⬟ -

Boltgun 4 2+ 3/4 - -

Combi-melta 4 2+ 6/3 Combi*, Rng ⬟, AP2, MW4


Limited

Combi-plasma
-Standard 4 2+ 5/6 Combi*, AP1, Limited -
-Overcharge 4 2+ 5/6 Combi*, AP2, Hot, Limited -

Condemnor boltgun 4 2+ 3/3 Combi*, Silent, Limited MW1, P1

Inferno pistol 4 2+ 5/3 Range ◼, AP2 MW3

Ministorum combi-flamer 5 2+ 2/3 Combi* Rng ⬟, Inferno 1


Torrent ⬤, Limited

Ministorum hand flamer 4 2+ 2/3 Rng ⬟, Torrent ▲ Inferno 1

Plasma pistol
-Standard 4 2+ 5/6 Rng ⬟, AP1 -
-Overcharge 4 2+ 5/6 Rng ⬟, AP2, Hot -

Chainsword 4 2+ 3/4 - -

Gun butt 3 2+ 2/3 - -

Power maul 4 2+ 4/5 - Stun

Power weapon 4 2+ 4/6 Lethal 5+ -


ABILITIES
*Combi: An operative equipped with this weapon is also equipped with a boltgun.
IMPERIAL ARMY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
LEADER, BATTLE SISTER, SUPERIOR, <CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH, MARKSMAN
NOVITIATE SUPERIOR
M APL GA DF SV W

3⬤ 2 1 3 3+ 8

NAME A BS/WS D SR !

Bolt pistol 4 2+ 3/4 Range ⬟ -

Boltgun 4 2+ 3/4 - -

Plasma pistol
-Standard 4 2+ 5/6 Rng ⬟, AP1 -
-Overcharge 4 2+ 5/6 Rng ⬟, AP2, Hot -

Gun butt 3 2+ 2/3 - -

Power weapon 4 2+ 4/6 Lethal 5+ -


ABILITIES
Lead by Example: Each time this operative is activated, if it performs any mision actions or if
any enemy operatives are incapacitated as a result of any actions it performs during that
activation, you can select one Ready friendly IMPERIAL ARMY operative Visible to and within
⬟ of it. After this operative’s activation ends, you can activate that operative, and treat its Group
Activation characteristic as 1 for that activation..
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, LEADER, NOVITIATE
SUPERIOR, <CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH, MARKSMAN

BATTLE SISTER WARRIOR


M APL GA DF SV W

3⬤ 2 1 3 3+ 8

NAME A BS/WS D SR !

Boltgun 4 3+ 3/4 - -

Gun butt 3 4+ 2/3 - -


IMPERIAL ARMY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
BATTLE SISTER, WARRIOR, <CRUSADE FORCE>
SPECIALISM: STAUNCH, MARKSMAN
SERGEANT VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 8

NAME A BS/WS D SR !

Bolt pistol 4 3+ 3/4 Range ⬟ -

Boltgun 4 3+ 3/4 - -

Laspistol 4 3+ 2/3 Range ⬟ -

Plasma pistol
-Standard 4 3+ 5/6 Rng ⬟, AP1 -
-Overcharge 4 3+ 5/6 Rng ⬟, AP2, Hot -

Bayonet 4 3+ 2/3 - -

Chainsword 4 3+ 3/4 Balanced -

Power weapon 4 3+ 4/6 Lethal 5+ -


ABILITIES
Guardsmen Orders (pg 3)
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, LEADER, SERGEANT
VETERAN, <CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH, MARKSMAN

BATTLE SISTER HEAVY GUNNER


M APL GA DF SV W

3⬤ 2 1 3 3+ 8

NAME A BS/WS D SR !

Heavy bolter 5 3+ 4/5 Heavy, Fusillade -

Ministorum heavy flamer 6 2+ 2/3 Heavy, Rng ⬟, Torrent Inferno 2


Gun butt 3 4+ 2/3 - -


IMPERIAL ARMY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
BATTLE SISTER, HEAVY GUNNER, <CRUSADE FORCE>
SPECIALISM: STAUNCH, MARKSMAN
TEMPESTOR
M APL GA DF SV W

3⬤ 2 1 3 4+ 9

NAME A BS/WS D SR !

Bolt pistol 4 2+ 3/4 Range ⬟ -

Hot-shot laspistol 4 2+ 3/4 Range ⬟ -

Plasma pistol
-Standard 4 2+ 5/6 Rng ⬟, AP1 -
-Overcharge 4 2+ 5/6 Rng ⬟, AP2, Hot -

Chainsword 4 3+ 3/4 Balanced -

Power fist 4 4+ 5/7 Brutal -

Power weapon 4 3+ 4/6 Lethal 5+ -


ABILITIES
Guardsmen Orders (pg 3)
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, LEADER, TEMPESTUS SCION,
TEMPESTOR, <CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH, MARKSMAN

BATTLE SISTER GUNNER


M APL GA DF SV W

3⬤ 2 1 3 3+ 8

NAME A BS/WS D SR !

Meltagun 4 3+ 6/3 Range ⬟, AP2 MW4

Ministorum flamer 5 2+ 2/3 Range ⬟, Torrent ⬤ Inferno 1

Storm bolter 4 3+ 3/4 Relentless -

Gun butt 3 4+ 2/3 - -


IMPERIAL ARMY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
BATTLE SISTER, GUNNER, <CRUSADE FORCE>
SPECIALISM: STAUNCH, MARKSMAN
BATTLE SISTER ICON BEARER
M APL GA DF SV W

3⬤ 2 1 3 3+ 8

NAME A BS/WS D SR !

Boltgun 4 3+ 3/4 - -

Gun butt 3 4+ 2/3 - -


ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL
characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is
cumulative with the Focused Battle Honour (see the Kill Team Core Book).
UNIQUE ACTIONS
Icon of Purity (1AP): Until the end of the Turning Point, while this operative is Visible to and
within ◼ of a friendly IMPERIAL ARMY operative, that friendly operative is inspired by purity.
While an operative is inspired by purity, each time it fights in combat or makes a shooting
attack, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your
attack dice results of 5+ that is a successful hit as a critical hit.
IMPERIAL ARMY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
BATTLE SISTER, ICON BEARER, <CRUSADE FORCE>
SPECIALISM: STAUNCH, MARKSMAN

TEMPESTUS SCION TROOPER


M APL GA DF SV W

3⬤ 2 1 3 4+ 8

NAME A BS/WS D SR !

Hot-shot lasgun 4 3+ 3/4 - -

Gun butt 3 3+ 2/3 - -


ABILITIES
Comm-bead: This operative receives Guardsmen Orders from anywhere in the Killzone, not
just within ⬟ of the operative giving the orders.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION,
TROOPER, <CRUSADE FORCE>
SPECIALISM: MARKSMAN, SCOUT
TEMPESTUS SCION COMMS
M APL GA DF SV W

3⬤ 2 1 3 4+ 8

NAME A BS/WS D SR !

Hot-shot lasgun 4 3+ 3/4 - -

Gun butt 3 3+ 2/3 - -


ABILITIES
Comm-bead: This operative receives Guardsmen Orders from anywhere in the Killzone, not
just within ⬟ of the operative giving the orders.
Relay Orders: Once in each Turning Point, when this operative is issued a Guardsman Order, it
can relay it. If an order is relayed, subtract 1 from this operative’s APL and all friendly
IMPERIAL ARMY operatives in the Killzone are issued that order.
UNIQUE ACTIONS
Signal (1AP): Select one friendly IMPERIAL ARMY operative in the Killzone. Add 1 to its APL.
This operative cannot perform this action while within Engagement Range of enemy operatives.
This operative can perform this action more than once during its activation.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, COMMS,
<CRUSADE FORCE>
SPECIALISM: STAUNCH, SCOUT

NOVITIATE MILITANT
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Autogun 4 3+ 2/3 - -

Autopistol 4 3+ 2/3 Range ⬟ -

Gun butt 3 4+ 2/3 - -

Novitiate Blade 4 3+ 4/5 Balanced -


IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE MILITANT,
<CRUSADE FORCE>
SPECIALISM: COMBAT, MARKSMAN, SCOUT
TEMPESTUS SCION GUNNER
M APL GA DF SV W

3⬤ 2 1 3 4+ 8

NAME A BS/WS D SR !

Flamer 5 2+ 2/2 Range ⬟, Torrent ⬤ -

Grenade launcher
-Frag 4 3+ 2/4 Blast ⬤ -
-Krak 4 3+ 4/5 AP1 -

Hot-shot volley gun 5 3+ 3/4 Fusillade P1

Meltagun 4 3+ 6/3 Range ⬟, AP2 MW4

Plasma gun
-Standard 4 3+ 5/6 AP1 -
-Overcharge 4 3+ 5/6 AP2, Hot -

Gun butt 3 3+ 2/3 - -


ABILITIES
Comm-bead: This operative receives Guardsmen Orders from anywhere in the Killzone, not
just within ⬟ of the operative giving the orders.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER,
<CRUSADE FORCE>
SPECIALISM: MARKSMAN

TROOPER VETERAN
M APL GA DF SV W

3⬤ 2 2 3 5+ 7

NAME A BS/WS D SR !

Lasgun 4 4+ 2/3 - -

Bayonet 3 4+ 2/3 - -
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, TROOPER VETERAN,
<CRUSADE FORCE>
SPECIALISM: MARKSMAN, SCOUT
NOVITIATE PURGATUS
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Ministorum flamer 5 2+ 2/3 Range ⬟, Torrent ⬤ Inferno 1

Gun butt 3 4+ 2/3 - -


UNIQUE ACTIONS
Burning Advance (1AP): Perform a free Dash action with this operative, then perform a free
Shoot action with it.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE PURGATUS,
<CRUSADE FORCE>
SPECIALISM: STAUNCH, MARKSMAN

NOVITIATE PRONATUS
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Autopistol 4 3+ 2/3 Range ⬟ -

Gun butt 3 4+ 2/3 - -


ABILITIES
Relic Seeker: Each time this operative is activated, it can perform one mission action at any
point during its activation without subtracting any action points.
UNIQUE ACTIONS
Raise Relic (1AP): You gain 2 Faith points. If this operative performs
this action while within ⬤ of the center of an objective, or while
within ⬟ of the enemy drop zone, you gain 3 Faith points instead.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE PRONATUS,
<CRUSADE FORCE>
SPECIALISM: STAUNCH, SCOUT
NOVITIATE PENITENT
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Autopistol 4 3+ 2/3 Range ⬟ -

Penitent eviscerator 4 4+ 5/6 Brutal Reap 2


ABILITIES
Zealous Rage: The first time this operative performs a Fight action in each of its activations, in
the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice.
UNIQUE ACTIONS
Absolution Through Destruction (1AP): Perform a Fight action with this operative, then
perform another Fight action.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE PENITENT,
<CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH

NOVITIATE EXACTOR
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Neural whips 5 3+ 2/3 Range ◼, Lethal 5+ Stun

Neural whips 5 3+ 2/3 Lethal 5+ Stun


UNIQUE ACTIONS
Whip into Frenzy (1AP): Select one friendly IMPERIAL ARMY operative (excluding a LEADER
operative) within ◼ of and Visible to this operative. Add 1 to that operative’s APL. In addition, if
that operative is a NOVITIATE PENITENT operative, until the end of that
operative’s next activation, add ⬤ to its Movement characteristic.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE EXACTOR,
<CRUSADE FORCE>
SPECIALISM: COMBAT, SCOUT
NOVITIATE RELIQUARIUS
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Autopistol 4 3+ 2/3 Range ⬟ -

Gun butt 3 4+ 2/3 - -


ABILITIES
Icon of Purity: Each time a friendly IMPERIAL ARMY operative is incapacitated, if this
operative is within ⬟ of an Visible to it, roll one D6: on a 4+, that operative can immediately
perform a free Shoot action.
UNIQUE ACTIONS
Plant the Icon (1AP): Perform this action while within ⬤ of the center of
an objective marker. Until this operative is next activated, if it is
within ⬤ of the center of that objective marker, halve the APL of
enemy operatives (rounding up) when determining who controls that
objective marker.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE RELIQUARIUS,
<CRUSADE FORCE>
SPECIALISM: STAUNCH, SCOUT

NOVITIATE DUELLIST
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Autopistol 4 3+ 2/3 Range ⬟ -

Duelling blades 4 2+ 3/4 Lethal 5+ Expert Riposte*


ABILITIES
*Expert Riposte: Each time this operative fights in combat using its duelling blades, in the
Resolve Successful Hits step of that combat, each time you parry with a critical hit, also inflict
damage equal to the weapon’s Critical Damage characteristic.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE DUELLIST,
<CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH
NOVITIATE PRECEPTOR
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Mace of the Righteous 4 3+ 5/5 - Inferno 2, Stun


ABILITIES
Unflinching Determination: Each time a shooting attack is made against a friendly IMPERIAL
ARMY operative, in the Roll Defence Dice step of that shooting attack, if this operative is Visible
to and within ◼ of it, you can re-roll one of your defence dice.
UNIQUE ACTIONS
Glorious Hymnal (1AP): Until the end of the Turning Point, each time a friendly IMPERIAL
ARMY operative fights in combat, in the Roll Attack Dice step of that combat, if it is within ⬟ of
this operative, you can re-roll any or all of your attack dicec results of 1 or 2.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE PRECEPTOR,
<CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH

NOVITIATE DIALOGUS
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Autopistol 4 3+ 2/3 Range ⬟ -

Dialogus stave 3 4+ 3/3 - -


UNIQUE ACTIONS
Stirring Rhetoric (1AP): Select one friendly IMPERIAL ARMY operative within ⬟ and Visible
to this operative. Add 1 to its APL.
Auto-Broadcaster (1AP): Place a Condemning Sermon token within ⬟ of this
operative. While an enemy operative is within ⬤ of the center of your
Condemning Sermon token, worsen the Ballistic Skill characteristic of
ranged weapons it is equipped with by 1. In the Ready Operatives step
of each Turning Point, remove your Condemning Sermon token.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE DIALOGUS,
<CRUSADE FORCE>
SPECIALISM: SCOUT
NOVITIATE CONDEMNOR
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Condemnor stakethrower 4 3+ 2/3 Silent P1, MW2

Null Rod 3 3+ 3/3 - Stun


ABILITIES
Null Rod: Each time an enemy operative is activated, if it is within ⬟ of this operative for that
activation, its APL characteristic cannot be higher than 2. Each time an enemy operative would
perform a psychic action, if it is within ⬟ of this operative, 1 additional AP must be subtracted to
perform this action.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE CONDEMNOR,
<CRUSADE FORCE>
SPECIALISM: COMBAT, MARKSMAN

SNIPER VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Long-las 4 2+ 3/3 - MW3

Bayonet 3 4+ 2/3 - -
ABILITIES
Sniper: Each time this operative is activated, so long as it does not perform a Normal Move,
Charge, or Fall Back action during that activation ,its long-las gains the Silent special rule for
that activation.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, SNIPER VETERAN, <CRUSADE
FORCE>
SPECIALISM: MARKSMAN

GUNNER VETERAN
M APL GA DF SV W
3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Flamer 5 2+ 2/2 Range ⬟, Torrent ⬤ -

Grenade Launcher
-Frag 4 4+ 2/4 Blast ⬤ -
-Krak 4 4+ 4/5 AP1 -

Meltagun 4 4+ 6/3 Range ⬟, AP2 MW4

Plasma gun
-Standard 4 4+ 5/6 AP1 -
-Overcharge 4 4+ 5/6 AP2, Hot -

Bayonet 3 4+ 2/3 - -
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, GUNNER VETERAN,
<CRUSADE FORCE>
SPECIALISM: MARKSMAN

BRUISER VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Lasgun 4 4+ 2/3 - -

Bayonet 3 3+ 2/3 - -

Trench club 3 3+ 3/3 - Stun


ABILITIES
Bruiser: Once per Turning Point, when this operative fights in combat, in the Resolve
Successful Hits step of that combat, you can ignore the damage inflicted on it from one normal
hit.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, BRUISER VETERAN,
<CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH
ZEALOT VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Lasgun 4 4+ 2/3 - -

Bayonet 3 4+ 2/3 - -
ABILITIES
The Emperor Protects: Each time a shooting attack is made against this operative, in the Roll
Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
UNIQUE ACTIONS
Uplifting Primer (1AP): Until the end of the Turning Point, while a friendly IMPERIAL ARMY
operative is within ◼ of this operative, that friendly operative is uplifted. While an operative is
uplifted, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of
that combat or shooting attack, you can select one of your results of 5+ to be retained as a
critical hit.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, ZEALOT VETERAN,
<CRUSADE FORCE>
SPECIALISM: STAUNCH

HARDENED VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Lasgun 4 4+ 2/3 - -

Bayonet 3 4+ 2/3 - -

Bionic arm 3 4+ 4/5 - -


ABILITIES
Hardened by War: Each time this operative would lose a wound, roll one D6: on a 5+, that
wound is not lost. You can ignore any or all modifiers to this operative’s APL.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, HARDENED VETERAN,
<CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH
SPOTTER VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Lasgun 4 4+ 2/3 - -

Mortar barrage 5 4+ 2/3 Barrage, Unwieldy, Blast -


⬤, Silent

Bayonet 3 4+ 2/3 - -
UNIQUE ACTIONS
Spotter (2AP): Select one enemy operative Visible to this operative, then select one ready
friendly IMPERIAL ARMY operative with a Group Activation characteristic of
1 within ⬤ of an Visible to this operative. After this activation
ends, you can activate that other friendly operative, and during its
next activation, it treats that enemy operative as if it has an Engage
order. This operative cannot perform this action if it is within
Engagement Range of an enemy operative.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, SPOTTERVETERAN,
<CRUSADE FORCE>
SPECIALISM: SCOUT
COMMS VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Lasgun 4 4+ 2/3 - -

Bayonet 3 4+ 2/3 - -
ABILITIES
Relay Orders: Once in each Turning Point, when this operative is issued a Guardsman Order, it
can relay it. If an order is relayed, subtract 1 from this operative’s APL and all friendly
IMPERIAL ARMY operatives in the Killzone are issued that order.
UNIQUE ACTIONS
Signal (1AP): Select one friendly IMPERIAL ARMY operative within ⬟ of and Visible to this
operative. Add 1 to its APL. This operative cannot perform this action while within Engagement
Range of enemy operatives. This operative can perform this action more than once during its
activation.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, COMMS VETERAN, <CRUSADE
FORCE>
CONFIDFANT VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Bolt pistol 4 4+ 3/4 Range ⬟ -

Boltgun 4 4+ 3/4 Range ⬟ -

Laspistol 4 4+ 2/3 Range ⬟ -

Lasgun 4 4+ 2/3 - -

Bayonet 3 4+ 2/3 - -

Chainsword 4 4+ 3/4 Balanced -


ABILITIES
Second in Command: If a friendly SERGEANT VETERAN or TEMPESTOR operative is
incapacitated and removed from the Killzone, you can nominate this operative for command. If
you do, until the end of the battle, it gains the LEADER keyword and the Guardsman Orders
ability (pg 3).
Directive: Each time this operative is activated, if it has not been nominated for command, you
can select one ready friendly IMPERIAL ARMY operative within ⬟ of and Visible to it. After this
operative’s activation ends, activate that operative, and treat its Group Activation characteristic
as 1 for that activation.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, CONFIDANT VETERAN,
<CRUSADE FORCE>
SPECIALISM: COMBAT, STAUNCH, MARKSMAN
DEMOLITION VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Lasgun 4 4+ 2/3 - -

Remote mine 4 2+ 5/6 AP1, Detonate*, Silent -

Bayonet 3 4+ 2/3 - -
ABILITIES
*Detonate: Each time this operative makes a Shoot action using its remote mine, make a
shooting attack against each operative within ◼ of the center of its Mine token with that weapon.
When making those shooting attacks, each operative is treated as being Visible, but when
determining if it is in Cover, treat this operative’s Mine token as the active operative. Then
remove this operative’s Mine token. An operative cannot make a shooting attack with this
weapon by performing an Overwatch action, or if its Mine token is not in the Killzone.
UNIQUE ACTIONS
Plant Mine (1AP): Place a Mine token within ▲ of this operative, then perform a free Dash
action with this operative. This operative cannot perform this action if it is within Engagement
Range of an enemy operative, or if this operative’s Mine token is in the Killzone. If this operative
is incapacitated and removed from the Killzone, remove its Mine token.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, DEMOLITION VETERAN,
<CRUSADE FORCE>
SPECIALISM: STAUNCH, SCOUT
MEDIC VETERAN
M APL GA DF SV W

3⬤ 2 1 3 5+ 7

NAME A BS/WS D SR !

Lasgun 4 4+ 2/3 - -

Bayonet 3 4+ 2/3 - -
ABILITIES
Medic!: Once per Turning Point, the first time a friendly IMPERIAL ARMY operative would be
incapacitated while Visible to and within ◼ of this operative and not within Engagement Range
of an enemy operative, if this operative is not within Engagement Range of an enemy operative,
this operative can revive it. That operative is not incapacitated, has 1 wound remaining, and if it
would have been incapacitated by a shooting attack, any remaining attack dice are discarded.
That other friendly operative can then perform a free Dash action, but must finish that move
within ▲ of this operative. Subtract 1 from both operatives’ APL.
UNIQUE ACTIONS
Medikit (1AP): Select one friendly IMPERIAL ARMY operative within ▲ of and Visible to this
operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this if it
was revived using the Mantra of Restoration or Medic! ability during the same Turning Point.
This operative cannot perform this action if it is within Engagement Range of an enemy
operative.
IMPERIAL ARMY, IMPERIUM, ASTRA MILITARUM, MEDIC VETERAN, <CRUSADE
FORCE>
SPECIALISM: STAUNCH, SCOUT
SPECIALISM: STAUNCH, SCOUT
NOVITIATE HOSPITALLER
M APL GA DF SV W

3⬤ 2 1 3 4+ 7

NAME A BS/WS D SR !

Autopistol 4 3+ 2/3 Range ⬟ -

Surgical saw 4 4+ 2/3 Lethal 5+ -


ABILITIES
Mantra of Restoration: Once per Turning Point, the first time a friendly IMPERIAL ARMY
operative would be incapacitated while Visible to and within ◼ of this operative and not within
Engagement Range of an enemy operative, if this operative is not within Engagement Range of
an enemy operative, this operative can revive it. That operative is not incapacitated, has 1
wound remaining, and if it would have been incapacitated by a shooting attack, any remaining
attack dice are discarded. That other friendly operative can then perform a free Dash action, but
must finish that move within ▲ of this operative. Subtract 1 from both operatives’ APL.
UNIQUE ACTIONS
Chirurgeon’s Tools (1AP): Select one friendly IMPERIAL ARMY operative within ▲ of and
Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be
selected for this if it was revived using the Mantra of Restoration or Medic! ability during the
same Turning Point. This operative cannot perform this action if it is within Engagement Range
of an enemy operative.
IMPERIAL ARMY, IMPERIUM, ADEPTA SORORITAS, NOVITIATE HOSPITALLER,
<CRUSADE FORCE>
SPECIALISM: STAUNCH, SCOUT
Strategic Ploys
Defenders of the Imperium 2CP
At the start of the Firefight phase, one friendly IMPERIAL ARMY operative that is
within ⬤ of the center of each objective marker can:
● Perform a free Shoot action if it has an Engage order.
● Perform a free Fight action if it has an Engage order.

Into the Breach 1CP


Each friendly IMPERIAL ARMY operative within your drop zone can perform a free Dash
action, but must finish that move closer to the enemy’s drop zone.

Take Cover 1CP


Until the end of the Turning Point, each time a shooting attack is made against a friendly
IMPERIAL ARMY operative, if it is in Cover, improve its Save characteristic by 1 for that
shooting attack.

Tactical Ploys
In Death, Salvation 1CP
Use this Tactical Ploy when a ready friendly IMPERIAL ARMY operative is incapacitated. That
operative is not removed from the killzone until the end of your next activation, or the end of the
battle, whichever comes first, and does not count as being injured.

Divine Intervention 1CP


Use this Tactical Ploy in the Resolve Successful Hits step of a combat or shooting attack, when
an attack dice would inflict damage on a friendly IMPERIAL ARMY operative. Ignore the
damage inflicted from that attack dice.

Righteous Condemnation 1CP


Use this Tactical Ploy after rolling your attack dice for a shooting attack made by a friendly
NOVITIATE CONDEMNOR operative. You can re-roll any or all of your attack dice for that
shooting attack.

Burning Wrath 1CP


Select one friendly IMPERIAL ARMY operative. Until the end of the Turning Point, that
operative’s Ministorum flamer has the following profile:
Name A BS D

Ministorum flamer 5 2+ 3/4

Special Rules !

Range ⬟, Torrent ⬤ Inferno 2

Tactical Asset 1CP


Use this Tactical Ploy in the Set Up Operatives step. Choose one tactical asset option from the
below list. You can only choose an option once no matter how many times you use this Tactical
Ploy, except for the Reinforcements option, which you may choose up to twice. You gain that
tactical asset for the battle.

During the Firefight phase, when you would activate a Ready friendly operative, you can use a
tactical asset instead. When doing so, treat that asset as a friendly operative. After you have
resolved its effects, your opponent activates one of their operatives as normal. You can use no
more than one tactical asset per Turning Point, and each tactical asset you have can be used
once per battle.

● Reinforcements. Add 2 TROOPER VETERAN operatives to the kill zone, following the
normal rules described in the Set Up Operatives step.
● Artillery Barrage. Perform a Shoot action using the ranged weapon below. For the
purposes of Line of Sigh, draw Visibility and Cover lines from a friendly IMPERIAL
ARMY operative. Note for the purposes of this weapon’s special rules, trat that friendly
IMPERIAL ARMY operative as performing the Shoot action.
Name A BS D

Artillery Barrage 6 5+ 2/3

Special Rules

Barrage, Blast ⬤, Indirect


● Marked Air Strike. Perform a Shoot action using the ranged weapon below. For the
purposes of Line of Sight, draw Visibility and Cover lines from a friendly IMPERIAL
ARMY operative. Note for the purposes of this weapon’s special rules, treat that friendly
IMPERIAL ARMY operative as performing the Shoot action.
Name A BS D

Air Strike 5 4+ 3/4

Special Rules

Barrage, Blast ⬤
● Guided Missile. Perform a Shoot action using the ranged weapon below. For the
purposes of Line of Sight, draw Visibility and Cover lines from a friendly IMPERIAL
ARMY operative. Note for the purposes of this weapon’s special rules, treat that friendly
IMPERIAL ARMY operative as performing the Shoot action.
Name A BS D

Guided Missile 4 3+ 4/6

Special Rules

AP1
● Strafing Run. Select one enemy operative in a friendly IMPERIAL ARMY operative’s
Line of Sight to be the mark. Then place a Strafing Run token anywhere in the killzone (if
you have a killzone edge, it cannot be placed closer to your edge than the mark is).
Draw an imaginary line, 1mm wide, with unlimited height, above and below between any
part of the base of the mark and the center of that Strafing Run token. Using the ranged
weapon below, make a shooting attack against the mark and each other operative that
has a base crossed by that line. For those shooting attacks, when determining if an other
operative is a valid target and if it is in Cover, draw Visibility and Cover lines from the
mark, and if they are in Cover provided by Light terrain or another operative, they are
treated as having an Engage order for that attack instead.
Name A BS D

Strafing Run 6 4+ 2/3


EQUIPMENT
IMPERIAL ARMY operatives in your kill team can be equipped with equipment from this list, as
specified in the mission sequence. Any equipment marked with a + can be selected a maximum
of once, and each operative can be equipped with no more than one of each item.

Rosary+ [2EP] Purity Seal [3EP]


The operative gains the following ability for The operative gains the following ability for
the battle: the battle:

Rosary: Once per battle, in the Resolve Purity Seal: Once per battle, when this
Successful Hits step of a shooting attack or operative is fighting in combat, making a
combat, you can ignore the damage inflicted shooting attack, or a shooting attack is
on this operative from one attack dice. being made against it, you can use the
Command Re-roll Tactical Ploy (see the Kill
Team Core Book) without spending any CP.
Frag Grenade [2EP]
The operative is equipped with the following
ranged weapon for the battle: Regimental Standard+ [3EP]
The operative gains the following ability for
Name A BS D
the battle:
Frag grenade 4 3+ 2/3
Regimental Standard: When determining
Special Rules control of an objective marker, treat this
Range ⬟, Limited, Blast ⬤, operative’s APL as being 1 higher. Note that
Indirect this is not a modifier. In narrative play, this
is cumulative with the Focused Battle
Honour (see the Kill Team Core Book).
Krak Grenade [3EP]
The operative can perform the following
The operative is equipped with the following
action during the battle:
ranged weapon for the battle:
PLANT THE STANDARD 1AP
Name A BS D Until the end of the Turning Point, while this
operative is Visible to and within ◼ of a
Krak grenade 4 3+ 4/5
friendly IMPERIAL ARMY operative with the
Special Rules same <CRUSADE FORCE> keyword as
this operative, that friendly operative is
Range ⬟, Indirect, AP1, Limited inspired by the regimental standard. While
an operative is inspired by the regimental
standard, each time a shooting attack is
made against it, in the Roll Defence Dice
step of that shooting attack, you can re-roll
one of your defence dice.
Icon of Faith+ [2EP]
The operative gains the following ability for
the battle:

Icon of Faith: Once per battle, this


operative can perform one Act of Faith
without you needing to subtract Faith points.

Chaplet Ecclesiaticus [1EP]


This operative gains the following ability for
the battle:

Chaplet Ecclesiaticus: Each time this


operative is activated, roll one D6: on a 6,
add 1 to its APL.

Chronometer+ [3EP]
The operative gains the following ability for
the battle:

Chronometer: Once per battle, after rolling


off to determine initiative, this operative can
use this ability. If it does, you can re-roll
your dice.

Topographical Chart+ [3EP]


The operative gains the following ability for
the battle:

Topographical Chart: During the mission


sequence, if this friendly operative was
selected for deployment, after resolving
your selected option in the Scouting step,
you can select and resolve an additional
scouting option. It must be a different option
to your original selection, and initiative is still
determined by your original selection.

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