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hie ed SPACE MARINE KILL TEAM ‘A SPAGE MARIME® kil eam consists of one fire team fom the Iollowing list = INTERCESSOR + ASSAULT INTERCESSOR * INCUASOR + INEILTRATOR + REIVER + HEAVY INTERCESSOR + TACTICAL MARINE * scour * DEATHWATCH VETERAN (DEATHWATCH selectable keyword only) Operatives in TACTICAL MARINE and SCOUT fire teams cannot have the DEATHWATCH selectable keyword (and therefore ‘cannot be selected for DEATHWATCH kill teams). Note, hawever, that DEATHWATCH VETERANS are only available to DEATHWATCH kill ears TTT eT INTERCESSOR FIRE TEAM + An INTERCESSOR fire tear inclades one INTERCESSOR SERGEANT operative equipped with one option from each of the following. * Auto bolt rifle, bolt pistol, bolt rifle, hand flamer, plasma pistol or stalker bolt rifle * Chainsword, fists, power fist, power weapon or thunder hammer * It also includes four INTERCESSOR WARRIOR operatives each separately equipped with fists and one of the following options: * Auto bolt rifle, bolt rifle or stalker bolt rifle Tae ASSAULT INTERCESSOR FIRE TEAM > An ASSAULT INTERCESSOR fire team includes one ASSAULT INTERCESSOR SERGEANT operative equipped with one ‘option from each of the following: * Hand flamer, heavy bolt pistol or plasma pistol * Chainsword, power fist, power weapon or thunder hammer > Italso includes four ASSAULT INTERCESSOR WARRIOR operatives. ARE i 7 INCURSOR FIRE TEAM ‘An INGURSOR fre tear includes one INCURSOR SERGEANT operative Ital Wo includes (ous NCURSOR WARRIOR opestves ARCHETYPE: SEEK AND DESTROY / 1h INFILTRATOR FIRE TEAM la FILTRATION | RECOM ae ‘Aa INFILTRATOR fire team includes one INFILTRATOR SERGEANT operative ~ [talso includes four INFILTRATOR WARRIOR operatives. Tina REIVER FIRE TEAR yur 30048 following options: > AREIVER fire tear includes one REIVER SERGEANT operative equipped with a special issue bolt pistol ane one of the * Bolt carbine; combat knife > Bolt carbine; fists > Combat knife ~ Wealso includes four REIVER WARRIOR operatives each separately equipped with a special issue bolt pistol and one af the following options: ~ Bolt carbine; Fists + Combat knife Cao HEAVY INTERCESSOR FIRE TEAM » AHEAVY INTERCESSOR fire team includes one HEAVY INTERCESSOR SERGEANT operative equipped with fists and one of the following options: Executor bolt rifle, heavy bolt rifle of hellstorm bolt rifle » Ialso includes thiee HEAVY INTERCESSOR operatives selected from the following list: + HEAVY INTERCESSOR WARRIOR each separately equipped with fists and one of the following options: » Executor bolt rifle, heavy bolt rifle or helistorm bott rifle * HEAVY INTERCESSOR HEAVY GUNNER equipped with fists and one of the following options: © Executor heavy bolter, heavy bolter or hellstorm heavy bolter Your kill team can only include up to one HEAVY INTERCESSOR HEAVY GUNNER operative. TACTICAL MARINE FIRE TEAM © A TACTICAL MARINE fre tear includes one TACTICAL MARINE SERGEANT operative equipped with one of the following options: + Fists and one of the Following options: Boltgun, combillamer, comb-grav, combimelta or combi plasma = One option trom each of the following CChainsword, power fist of power weapon bolt pistol, grav pistol, hand flamer, inferno pistol or plasma pistol > Italso includes five TACTICAL MARINE operatives selected from the following list * TACTICAL MARINE WARRIOR = TACTICAL MARINE GUNNER each separately equipped with fists and one of the following options: flamer, gravgun, meltagun or plasma gun + TACTICAL MARINE HEAVY GUNNER cach separately equipped with fists and one of the fallowing options: Heavy bolter or missile launcher Other than TACTICAL MARINE WARRIOR operatives, your kill team can only include each operative above once SCOUT FIRE TEAM » A SCOUT fire team includes one SCOUT operative selected from the following list + SCOUT SERGEANT equipped with one of the following options: Astartes shotgun; fists Boltgun; fists Chainsword; bolt pistol = SCOUT SNIPER SERGEANT + Italso includes nine SGOUT operatives selected from the following list: + SCOUT WARRIOR each separately equipped with one of the following options: ‘Astartes shotgun; fists Boltgun; fists Bolt pistol; combat knife + SCOUT SNIPER WARRIOR + SCOUT HEAVY GUNNER each separately equipped with fists and one of the following options: Heavy bolter or missile launcher Your kill team can only include up to two SCOUT HEAVY GUNNER operatives and up to three SCOUT SNIPER WAARIOR operatives. | ARCH DEATHWATCH VETERAN FIRE TEAM, ‘A DEATHWATCH VETERAN fire team incluces one DEATHWATCH VETERAN WATCH SERGEANT ooeratnre eaunpped with one of the following options * Heavy thunder hammer (max one pet kilt LUghtning claws ~ Fists and one of the following options: ") Deathwatch boltgun, Deathwatch shotgun, combiflamer, comb grav, combimelta, combrplasma, flamer, garequn, meltagun, plasma gun, stalker pattern beltqun ot storm bolter * One option from each of the following: CChainsward, lightning claw, power fist, power maul, power weapon, thunder hammer or xenophase blade Bolt pista, grax pistol, hand flamer, inferno pistol, plasma pistol or storm shield It also includes four DEATHWATCH VETERAN operatives selected from the following lis: DEATHWATCH VETERAN WARRIOR each separately equipped with one of the following options Deathwatch boltgun; power weapon, Fists and one of the following options: Deathwatch shotgun, stalker pattein boltgun or storm bolter ~ DEATHWATCH VETERAN FIGHTER each separately equipped with one of the following options: Heavy thunder hammer (max one per kill team) Lightning claves One option from each of the following Chainsword, lightning claw, power fst, power maul, power weapon or thunder hammer Bolt pistol, gravpistol, hand flamer, inferno pistol, plasma pistol or storm shield * DEATHWATCH VETERAN GUNNER each separately equipped with fists and one of the following options: Combi-flamer, combigrav, combi-melta, combiplasma, flamer, aravgun, meltagun or plasma gun + DEATHWATCH VETERAN HEAVY GUNNER each separately equipped with fists and one of the following options: Frag cannon, heavy bolter, heavy flamer, infernus heavy bolter or missile launcher Other than DEATHWATCH VETERAN WARRIOR operatives, your kill team can only include each operative above ance. Pe Toes] re ey ann daria ten anette ee pair Pet a amen pant ean 3 + 13 © Auto bolt ri 2 Bott rifle © Stalker bolt rite X Fists { SracE manu RMPERU ADEPTUS ASTANTES, PRIMARIS, LEADER, INTERCESSOR, SERGEANT eS TT ee men eT err erent are Peer rene ent enter anacee a non 42 Me Ae 4 2% 4A 4a 4% 56 4 2% 56 A ema 4 AS 4 ae A 4% Sf 403) 48 4 4 5B fing ® Rog @.Torrant A Ring @, APY ing @, APZ, Mot Woavy, AP1 Lethal S+ ASSAULT INTERCESSOR TTD) emmaionh Pelee eae Ce dadada tet e n ee Sel en a ee irl 2 _ mat A am oo ” I © Hoavy bolt pistol 4 M6 e BRE | x chnimeword oe ae 3 ABTS: ‘oMIQUT ACTIONS: = Ee sess] pists) Mee ee eee moment t0 unleash charges, and lead by example in Ce dee dt ee ees MAME 2. Ss Ss ] | Hand flamer 4 2+ 22 Rng @, Torrent & a | © Heavy bolt pistol 4 we Rng @ PI © Plasma pistol Each nme this weapon ss selected to make a shooting attack with, select one of the profiles below to use: + Standard 4 & 5/6 Rng @, API = - Supercharge 4° 3 56 Rng @, AP2, Hot - | XX Chainsword 5 2+ 4s 2 X Power fist 5 3+ 57 Brutal 2X Power weapon 5 ay 4/6 Lethal 5+ 5 3+ 5/6 = % Thunder hammer SPACE MADiNC®, IMPERIUDM ADEPTUS ASTARTES, , PRIMARIS, LEADER, INFILTRATOR, SERGEANT INGURSOR (WARRIOR) Ear re ee rele ay enemy rato tnt Oe el nal rar para pana, a Chad are) menpmmaonne its anne allt tae A om 8 a 1 © Oceulus bon carbine 4 X Combat blade ABBE S UP Rise) Incursor Sergeants coondinate their team's mult spectrum analyses, bullding predictive models oftheir 3 ‘opponents’ fighting patterns. They lead their warriors in Or ae CT ee ee ee heavy-duty hayesre mines to knock out enemy armour | © Occulus bolt carbine 4% 3h No Cover X Combat blade 4% 3 e moms ge aT ‘SPACE MARINES, IMPERIUM, ADEPTUS ASTARTES, , PRIMARIS, LEADER, INCURSOR, SERGEANT oe Y eulete tented ie ate CEE er aa ety rmlralordeder ein era Skee tee eet irate metalation’ 3 kes 12 SPACE MARINES, IMPERIUM, ADEPTUS ASTARTES, , PRIMARIS, REIVER, WARRIOR = AAS Reiver Sergeants lead teams of skull masked warriors in Unpredictable shock assaults that spread terror through Red te ad strategies, whether advancing thraugh tangled ruins or using gropnels to scale vast heights MME A uS/WS 0 a oe © Bolt carbine 4 aa - - \ © Special issue bolt pistol 4% 3 Rng @, Ar) - % Combat knife 5 2% 34 - X Fists 4% Bi Bladesmai this operative is not equipped with a bolt carbine, its combat knife gains the Lothal 5+ special rule. SPACE MARINE®, IMPERIUM, ADEPTUS. ASTARTES, , PRIMARIS, HEAVY INTERCESSOR, HEAVY GUNNER —_.... a Ly] Dependable and flexible, Space Marines assigned to Tactical Squads are called upon to fulfil a wide range Ce ea ee as they can hold ground, provide fire support and unload De eee ne te er? SPACE MARINES, IMPERIUM, ADEPTUS ASTARTES, , TACTICAL MARINE, WARRIOR TACTIEAL MARINE (GUNNER) [neerl aren Tor ate nape le Ly mma mee ant Ce ee A en em al earansy aa era oii oa 3 + " r 3 am 8 a 1 © Flamer 2 27 fig @, Torrent © Grav-gun ews API, Grav © Meltagun ‘ 6a fing @, AP2 © Plasma gun Lach tone this weap lo steciod to make lect ane oft - Standard 4% APL AP2, Hot Supercharge 4 3 Mae TT Tg (HEAVY GUNNER) Far too large to be wielded by any unaugmented ON daha ee eee ad! Re ee eee ea © Heavy bolter 5 3h 4 Heavy, Fusillade PI © Missile launcher Each time this weapon is selected to make a shooting attack with, select one of the profiles befow to use: - Frag 4 3 35 Heavy, Blast - - Krak 4 ‘3+ 57 Heavy, APT = X Fists 3 3+ wa - = Bn eee TE | | | L SPACE MARINE®, IMPERIUM, ADEPTUS ASTARTES, , TACTICAL MARINE, HEAVY GUNNER TACTICAL MARINE SERGEANT tate al nae tne eteeneat ae Cee ee OT ich out the threats and opportunities of battle amt A es > Bolt pistat us © Boltgun wa Combi-tlamer 22 © Combi-grav ae oer PY. Grav, Limitad “ ng @, API, Lat 4 3 shooting stack wth, alt ona af he profes Balow to we Standard 8 Combi*, API, Limited Overcharge 4% 6 Combi", AP2, Hot, Limitad 4% AS ng @, APL, Grave © Hand flamer 42 an ng @, Torrent de © Inferno sm 58 mw weapon is selected to make » shooting atscK wei select ove ofthe protien Below to vew Standard 4 5/6 Rog @.AP1 - Supercharge 4 56 Ring @, AP2, Hot X Chainsword 5% 4s X Fists 300 aie - - X Powor fist 5 3+ 5 Brutal > Powar weapon 5 ou Ae Lethal 5+ ‘ABILITIES = *Combi: An operative equipped with this weapon is alsa equipped with a boltgun, Each time this operative makes a shoating attack with this weapon, ifthe target has an unmodified Save characteristic of 3 or better, this weapon has the Lethal 4+ special rule for that attack. UWIQUE ACTIONS A ‘SPACE MARINE®, IMPERIUM, ADEPTUS ASTARTES, , SCOUT, HEAVY GUNNER ~ Krak X Fists 3 3+ 3/4 ABUTS ME ATION OV) loops math iar daceLntees Recent odaarteld See eee ead ere ae oad Sergeants are the shepherds of the Chopter's future, Crappy op sn enero 3 44 3 a un 1 ums 1 famaae Me * 4 abe < us > apace 3 ‘ aus SCOUT SHIPER (WARRIOR) Scouts learn not only about unleashing their strength in the Fury of melee, but alsa about the stoic patience of the precision killer. They regularly undertake missions of ‘assassination and infiltration, and acquire the skills to stalk and strike unseen from afar as death incarnate. Aan A WSS a La © Scout sniper rifle A 2 38 Heavy, Silent % Fists 3 a aa MW) ABUTS ge TOS ‘Camo Cloak: Each time a shooting attacks made against this ‘parative, in the Roll Defence Dice step of that shooting attack, !before rolling your detence dice, it tis in Cover, one addtional dice can be retained as @ successful normal save as a result of Cover, SPACE MARINE®, IMPERIUM, ADEPTUS ASTARTES, , SCOUT, SNIPER UC Reh) TUT TTT) Be ‘Deathwatch kill teams comprive experienced warriors ‘equipped with rare weapons and equipment, including 3 - Ny et et ee eee WME Ass oo v ‘© Deathwatch boltgun Exch time this weapon i 5 2 of les below 19 ute Dragontiro 4 34 No Cover Hollfire 4 34 Rending Kraken 4 3+ 38 : ia) Vengeance 4 3 44 ‘© Doathwatch shotgun Each tie this weapon la selected to make » shooting attack with select one of tha profes below fo ute ~Cryptclearer 4 3 ala : - -Wyrmsbreath 5 2 32 Rng Mil Torrent =Xenopurge 4 38 Rng @ PL © Stalker pattern boltaun 4 3 3h Heavy, APY ‘© Storm bolter 43 Ok Relentless - % Fists 4 3+ 3/8 E 3% Power weapon 43 48 Lothal 5+ - HLITIES: = AUWIQUE ACTIONS SPACE MARINE®, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHW © Bolt pistol © Grav-pistol @ Hand flamer PA ae) TTT) geen / Lod eneadcctd combat wiehd @ variety of pistols, blodes and powered te eee eee mwa Mie Ring Il, AP2. na of the pratios below to use ting attack with fing @, API © Inferno pistol © Plasma pistol Exch time ins weapon is | -Standard 4 3) 56 Supercharge 4 3 56 Ring @, AP2, Hot Chainsword 5 34s : % Heavy thunder hammer 5 4 68 Stun X Lightning claw 5 3 45 Lethal 5+ = XX Lightning claws 5 3 4/5 Lothal 5+, Relentless X Power fist 5% 57 Brutal a | > Power maul 5% 4/5 Stun 2% Power weapon 5 3 46 Lothal 5+ = 5 4 56 stun UNIQUE ACTIONS: = % Thunder hammer | Storm Shietd: I this operative is equipped with a storm shield + ithas a 4+ invulnerable save. + Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one). *Grav: Each time this operative makes @ shooting attack with this weapon, ifthe target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack. ‘SPACE MARINE®, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, FIGHTER DEATHWATCH VETERAN (GUNNER) Veteran xenes hunters know the alien has many forms, ‘each as repugnant asthe nex. Those who prefer to sly eer acannon Ee noe et ome aero pea ee Coenen ete ary eee Ass w © Combi-famar S24 022 Combin, Rag @, Torker, mined OCombiccray AMNESIA Combis, APY, Grave, Limited © Combiemotta 4 3 68 Combis, Fing @.AP2, im wwe ‘© Combi-plasma Each tine is weapon a selactedto make o shooting attack wih elect on ofthe proties below We = Standard rane) Combir, API, Limited = Overchorge 48 Combis, AP2, Hot, Limited = Dragonfire 4 3 Wh No Cover : Hollire 4 lh Rending Kraken 4% ais a Vengeance 4% ais : : ‘© Flamer 5 2 22 Rng @, Torrent - 2 Grav-gun 4 3 45 API, Grav® - ‘© Moltagun 4 KES 63 ‘Rng @,APZ MIS © Plasma gun Each time this weapon is selected to make a shooting attack with, select one of the profiles below ta use: ~ Standard 4 88 APL P ~ Supercharge 4 56 AP2, Hot - X Fists sys E - ABILITIES | ANNQUE RETIOWS = “Combi: An operative equipped with this weapon is also equipped with a Deathwatch boltgun, “Grav: Each timo this operative makos a shooting attack with this ‘woapon, if the targethas an unmodified Save characteristic of + or better, this weapon has the Lethal 4s special rule for that attack. SPACE MARINE®, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, GUNNER PIP ae) TA TTT TT) i dot Td i res dee ET near eile > especially dangerous horron. 1 Frag = Sholl 2 Heavy bolter Pi 6 & ww Hoavy, Rng @, Torro © Heavy flamer © Infernus heavy bolter Lech ce thie weapon x wlected ta moe shooting atach with Hoavy, Fusillade Py 5 Hoavy, Ring @, Torrent - Heavy bolter Heavy flamer 6 2% 2 © Missile launcher Each ome this weapon is selected to make a shooting atach with sotect one ofthe profiles below t use Frog ae aS Hoavy, Blast Krak 4% 97 Heavy, AP) X Fists eaars aS /4) : ‘UNIQUE ACTIONS SPACE MARINE®, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN. HEAVY GUNNER DEATHWATCH VETERAN TTR TT 0] Sa Crete ree er err einheenen deat te tee ities AME 1 am 0 ‘© Deattvatch boltgun Each ime its weapon Be Dragontire Hi Kraken No Cover Vengeance % Heavy thunder hammer % Power fist > Powor weapon % Thunder hammer % Xonophase blade Brutal Cathal 5+ Brutal, Lethal 5+ ‘Storm Shield: If this operative is equipped wih a storm shield + Ithas a 4+ invulnerable save + Each tima it fights in combat, in the Resolve Success(ul Hits step of that combat, each time it parros, two of your opponent’ successful hits are discarded (instead ot one) Designers Note: The weapon profiles ofthe other weapons this operative can be equipped with can be found on pages 23-25. For ‘each of those weapons this operative is equipped with, change its Ballistic Skil Weapon Skill characteristic to 2+ SPACE MARINE®, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, LEADER, QEATHWATCH VETERAN, WATCH SERGEANT en ‘Stun Randing ction is SPAGE MARINER, you can usa th Ploys during a game. a CTT TTT SOS Ti Until the end of the Turning Point, SPACE MARINE® operative (ex is activated, ifit does not perform a Fight action during two Shoot ac ing = bolt = ach time a friendly ing a SCOUT operative) that activation ifa bolt weapon Is selected for exch of th shooting attacks. A bolt weapon is a ranged weap inclades ‘bolt in its name, eg. boligun, heavy bol 1 heavy the case of the infemus heavy bolter, it must be profile that is selected 1cP h time a friendly, that attivation, it ean perfor on ISHOCK ASSAULT Until the end of the Turning Poi SPACE MARINE® operative (excluding a SCOUT operative) is activated, if it does not perform a Shoet action during, -an perform two Fight actions during that activation, that activation, TACTICAL PRECISION Ta f, while a friendly SPACE Until the end of the Turning Poi MARINES operative is within IJ of and Visible to a friendly LEADER operative, each time it fights in combat ot makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can reroll one of your attack dice. ring a game TRANSHUMAN PHYSIOLOGY icp Use this Tactical Ploy in the Rall Defence Dice sp of 3 shooting attack, after roling defence dice fora friendly PRIMARIS operative. You can change one of your reta [ONLY IN DEATH DOES DUTY END 1cP is Tactical Ploy when a ready Iriendly SPACE MANINE® perative is not removed fr. sctivation and does n count as being injured, CTS Use this Tactical Ploy when a friendly SPACE MARINES ‘operative is activated. Until the end of that operative’s ion, you can ignore any or all modifiers to its APL ingapacitated. Th the end of your next a characteristic and it is not injured. IOMNI-SCRAMBLER a Use this Tactical Ploy at the start of the Firefight phase, Select ‘one enemy operative Visible to and within @ of a friendly INFILTRATOR operative. Until the end of the Turning Point, that enemy operative cannot be activated until another enemy ‘operative has been activated (unless it is the only remaining ‘enemy operative), i (LE Le Use this Tactical Ploy when a friendly INCURSOR operative performs a Shoot action. For that action's shooting attack, enemy operatives are not Obscured. Tae 1cP Use this Tactical Ploy during a friendly REIVER operative's activation. Until the start of the next Turning Point: + Each time an enemy operative would perform a mission action or the Pick Up action, if this friendly REIVER ‘operative is within fij of that enemy operative, one additional action point must be subtracted to perform that action. * When determining control of an objective marker that friendly REIVER operative is within range of, treat enemy operatives’ total APLas being 1 less. Note that this is not a modifier, EQUIPMENT PACE MARINE® operatives in yous bill team can be equipped wth equipment from this Int, as specified in the mission uence (see the Kill Team Core Book}, Any equipment marked with a Can be selected a re of once, and each operate Can be equipped with no more than one of ead AUXILIARY GRENADE LAUNCHER® HAYWIRE MENE> C3EP a 7 a CiEP] INCURSOR WARRIOR ocerative only INTERCESSOR operative only. The operative ga the perfor following ability for the ba Auxillary Grenade Launcher: Fg ancl k & grenade NA Pa Se AP ative is equipped with can be select ce, stead of once. Each time the operative performs a Shoot Place a Haywice ach this operative = action, ifa frag or krak grenade is selected as the ranged This operative can only perfor ‘once, and va) ‘weapon, an auxiliary grenade launcher can also be selected ‘cannot perform this action while within Engagement Hits, for that action’s shooting attaek(s), frag or krak Range of enemy operatives. If this operative js. ‘grenades are tated as not having the Rng @ and Indirect, incapacitated and removed from the lillzone, remove its Special rufes Haywire Mine token, HELIX GAUNTLET’ C2EP] The operative is equipped with the following INFILTRATOR WARRIOR operative only. The operative gains ranged weapon: the MEDIC keyword until the start of the nest battle and can = Perfoim the following action during the battle Haywire mine Helix Gauntlet (AP): Select one friendly SPACE MARINE® operative Visible to and within lx of this toca te = operative. That operative regains 203 lost wounds. This Detonate®, Silent operative cannot perform this action while within Engagement | {fl Range of enemy operatives Stun SMOKE GRENADE C3EP] INCURSOR, INFILTRATOR, REIVER of SCOUT operative | *Detonate: Each time this operative makes a Shoot only. The operative can perform the following action during action using its haywire mine, make a shooting attack. the battle: against each operative within Mf the centre of its | _— Haywire Mine token with that weapon, When making those shooting attacks, each operative is treated. as being Visible, but when determining if itisin Cover, \weat this operative's Haywire Mine token as the active ‘operative. Then remove this operative's Haywire Mine token. An operative cannot make a shooting attack swith this weapon by performing an Qverwatch action, Cr if its Haywire Mine token is not im the killzone. wy SMOKE GRENADE Place the centre of one Smoke token on a point within | @ of this operative. That token creates an area of smoke with a ©) radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is not Visible ifa Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within | Engagement Range of enemy operatives. Sa : SIMU Was LAUNCHER C1EPI GRAPNEL IREIVER operative only The operates SHOCK GRENADE C3EP] The operative ¢ Grapmel Launcher: REIVER operative on) owing ac SHOCK GRENADE a vit di re 8p, the in ach time this operat GRAV-CHUTE C2EP1 perative gal @ only. The Select one point on the ki operative. Rall one D6 for each operative wit of that point, subtracting 1 fiom the result if they ‘not Visible to this operative. On a 4, subtract I from that operative’s APL This operative can only perform half for that di ind cannot perform this action while the follow mithin Engagement Range of enemy operatives. FRAG GRENADE C2EP3 The operative i equipped withthe following ranged weapon REIVEA ope. forthe battle ability forthe battle nt ATED cravenuee: Frag grenade 43+ 28 * During the mission sequence, after resolving your Selected option inthe Scouting step, i this operative is ssholly within your drop zone, it can perform a Gravchute Insertion. If it Goes 0; you can perform a free Normal Move action with this operative. For that action, it has a cteristicof 2) and ean FLY. Vantage Point, for that Special Rules Ring @, Limited, Blast, Indirect KRAK GRENADE C3EPI The operative is equipped with the following ranged weapon Movement cl * Each time this operative moves off ‘move, it can move as though it can FLY, so long as it does ‘not move higher than that Vantage Point and ends that ‘move lower than that Vantage Point for the battle. It carmot make a shooting attack with this weapon by performing an Qverwatch action: Bs 0 C3eEPI Mame az Krak grenade a a aia Ai , SEE The operative can perform the following action during Rng @, Limited, AP1, Indirect the bone SPEX aN Select one friendly SPACE MARINES operative within PURITY SEAL C3EP] The operative gains the following ability for the battle: MB of and Visible to this operative. Until the end of the Tuming Point, that operative's ranged weapons Purity Seal: Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against i, you can use the Command Rexoll Tactical Ploy (see the Kill Team Core Book) without spending | _are treated as having the No Cover special rule. This operative cannot perform this action while within Engagement Range of enemy operatives. any CR SUSPENSOR SYSTEM C3EPJ The operative gains the following ability for the battle: Suspensor System: The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 3 (_)in the same activation in which it performs a Shoot action with any of those ranged weapons

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