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This is an unofficial homebrew. Use with care.

ARCHETYPE: SEEK AND DESTROY / RECON

UNFORGIVEN HUNTERS KILL TEAM


Below you will find a list of the operatives that make up an UNFORGIVEN HUNTERS kill team,
including, where relevant, any wargear those operatives must be equipped with.

OPERATIVES
1 operative selected from the following list:
- SPACE MARINE SERGEANT operative equipped with one of the following:
- Seeker Boltgun; Fists
- Combi-Flamer, Combi-Plasma, or Combi-Melta; Fists
Or one option from each of the following:
- Artificer Bolt Pistol, Combat Shield, or Plasma Pistol
- Power Sword, Power Maul, or Chainsword
- RAVENWING SERGEANT operative equipped with a Plasma Talon and one of the following:
- Power Sword
- Corvus Hammer
- DEATHWING TERMINATOR SERGEANT operative equipped with one of the following:
- Storm Bolter, Power Sword
- Lightning Claws
- Thunder Hammer and Storm Shield

6 operatives selected from the following list:


- SPACE MARINE WARRIOR
- SPACE MARINE PLASMA GUNNER operative equipped with Fists and one of the following:
- Plasma Gun or Plasma Cannon
- SPACE MARINE PATHFINDER
- SPACE MARINE OBSERVER
- SPACE MARINE CHAMPION
- SPACE MARINE STALKER
- RAVENWING BIKER
- RAVENWING SEEKER
- RAVENWING PURSUANT
- DEATHWING TERMINATOR GUNNER operative equipped with a Power Fist and one of the
following:
- Assault Cannon, Plasma Cannon, or Heavy Flamer
- DEATHWING TERMINATOR FIGHTER operative equipped with one of the following:
- Lightning Claws
- Thunder Hammer and Storm Shield

SPACE MARINE WARRIOR operatives and RAVENWING BIKER operatives can be selected any
number of times, and each other option above can only be selected once. RAVENWING and
DEATHWING operatives count as two selections.

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NEW ABILITIES AND SPECIAL RULES
On this page you will find new abilities and special rules for operatives in an UNFORGIVEN
HUNTERS kill team.

Grim Resolve: This operative never suffers the penalty to Ballistic Skill for being injured.

Ravenwing: When this operative is the target of a shooting attack, if it has performed a Dash action
during this Turning Point, during the Roll Defence Dice step, you can re-roll up to two defence dice.

Deathwing: Once per Turning Point, when this operative would suffer damage from a successful
normal hit from a shooting attack or an enemy strikes this operative with a normal hit, discard the
damage from that normal attack or hit.

Table of Contents
UNFORGIVEN HUNTERS KILL TEAM 2
NEW ABILITIES AND SPECIAL RULES (You are here) 3
UNFORGIVEN HUNTERS PLOYS 4
UNFORGIVEN HUNTERS OPERATIVES 5
EQUIPMENT 16
TAC OPS 18
UNFORGIVEN HUNTERS SPEC OPS RULES 19

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UNFORGIVEN HUNTERS PLOYS
Strategic Ploys Tactical Ploys

Fire Discipline 1CP Deathwing Assault 1CP

Until the end of the Turning Point, add 1 to the Use this Tactical Ploy during the Set Up
Attacks characteristic of Boltguns that all Operatives step of the mission sequence. Set
Space Marine operatives are equipped with. up one Teleport operative in your kill team in
Teleport Reserve. During the Ready Operatives
step of each Turning Point, you may roll a d6;
Relentless Pursuit 1CP on a 3+, the operative arrives immediately.
Otherwise, it arrives in the Ready Operatives
Each friendly Ravenwing operative can
step of the next Turning Point instead (do not
perform a free Dash action, but must finish
roll for that Turning Point).
that move closer to the nearest enemy
When that operative arrives, set up that
operative.
operative anywhere on the board that is not
Wings of the Angel 1CP within Engagement Range of enemy units.
Then, if it is not within 6” of the center of a
Until the end of the Turning Point, when you Locator Beacon token, roll 2d6; the opponent
activate a Ravenwing operative, you can moves the operative up to as many inches as
select a friendly Deathwing operative. After the roll indicates in one direction, as if it had
you activate that Ravenwing operative, Fly, stopping if it would move into engagement
activate that Deathwing operative range of an enemy operative or off the killzone.
immediately.
Flawless Strategy 1CP

Use this Tactical Ploy after rolling dice to


determine initiative, before initiative is
determined. Add 1 to the result of your die.

Only In Death Does Duty End 1CP

Use this Tactical Ploy when a ready friendly


Adeptus Astartes operative is incapacitated.
That operative is not removed from the kill zone
until the end of your next activation, can resolve
hits in combat, and does not count as being
injured. If an enemy operative strikes it in
combat, that combat ends immediately, as if
that friendly operative was incapacitated.

Cornered and Afraid 1CP

Use this Tactical Ploy during the Set Up


Operatives step of the mission sequence, after
your opponent has set up their operatives. Your
opponent must select one of their operatives.
Then, you may perform a free Dash action with
that operative as if it was your own.

Stoic Endurance 1CP

Use this Tactical Ploy in the Roll Defence Dice


step of a shooting attack, after rolling defence
dice for a friendly Unforgiven Hunters
operative. You can change one of your retained
normal saves to a critical save.

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UNFORGIVEN HUNTERS OPERATIVES

SPACE MARINE SERGEANT M APL GA

3O 3 1

DF SV W

3 3+ 12

NAME A BS/WS D SR !

Seeker Boltgun 4 2+ 3/2 No Cover, Balanced MW2

Combi-Flamer 5 2+ 3/3 Rng 6”, Torrent 2”, No Cover, -


Limited, Combi*

Combi-Plasma 4 2+ 4/5 AP2, Hot, Limited, Combi* -

Combi-Melta 4 2+ 6/3 AP2, Rng 6”, Limited, Combi* MW4

Artificer Bolt Pistol 4 2+ 3/4 Rng 6”, Balanced P1

Plasma Pistol 4 2+ 4/5 AP1, Hot -

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

Power Maul 5 2+ 4/5 - Stun

Chainsword 5 2+ 4/5 - Rending

Fist 4 2+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) Hold At All Costs (1AP): Until the end of the Turning
Point, while this operative or a friendly operative within
Combat Shield: An operative equipped with a Combat 3” is within 2” of an objective marker, each time an attack
Shield has a 5+ invulnerable save. Each time an operative die would inflict critical damage on one of those
equipped with a Combat Shield fights in combat, in the operatives, you can choose for that attack die to inflict
Resolve Successful Hits step of that combat, each time it normal damage instead (critical effects are still applied).
chooses to parry and selects a critical hit, you may discard
two of your opponent’s successful normal hits (instead of
one).

*Combi: An operative equipped with this weapon is also


equipped with a Boltgun (see the Space Marine Warrior
datasheet).

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Space Marine, Space Marine Combat Staunch Marksman Scout
Sergeant, Leader

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RAVENWING SERGEANT M APL GA

* 3 1

DF SV W

3 3+ 16

NAME A BS/WS D SR !

Plasma Talon 4 3+ 4/5 AP2, Relentless, Hot -

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

Corvus Hammer 5 2+ 3/5 Lethal 5+ Rending

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) -


Ravenwing (pg 3)

Bulky and Loud: This operative may not be assigned a


Conceal order.

Ride Like the Wind: When this operative performs a Normal


Move or Fall Back action, it must move twice, and may move
up to 6” with each move. However, it treats increments
shorter than 6” as 6”. When this operative performs a Dash
action, it must move in a straight line while doing so. When
this operative performs a Charge action, it must move up to
12” in a single straight line. Additionally, this operative can
never Climb. Otherwise, follow the normal rules for these
actions.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Ravenwing, Ravenwing Combat Staunch Marksman Scout
Sergeant, Leader

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DEATHWING TERMINATOR SERGEANT M APL GA

2O 3 1

DF SV W

4 3+ 13

NAME A BS/WS D SR !

Storm Bolter 5 3+ 3/4 Ceaseless -

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

Lightning Claws 6 2+ 4/6 Ceaseless -

Thunder Hammer 5 3+ 5/7 - Stun

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) -


Deathwing (pg 3)

Bulky: This model may not be assigned a Conceal order.

Crux Terminatus: This model has a 5+ invulnerable save.

Storm Shield: An operative equipped with a Storm Shield


has a 4+ invulnerable save. Each time an operative equipped
with a Storm Shield 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).

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Heavy, Deathwing, Combat Staunch Marksman Scout
Terminator Sergeant, Teleport, Leader

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SPACE MARINE WARRIOR M APL GA

3O 3 1

DF SV W

3 3+ 11

NAME A BS/WS D SR !

Boltgun 4 3+ 3/4 - -

Fists 3 3+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) -

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Space Marine, Space Marine Combat Staunch Marksman Scout
Warrior

SPACE MARINE PLASMA GUNNER M APL GA

3O 3 1

DF SV W

3 3+ 11

NAME A BS/WS D SR !

Plasma Gun 4 3+ 4/5 AP2, Hot -

Plasma Cannon 4 3+ 4/5 AP2, Plasma Blast*, Heavy -

Fists 3 3+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) Plasma Expertise (1AP): Until the end of the current
Turning Point, this operative’s ranged weapons have a
*Plasma Blast: This weapon has the Blast 2” special rule. Ballistic Skill characteristic of 2+.
Each time this operative performs a Shoot action, this
weapon has the Hot special rule for the first shooting attack
made with this weapon as part of that action.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Space Marine, Plasma Combat Staunch Marksman Scout
Gunner

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SPACE MARINE PATHFINDER M APL GA

3O 3 1

DF SV W

3 3+ 11

NAME A BS/WS D SR !

Boltgun 4 3+ 3/4 - -

Combat Knife 5 3+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) Locator Beacon (1AP): Place a Locator Beacon token
within 1” of this operative. This operative can only
Seek and Locate: While this operative performs a Dash or perform this action once per game.
Charge action, it can move an additional 1”.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Space Marine, Pathfinder Combat Staunch Marksman Scout

SPACE MARINE OBSERVER M APL GA

3O 3 1

DF SV W

3 3+ 11

NAME A BS/WS D SR !

Seeker Boltgun 4 3+ 3/2 No Cover, Balanced MW2

Fists 3 3+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) -

Keen Eyes: While this operative is on a vantage point, treat


operatives that are at least 2” lower than this operative are
not obscured.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Space Marine, Observer Combat Staunch Marksman Scout

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SPACE MARINE CHAMPION M APL GA

3O 3 1

DF SV W

3 3+ 11

NAME A BS/WS D SR !

Bolt Pistol 4 3+ 3/4 Rng 6” -

Blade of Caliban 5 2+ 4/7 Lethal 5+ -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) -

Combat Shield: This operative has a 5+ invulnerable save.


Each time this operative fights in combat, in the Resolve
Successful Hits step of that combat, each time it chooses to
parry and selects a critical hit, you may discard two of your
opponent’s successful normal hits (instead of one).

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Space Marine, Champion Combat Staunch Marksman Scout

SPACE MARINE STALKER M APL GA

3O 3 1

DF SV W

3 3+ 11

NAME A BS/WS D SR !

Stalker Boltgun 4 3+ 3/3 Heavy MW3, P1

Fists 3 3+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) Slip Into Shadows (1AP): Change this operative’s order to
Concealed.
Patient Stalker: When it is your turn to activate an
operative, if this is your only ready operative and your
opponent has at least two ready operatives, you may choose
to not activate this operative. If you do, you may instead take
an Overwatch action with one of your other operatives.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Space Marine, Stalker Combat Staunch Marksman Scout

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RAVENWING BIKER M APL GA

* 3 1

DF SV W

3 3+ 15

NAME A BS/WS D SR !

Twin-Linked Bolter 4 3+ 3/4 Relentless -

Fists 3 3+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) Locator Beacon (1AP): Place a Locator Beacon token
Ravenwing (pg 3) within 1” of this operative. This operative can only
perform this action once per game.
Bulky and Loud: This operative may not be assigned a
Conceal order.

Ride Like the Wind: When this operative performs a Normal


Move or Fall Back action, it must move twice, and may move
up to 6” with each move. However, it treats increments
shorter than 6” as 6”. When this operative performs a Dash
action, it must move in a straight line while doing so. When
this operative performs a Charge action, it must move up to
12” in a single straight line. Additionally, this operative can
never Climb. Otherwise, follow the normal rules for these
actions.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Ravenwing, Biker Combat Staunch Marksman Scout

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RAVENWING SEEKER M APL GA

* 3 1

DF SV W

3 3+ 15

NAME A BS/WS D SR !

Twin-Linked Bolter 4 3+ 3/4 Relentless -

Chainsword 4 3+ 4/5 - Rending

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) Quarry Located (1AP): Select one enemy operative
Ravenwing (pg 3) Visible to this operative. Until the end of the Turning
Point, while this operative fights the selected enemy
Bulky and Loud: This operative may not be assigned a operative in combat, this operative’s Chainsword gains
Conceal order. the Balanced special rule.

Ride Like the Wind: When this operative performs a Normal


Move or Fall Back action, it must move twice, and may move
up to 6” with each move. However, it treats increments
shorter than 6” as 6”. When this operative performs a Dash
action, it must move in a straight line while doing so. When
this operative performs a Charge action, it must move up to
12” in a single straight line. Additionally, this operative can
never Climb. Otherwise, follow the normal rules for these
actions.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Ravenwing, Seeker Combat Staunch Marksman Scout

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RAVENWING PURSUANT M APL GA

* 3 1

DF SV W

3 3+ 15

NAME A BS/WS D SR !

Ravenwing Grenade Launcher Each time this weapon is selected for a shooting attack, choose one of the following:

- Frag 5 3+ 2/4 Blast 2” -

- Krak 4 3+ 4/5 AP1 -

- Rad 4 3+ 2/2 Blast 2” MW3

- Stasis 4 3+ 2/2 Blast 2” Stasis*

Fists 3 3+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) -


Ravenwing (pg 3)

Bulky and Loud: This operative may not be assigned a


Conceal order.

Ride Like the Wind: When this operative performs a Normal


Move or Fall Back action, it must move twice, and may move
up to 6” with each move. However, it treats increments
shorter than 6” as 6”. When this operative performs a Dash
action, it must move in a straight line while doing so. When
this operative performs a Charge action, it must move up to
12” in a single straight line. Additionally, this operative can
never Climb. Otherwise, follow the normal rules for these
actions.

*Stasis: Each time a friendly operative makes a shooting


attack with this weapon, in the Roll Attack Dice step of that
shooting attack, if you retain any critical hits, the target is
treated as if it is injured until the end of its next activation.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Ravenwing, Biker Combat Staunch Marksman Scout

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DEATHWING TERMINATOR GUNNER M APL GA

2O 3 1

DF SV W

4 3+ 12

NAME A BS/WS D SR !

Assault Cannon 6 3+ 2/3 Fusillade, Heavy, Ceaseless Rending

Plasma Cannon 4 3+ 4/5 AP2, Heavy, Plasma Blast* -

Heavy Flamer 6 2+ 3/3 Heavy, Torrent 2”, No Cover -

Power Fist 4 4+ 5/7 Brutal -

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) -


Deathwing (pg 3)

Bulky: This model may not be assigned a Conceal order.

Slow and Purposeful: If this operative does not perform a


Dash or Charge action during its activation, it may ignore
the Heavy keyword of any shooting weapon it is equipped
with.

Crux Terminatus: This model has a 5+ invulnerable save.

*Plasma Blast: This weapon has the Blast 2” special rule.


Each time this operative performs a Shoot action, this
weapon has the Hot special rule for the first shooting attack
made with this weapon as part of that action.

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Heavy, Deathwing, Combat Staunch Marksman Scout
Terminator Gunner, Teleport

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DEATHWING TERMINATOR FIGHTER M APL GA

2O 3 1

DF SV W

4 3+ 12

NAME A BS/WS D SR !

Lighting Claws 5 3+ 4/6 Ceaseless -

Thunder Hammer 4 4+ 5/7 - Stun

ABILITIES UNIQUE ACTIONS

Grim Resolve (pg 3) Defensive Stance (1AP): Until the end of the Turning
Deathwing (pg 3) Point, improve this operative’s Save characteristic to 2+,
and if it is equipped with a Storm Shield, until the end of
Bulky: This model may not be assigned a Conceal order. the Turning Point, this operative has an invulnerability
save of 3+.
Crux Terminatus: This model has a 5+ invulnerable save.

Storm Shield: An operative equipped with a Storm Shield


has a 4+ invulnerable save. Each time an operative equipped
with a Storm Shield 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).

UNFORGIVEN HUNTERS, Imperium, Adeptus Astartes, <Chapter>, Heavy, Deathwing, Combat Staunch Marksman Scout
Terminator Fighter, Teleport

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EQUIPMENT
UNFORGIVEN HUNTERS 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.

Perfidious Relic of the Unforgiven* [2EP] Locator Beacon [1EP]


Deathwing operative only. This operative gains the This operative can perform the following action during
following ability for the battle: the battle:

Perfidious Relic of the Unforgiven: Treat this operative’s Locator Beacon (1AP): Place a Locator Beacon token
APL as being 1 higher for the purpose of controlling within 1” of this operative. This operative can only
objectives (note that this is not a modifier). Each time an perform this action once per game.
enemy operative performs a Psychic Action within 6” of this
operative, that enemy operative suffers 1 Mortal Wound. Seeker Pattern Bolter Ammunition [2EP]
Space Marine operative with Boltgun only. Replace
Frag Grenade [2EP] the Boltgun this operative is equipped with with the
Space Marine operative only.The operative is equipped following weapon for the battle:
with the following ranged weapon for the battle: Name A BS/WS D SR !
Name A BS D SR !
Seeker Boltgun 4 3+ 3/2 No Cover, Balanced MW2
Frag Grenade 4 3+ 2/3 Blast 2”, Indirect, Rng 6”, Limited -

Tracker-Pattern Auspex* [3EP]


Krak Grenade [3EP] The operative can perform the following action during
Space Marine operative only. The operative is equipped the battle:
with the following ranged weapon for the battle. It cannot
make a shooting attack with this weapon by performing an Tracker Auspex (2AP): Select one enemy operative
Overwatch action. that is Visible to this operative. Then select one friendly
Name A BS D SR ! operative within 3” of this operative. Until the end of the
Turning Point, once during this Turning Point, after that
Krak Grenade 4 3+ 4/5 AP1, Indirect, Rng 6”, Limited - enemy operative performs an action, that friendly
operative may interrupt that operative’s activation to
Conversion Field* [3EP] perform a free Shoot action against that operative.

Space Marine operative only. The operative gains the


following ability for the battle: Book of Redemption* [3EP]
The operative gains the following ability for the battle:
Conversion Field: This operative has a 4+ invulnerable
save. At the end of each Turning Point, if this operative Book of Redemption: While a friendly operative is
used its invulnerable save, roll a D6 for each operative within 3” of this operative, each time it fights in combat,
within 6”; on a 5+, subtract 1 from that operative’s APL. during the Roll Defense Dice step of that combat, you
You can reroll this die against friendly operatives. can retain one of your failed hits as a successful normal
hit.

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The Eye of the Unseen* [3EP]
The operative gains the following ability for the battle:

Piercing Gaze: Each time this operative inflicts critical


damage, inflict 1 Mortal Wound on the enemy operative
that it is inflicting that damage on.

Ceremonial Sword [2EP]


The operative is equipped with the following weapon for
the battle:

Name A BS/WS D SR !

Ceremonial Sword 5 3+ 3/4 - -

Weapon Charms [3EP]


Deathwing operative only. Select one weapon this
operative is equipped with; that weapon gains the
Balanced special rule for the battle.

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TAC OPS
If your faction is UNFORGIVEN HUNTERS, you can use the Unforgiven Hunter Tac Ops listed below, as specified in
the mission sequence.

Tac Op 1: Apprehend and Tac Op 3: They’ve Been Here,


Interrogate Eliminate All Witnesses

Reveal this Tac Op in the Target Reveal step Reveal this Tac Op in the Target Reveal step of
of the first Turning point. the fourth Turning Point.

- Each time an enemy operative is - Each time an enemy operative is


incapacitated within 3” of a friendly incapacitated, you score 1VP.
operative and that enemy operative is
more than 6” from other enemy
operatives, you score 1VP.
- If the first condition is achieved by a
friendly Deathwing or Ravenwing
operative, you score 2VP instead.

Tac Op 2: Never Forgive, Never


Forget

Reveal this Tac Op after a friendly Leader


operative is incapacitated by an enemy
operative, after it has been removed from the
killzone.
- If the operative that incapacitated that
friendly Leader operative is
incapacitated, score 1VP.
- If you achieve the first condition
during the same Turning Point as you
revealed this Tac Op, score an
additional 1VP.

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UNFORGIVEN HUNTERS SPEC OPS RULES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have selected
UNFORGIVEN HUNTERS as your Faction keyword.

Battle Honours
Each time an Unforgiven Hunters operative gains a Battle Honour, instead of determining one from its
specialism, you can determine one from the Unforgiven Specialist table below. You can either roll one D6 to
randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with
any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again
until a different result is rolled).

Unforgiven Specialist
D6 Battle Honour

1 Brilliant Planning: At the start of the first Turning Point, if this operative is in your Kill
Team, you gain 1CP.

2 For the Lion!: When this operative fights in combat, if it performed a Charge action
during its activation, you may retain one of your successful normal hits as a successful
critical hit.

3 Eye of the Hunter: While this operative is on a Vantage Point, enemies more than 3”
lower are treated as having an Engage order if it is in Cover behind heavy terrain.

4 Rapid Manoeuvre: Add 1” to the distance this operative can move when it performs a
Charge or Dash action.

5 Courage of the First Legion: This operative is never injured, and you can ignore any or
all modifiers to its APL.

6 Cowled Scowl: While an enemy operative is within 6” of this operative, it suffers the
penalty to its Ballistic Skill as if it was injured.

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Rare Equipment
Each time you would determine an item of rare equipment to add to your stash, if your faction is Unforgiven
Hunters, you can determine one from the table below instead of determining one from another source. As with any
item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll
again until a different result is rolled).

1. Stasis Grenade [2EP]


The operative is equipped with the following ranged weapon for the battle:
Name A BS/WS D SR !

Stasis Grenade 4 3+ 2/2 Blast 2”, Indirect, Rng 6”, Limited Stasis*
*Stasis: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting
attack, if you retain any critical hits, the target is treated as if it is injured until the end of its next activation.

2. Plasma Overcapacitor [2EP]


Operative with Plasma Pistol, Plasma Gun, or Plasma Cannon only. Any Plasma Pistol, Plasma Gun, or Plasma Cannon that
this operative is equipped with has a damage characteristic of 5/6 for the battle.

3. Darkshroud Cloak [3EP]


The operative gains the following ability for the battle:

Darkshroud Cloak: This operative, and all friendly operatives within 2”, are always treated as being in Cover.

4. Raven [2EP]
Ravenwing operative only. The operative is equipped with the following weapon for the battle:
Name A BS/WS D SR !

Raven Strike 5 4+ 2/3 Indirect, Limited, Barrage -

5. Deathroar [3EP]
The operative is equipped with the following weapon for the battle:
Name A BS/WS D SR !

Deathroar 4 3+ 4/5 Rng 6”, AP2, Plasma Blast* -


*Plasma Blast: This weapon has the Blast 2” special rule. Each time this operative performs a Shoot action, this weapon has
the Hot special rule for the first shooting attack made with this weapon as part of that action.

6. Mace of Absolution* [3EP]


Space Marine Sergeant or Terminator Sergeant operative only. This operative is equipped with the following weapon for the
duration of the battle:
Name A BS/WS D SR !

Mace of Absolution 5 2+ 4/5 Smite* Stun

*Smite: when this operative fights in combat with this weapon, it may choose to treat this weapon as if it had an Attacks
characteristic of 3. If it does, change this weapon’s critical damage characteristic to 8 and it gains the Lethal 5+ special rule for
that combat.

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Strategic Assets
Each time you would add a strategic asset to your base of operations, if your faction is Unforgiven Hunters, you
can select one from the list below instead of selecting one from another source. As with any strategic asset, you
can never have more than one of each.

Interrogation Chambers Hypno-Conditioners

In dark rooms, valuable information is Between each skirmish, the less knowing
extracted from enemy commanders. members of the chapter have any trace of
information about the Hunt erased and their
During the Update Dataslates step of a battle, minds are focused on their next battle.
if the enemy Leader was incapacitated by a
friendly operative during that battle, that During the first Turning Point of each battle, the
friendly operative gains 1 additional xp. weapons of all friendly Space Marine
operatives have the Balanced special rule.

Requisitions
In a Spec Ops campaign, if your faction is Unforgiven Hunters, you can use the following Requisitions in addition
to those presented in other publications.

Induction Ceremony (1RP)

One marine, having proven himself suitable,


is inducted into the Inner Circle to learn the
truth about the chapter.

Select one non-Deathwing operative on your


roster of Ace rank or higher. That operative
gains the Deathwing keyword and the
Deathwing ability (pg3).

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Spec Ops
Each time you would select a Spec Op for your kill team to be assigned to, if your faction is UNFORGIVEN
HUNTERS, you can select one from the list below instead of selecting one from another source.

THE HUNT
The Angels pursue their hated targets, finding every pawn they have touched and interrogating them for
more information until they find their true enemy.

OPERATION 1: FOLLOW THE TRAIL COMMENDATION:

The hunt begins by following the trail of the Fallen, - You gain two Requisition Points.
uncovering and gathering information and obscuring it - The operative that scored you the Headhunter
from other parties. Tac Op gains 5 XP.
- You can add one item of rare equipment to your
Complete five games in which you scored victory points stash.
from the “Apprehend and Interrogate”, “They’ve Been
Here, Eliminate All Witnesses” and/or “Mark Target” Tac
Ops.

OPERATION 2: CAPTURE AND EXTRACT SPEC OPS BONUS:

The enemy has been located. Whether they are of the For the purposes of a mission’s Spec Ops bonus, this Spec
Fallen or just a pawn, they must be captured and made to Op is considered an “Elimination” Spec Op.
repent.

Complete a game in which you scored victory points from


the “Headhunter” Tac Op.

COVERUP
There are times when the secrets of the Dark Angels are almost revealed. When this happens, they
eliminate everyone that could know, furious that anyone might learn of their past.

OPERATION 1: OBSCURE INFORMATION COMMENDATION:

Along their path, everything is done to ensure that none of - You gain one Requisition Point.
the data left behind is leaked to the enemy. It is all gathered - You can distribute 5 XP across the operatives on
and burned. your roster.
- You can add one item of rare equipment to your
Complete five games in which you scored victory points stash, or increase your asset capacity by 1.
from the “Execution”, “Retrieval” and/or “Rob and Ransac”
Tac Ops.

OPERATION 2: CLEANUP SPEC OPS BONUS:

All that is left is to kill those who witnessed the events with For the purposes of a mission’s Spec Ops bonus, this Spec
their own eyes. Op is considered a “Purge Order” Spec Op.

Complete a game in which you scored victory points from


the “They’ve Been Here, Eliminate All Witnesses” Tac Op.

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