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Caballeros de la plaga desquiciante (Warhammer 40,000: Kill Team (2021)) [10 EP]

Legionary Kill Team (Legionary) [10 EP]

Configuration

Game Type
Selections: Matched

Categories: Configuration

Leader

Chosen
Selections: Daemon blade, Nurgle, Plasma pistol
Categories: LEGIONARY, Chaos, Heretic Astartes, Leader, Legionary Chosen, Nurgle
Rules: APx, Favoured of the Dark Gods, Hot, Lethal x

Abilities: Daemonic Aura, Disgusting Vigour, Soul Feast, Operative: Chosen, Weapons: Plasma pistol - Standard (Legionary Chosen),
Plasma pistol - Supercharge (Legionary Chosen), ⚔ Daemon blade

Abilities Ability Ref

Daemonic Each time an enemy operative starts a Fall Back action while within Engagement Range of this operative,
Aura reduce the distance that enemy operative can move by 2⬤ (to a minimum of ⬤).

Disgusting Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting
Vigour attack, you can retain one normal save as a critical save.

Each time this operative fights in combat, at the end of the Resolve Successful Hits step of that combat, if
Soul Feast this operative has not been incapacitated and any of their strikes inflicted Critical Damage, this operative
regains 2 lost wounds.

Operative M APL GA DF SV W Ref

Chosen 3⬤ 3 1 3 3+ 13

Weapons A WS/BS D SR ! Ref

Plasma pistol - Standard (Legionary Chosen) 4 3+ 5/6 Rng ⬟, AP1 -

Plasma pistol - Supercharge (Legionary Chosen) 4 3+ 5/6 Rng ⬟, AP2, Hot -

⚔ Daemon blade 5 2+ 4/7 Lethal 5+ -

Operative [10 EP]


Anointed [3 EP]
Selections: Bolt pistol, Daemonic claw, Grisly Trophy* [3 EP], Nurgle
Categories: LEGIONARY, Chaos, Heretic Astartes, Legionary Anointed, Operative, Nurgle

Rules: Rending, Rng x


Abilities: Disgusting Vigour, Grisly Trophy*, Unleash Daemon, Operative: Anointed, Weapons: ⌖ Bolt pistol, ⚔ Daemonic claw

Abilities Ability Ref

Disgusting Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting
Vigour attack, you can retain one normal save as a critical save.

Grisly
Trophy*
While this operative is Visible to and within ⬛
of an enemy operative, subtract 1 from the Attacks
characteristic of ranged and melee weapons that enemy operative is equipped with.

Once per battle, when this operative is activated, the daemon can take control. If it does so, until the end of
the battle:
Unleash

- This operative cannot perform Overwatch, Pick Up, Shoot or mission actions.
Daemon - Each time this operative would lose a wound, roll one D6; on a 5+ that wound
is not lost.
- Its daemonic claw gains the Ceaseless and Lethal 5+ special rules.


during that activation.
- Each time this operative is activated, it can perform two Fight actions

Operative M APL GA DF SV W Ref

Anointed 3⬤ 3 1 3 3+ 12

Weapons A WS/BS D SR ! Ref

⌖ Bolt pistol 4 3+ 3/4 Rng ⬟ -

⚔ Daemonic claw 5 3+ 4/5 - Rending


Balefire Acolyte [2 EP]
Selections: Fell dagger, Malign Scripture [2 EP], Nurgle, Tainted bolt pistol
Categories: LEGIONARY, Chaos, Heretic Astartes, Psyker, Legionary Balefire Acolyte, Operative, Nurgle

Rules: Balanced, Blast x, No Cover, Rng x, Splash x


Abilities: *Daemonic Energies, *Siphon Life Force, Disgusting Vigour, Malign Scripture, Operative: Balefire Acolyte, Psychic Power:
Fireblast, Life Siphon, Malign Influence, Unique Actions: Manifest Psychic Power (1AP), Weapons: ⌖ Fireblast, ⌖ Life Siphon, ⌖
Tainted bolt pistol (Balefire Acolyte), ⚔ Fell dagger

Abilities Ability Ref

*Daemonic Each time this operative fights in combat, in the Roll Attack Dice step of that combat, each time you retain a
Energies critical hit, the target suffers 2 mortal wounds.

Each time a friendly operative makes a shooting attack with this weapon, in the Resolve Successul Hits step
*Siphon
of that shooting attack, if you retain two or more attack dice, you can select one friendly LEGIONARY
Life Force
operative within ⬟ of the target to regain D3 lost wounds.

Disgusting Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting
Vigour attack, you can retain one normal save as a critical save.

Malign
Once per battle, this operative can perform two Manifest Psychic Power actions during its activation.
Scripture

Operative M APL GA DF SV W Ref

Balefire Acolyte 3⬤ 3 1 3 3+ 12

Psychic
Effect Ref
Power

Fireblast Perform a free Shoot action using the ranged weapon below.

Life
Perform a free Shoot action using the ranged weapon below.
Siphon

Malign Select one friendly LEGIONARY operative Visible to this operative. Until the end of the Turning Point, weapons
Influence that operative is equipped with gain the Lethal 5+, No Cover and Brutal special rules.

Unique Actions Unique Action Ref

Manifest Psychic Psychic action. Resolve a LEGIONARY psychic power. This operative cannot perform this action
Power (1AP) while within Engagement Range of an enemy operative.

Weapons A WS/BS D SR ! Ref

⌖ Fireblast 4 3+ 3/4 No Cover, Blast ⬤ Splash 1

⌖ Life Siphon 5 3+ 3/3 Siphon Life Force* -

⌖ Tainted bolt pistol (Balefire Acolyte) 4 3+ 3/4 Rng ⬟, Balanced -

⚔ Fell dagger 5 3+ 3/4 Daemonic Energies* -


Butcher
Selections: Bolt pistol, Double-handed chain axe, Nurgle
Categories: LEGIONARY, Chaos, Heretic Astartes, Legionary Butcher, Operative, Nurgle

Rules: Ceaseless, Reap x, Relentless, Rng x


Abilities: *Vicious Blows, Devastating Onslaught, Disgusting Vigour, Operative: Butcher, Weapons: ⌖ Bolt pistol, ⚔ Double-handed
chain axe

Abilities Ability Ref

Each time this operative fights in combat:


*Vicious
gains the Ceaseless special rule for that combat.
- If this operative is the Attacker, this weapon
Blows

- If this operative performed a Charge action during this activation, this weapon gains the Relentless special
rule for that combat.

- Each time this operative fights in combat, enemy operatives within Engagement Range of it cannot provide
Devastating combat support for that combat.
Onslaught

- For the purposes of Dash, Fall Back and Normal Move actions enemy operatives would perform, treat the
distance of this operative's Engagement Range as ⬤ for that action (instead of ▲).

Disgusting Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting
Vigour attack, you can retain one normal save as a critical save.

Operative M APL GA DF SV W Ref

Butcher 3⬤ 3 1 3 3+ 12

Weapons A WS/BS D SR ! Ref

⌖ Bolt pistol 4 3+ 3/4 Rng ⬟ -

⚔ Double-handed chain axe 4 4+ 5/7 Vicious Blows* Reap 2

Gunner [2 EP]
Selections: Fists, Malefic blade [2 EP], Nurgle, Plasma gun

Categories: LEGIONARY, Chaos, Heretic Astartes, Legionary Gunner, Operative, Nurgle


Rules: APx, Hot
Abilities: Disgusting Vigour, Operative: Gunner, Weapons: Malefic blade, Plasma gun - Standard, Plasma gun - Supercharge, ⚔ Fists

Abilities Ability Ref

Disgusting Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting
Vigour attack, you can retain one normal save as a critical save.

Operative M APL GA DF SV W Ref

Gunner 3⬤ 3 1 3 3+ 12

Weapons A WS/BS D SR ! Ref

Malefic blade 5 3+ 3/5 - -

Plasma gun - Standard 4 3+ 5/6 AP1 -

Plasma gun - Supercharge 4 3+ 5/6 AP2, Hot -

⚔ Fists 4 3+ 3/4 - -
Heavy Gunner [3 EP]
Selections: Fists, Heavy bolter, Nurgle, Suspensor System [3 EP]
Categories: LEGIONARY, Chaos, Heretic Astartes, Legionary Heavy Gunner, Operative, Nurgle

Rules: Fusillade, Heavy


Abilities: Disgusting Vigour, Suspensor System, Operative: Heavy Gunner, Weapons: ⌖ Heavy bolter, ⚔ Fists

Abilities Ability Ref

Disgusting Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting
Vigour attack, you can retain one normal save as a critical save.

The Heavy special rule of ranged weapons this operative is equipped with is treated differently. Instead, an
Suspensor
operative cannot move more than 3⬤ in the same activation in which it performs a Shoot action with any of
System
those ranged weapons.

Operative M APL GA DF SV W Ref

Heavy Gunner 3⬤ 3 1 3 3+ 12

Weapons A WS/BS D SR ! Ref

⌖ Heavy bolter 5 3+ 4/5 Heavy, Fusillade P1

⚔ Fists 4 3+ 3/4 - -

Selection Rules
APx:
Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is
the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the
attacker selects which one to use.
()
Balanced:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice stop of that combat or
shooting attack, you can re-roll one of your attack dice.
()
Blast x:
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making
the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and
within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An
operative cannot make a shooting attack with this weapon by performing an Overwatch action.
()
Ceaseless:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat
or shooting attack, you can re-roll any or all of your attack dice results of 1.
()
Favoured of the Dark Gods:
Once per Turning Point, when it is your turn to use a Strategic Ploy, if any friendly operatives with this ability are in the kill
zone, you can use a Strategic Ploy without spending any CPs; that Strategic Ploy must have the same <MARK OF CHAOS> selectable keyword as one
friendly operative with this ability. For example, if an operative with this ability has the KHORNE keyword, you could use the Blood for the Blood God
Strategic Ploy. If an operative with this ability has the UNDIVIDED keyword, you can use the following Strategic Ploys for this ability instead: Hateful
Assault, Malicious Volleys.
()
Fusillade:
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of
other valid targets within ⬤ of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this
weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
()
Heavy:
An Operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this
ranged weapon.
()
Hot:
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice
result of 1 that is discarded, that operative suffers 3 mortal wounds.
()
Lethal x:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or
shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits. x is the number after the weapon's
Lethal, e.g. Lethal 5+.
()
No Cover:
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically
retained as a result of Cover (they must be rolled instead).
()
Reap x:
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a
critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within ▲ of it or the target operative. x is the
number after the weapon's Reap, e.g. Reap 1.
()
Relentless:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat
or shooting attack, you can re-roll any or all of your attack dice.
()
Rending:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or
shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
()
Rng x:
Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the
weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply.
()
Splash x:
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each
critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within ⬤ of it. x is the number after the weapon's
Splash, e.g. Splash 1.
()

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