Imperial Army
Imperial Army
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
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 !
Boltgun 4 2+ 3/4 - -
Combi-plasma
-Standard 4 2+ 5/6 Combi*, AP1, Limited -
-Overcharge 4 2+ 5/6 Combi*, AP2, Hot, Limited -
Plasma pistol
-Standard 4 2+ 5/6 Rng ⬟, AP1 -
-Overcharge 4 2+ 5/6 Rng ⬟, AP2, Hot -
Chainsword 4 2+ 3/4 - -
3⬤ 2 1 3 3+ 8
NAME A BS/WS D SR !
Boltgun 4 2+ 3/4 - -
Plasma pistol
-Standard 4 2+ 5/6 Rng ⬟, AP1 -
-Overcharge 4 2+ 5/6 Rng ⬟, AP2, Hot -
3⬤ 2 1 3 3+ 8
NAME A BS/WS D SR !
Boltgun 4 3+ 3/4 - -
3⬤ 2 1 3 5+ 8
NAME A BS/WS D SR !
Boltgun 4 3+ 3/4 - -
Plasma pistol
-Standard 4 3+ 5/6 Rng ⬟, AP1 -
-Overcharge 4 3+ 5/6 Rng ⬟, AP2, Hot -
Bayonet 4 3+ 2/3 - -
3⬤ 2 1 3 3+ 8
NAME A BS/WS D SR !
3⬤ 2 1 3 4+ 9
NAME A BS/WS D SR !
Plasma pistol
-Standard 4 2+ 5/6 Rng ⬟, AP1 -
-Overcharge 4 2+ 5/6 Rng ⬟, AP2, Hot -
3⬤ 2 1 3 3+ 8
NAME A BS/WS D SR !
3⬤ 2 1 3 3+ 8
NAME A BS/WS D SR !
Boltgun 4 3+ 3/4 - -
3⬤ 2 1 3 4+ 8
NAME A BS/WS D SR !
3⬤ 2 1 3 4+ 8
NAME A BS/WS D SR !
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 - -
3⬤ 2 1 3 4+ 8
NAME A BS/WS D SR !
Grenade launcher
-Frag 4 3+ 2/4 Blast ⬤ -
-Krak 4 3+ 4/5 AP1 -
Plasma gun
-Standard 4 3+ 5/6 AP1 -
-Overcharge 4 3+ 5/6 AP2, Hot -
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 !
NOVITIATE PRONATUS
M APL GA DF SV W
3⬤ 2 1 3 4+ 7
NAME A BS/WS D SR !
3⬤ 2 1 3 4+ 7
NAME A BS/WS D SR !
NOVITIATE EXACTOR
M APL GA DF SV W
3⬤ 2 1 3 4+ 7
NAME A BS/WS D SR !
3⬤ 2 1 3 4+ 7
NAME A BS/WS D SR !
NOVITIATE DUELLIST
M APL GA DF SV W
3⬤ 2 1 3 4+ 7
NAME A BS/WS D SR !
3⬤ 2 1 3 4+ 7
NAME A BS/WS D SR !
NOVITIATE DIALOGUS
M APL GA DF SV W
3⬤ 2 1 3 4+ 7
NAME A BS/WS D SR !
3⬤ 2 1 3 4+ 7
NAME A BS/WS D SR !
SNIPER VETERAN
M APL GA DF SV W
3⬤ 2 1 3 5+ 7
NAME A BS/WS D SR !
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 !
Grenade Launcher
-Frag 4 4+ 2/4 Blast ⬤ -
-Krak 4 4+ 4/5 AP1 -
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 - -
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 - -
3⬤ 2 1 3 5+ 7
NAME A BS/WS D SR !
Lasgun 4 4+ 2/3 - -
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 !
Lasgun 4 4+ 2/3 - -
Bayonet 3 4+ 2/3 - -
3⬤ 2 1 3 5+ 7
NAME A BS/WS D SR !
Lasgun 4 4+ 2/3 - -
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 !
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.
Special Rules !
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
Special Rules
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
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
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:
Chronometer+ [3EP]
The operative gains the following ability for
the battle: