Blooded

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BLOODED KILL TEAM

Below you will find a list of the operatives that make


CHIEFTAIN
up a BLOODED kill team, including, where relevant,
Laspistol Chainsword
any weapons specified for that operative.

4
BLOODED » KILL TEAM SELECTION

OPERATIVES
↘ 1 BLOODED CHIEFTAIN operative with one of the following options:
• Autopistol or laspistol; chainsword or power weapon
• Bolt pistol; chainsword
• Boltgun; bayonet
• Plasma pistol; improvised blade2

↘ 9 BLOODED operatives selected from the following list:


• BRIMSTONE GRENADIER • SHARPSHOOTER1
• BUTCHER • THUG
BRIMSTONE GRENADIER
• COMMSMAN • TRENCH SWEEPER
Lasgun
• FLENSER • TROOPER
• GUNNER with bayonet and flamer1
• GUNNER with bayonet and grenade launcher1
• GUNNER with bayonet and meltagun1
• GUNNER with bayonet and plasma gun1,2

↘ 4 BLOODED operatives selected from the following list:


• ENFORCER (counts as two selections)
• OGRYN (counts as two selections)
• TROOPER

Other than TROOPER operatives, your kill team can only include each
operative on this list once.

1
You cannot select more than three of these operatives combined.
BUTCHER
2
You cannot select this option and this operative. In other words, you can
Power weapon & cleaver
only have one operative with a plasma weapon.

ARCHETYPES

SEEK &
INFILTRATION
DESTROY

Archetypes are used in certain mission packs, e.g. Approved Ops. The game
sequence will specify how.
The newest version of these rules can be found online.
Scan the QR code or visit warhammer-community.com.

COMMSMAN FLENSER CORPSEMAN SHARPSHOOTER


Skinning blades Lasgun Stimm Long-las
Lasgun needle

BLOODED » KILL TEAM SELECTION


OGRYN GUNNER
Grenade
Flamer launcher Plasma gun
Power maul

Mutant claw

THUG TRENCH SWEEPER TROOPER ENFORCER


Bayonet Bolt pistol
Shield
Heavy club
Power fist
Lasgun
Shotgun
FACTION RULES STRATEGY PLOYS
BLOODED GLORY KILL
The Blooded seek to earn the favour of malign warp entities by hurling By bringing down the strongest and most capable of enemies, the
themselves into combat and slaying the most potent foes. Should they Blooded may provide a worthy offering to the Ruinous Powers.
die in the attempt, their souls may serve as acceptable sacrifices.
Select one enemy operative visible to a friendly BLOODED
You gain one Blooded token: operative. Until the end of the turning point, whenever a
6 friendly BLOODED operative is shooting against, fighting
• In the Ready step of each Strategy phase. against or retaliating against that enemy operative, that
BLOODED » FACTION RULES » STRATEGY PLOYS

• The first time an enemy operative is incapacitated during friendly operative’s weapons have the Ceaseless weapon rule,
each turning point. or Relentless instead if that shooting, fighting or retaliating
• The first time a friendly operative is incapacitated within 6" operative has one of your Blooded tokens.
of an enemy operative during each turning point.

As a STRATEGIC GAMBIT, you can assign any of your RECKLESS ASPIRANT


unassigned Blooded tokens to friendly BLOODED operatives. No coward can earn glory. The Blooded are willing to risk life and limb in
Each operative cannot have more than one of your Blooded pursuit of malefic warp powers.
tokens. Then, if four or more friendly operatives in the killzone
have one of your Blooded tokens, you can select one of them Whenever a friendly BLOODED operative that’s wholly
to be under the GAZE OF THE GODS until the end of the within your opponent’s territory and doesn’t have one of your
turning point. Blooded tokens is shooting or fighting, its weapons have the
Accurate 1 weapon rule.
Whenever a friendly BLOODED operative has one of your
Blooded tokens, its weapons have the Accurate 1 weapon Whenever a friendly BLOODED operative that has one of your
rule. If that friendly BLOODED operative is under the GAZE Blooded tokens is wholly within your opponent’s territory, its
OF THE GODS, you can retain one of your normal successes weapons have the Punishing weapon rule.
as a result of the Accurate 1 weapon rule as a critical
success instead.
MALEVOLENT GRIT
Those that have earned the favour of the Dark Gods of Chaos may draw
upon the warp to predict and avoid the bullets of their foes.

Whenever an operative is shooting a friendly BLOODED


operative that has one of your Blooded tokens or is wholly
within your opponent’s territory, you can re-roll one of your
defence dice.

BITTER DEMISE
Consumed by hatred, the Blooded spit, curse and lash out as they die,
screaming aggrieved words of heresy as they land a final strike upon
the foe.

Whenever a friendly BLOODED operative is incapacitated,


roll one D3: on a 3 (or 2+ if that friendly operative has one
of your Blooded tokens), inflict damage equal to the result
on one enemy operative visible to and within 2" of that
friendly operative.
FIREFIGHT PLOYS
CALLOUS DISREGARD DARK FAVOUR
Pity is a trait of the weak. The Blooded will gladly turn their guns upon Those who have spilled the blood of the foe and earned the favour of
their own kin if doing so will ensure the destruction of an enemy. their infernal patron may be spared from death, as long as another pays
the price in their stead.
Use this firefight ploy when a friendly BLOODED operative
performs the Shoot action and you’re selecting a valid Use this firefight ploy when a friendly BLOODED operative
target. Having other friendly BLOODED operatives within an that has one of your Blooded tokens is selected as the valid 7
enemy operative’s control range doesn’t prevent that enemy target of a Shoot action or to fight against during the Fight

BLOODED » FIREFIGHT PLOYS


operative from being selected. Until the end of that action, action. Select one other friendly BLOODED operative visible
whenever you discard an attack dice as a fail, inflict damage to and within 3" of that first friendly operative to become the
equal to the dice result on one friendly operative of your valid target or to be fought against (as appropriate) instead
choice within control range of the target. (even if it wouldn’t normally be valid for this). If it’s the Fight
action, treat that other operative as being within the fighting
operative’s control range for the duration of that action.
MOMENT OF REPUTE
When infused with a portion of the Dark Gods’ power, the Blooded are This ploy has no effect if it’s the Shoot action and the ranged
lent infernal speed and aggression. weapon has the Blast or Torrent weapon rule.

Use this firefight ploy during the activation of a friendly


BLOODED operative that’s under the GAZE OF THE GODS,
before or after it performs an action. Until the end of that
operative’s activation, add 1 to its APL stat.

REWARD EARNED
The surest way to earn the attention of the Ruinous Powers is to draw
blood in their name.

Use this firefight ploy when an enemy operative is


incapacitated by a friendly BLOODED operative within
2" of it that has one of your Blooded tokens. You gain one
Blooded token.
APL MOVE SAVE WOUNDS

TRAITOR CHIEFTAIN
2 6" 5+ 8
NAME ATK HIT DMG WR
Autopistol 4 3+ 2/3 Range 8"
Bolt pistol 4 3+ 3/4 Range 8"
Boltgun 4 3+ 3/4 -

8 Laspistol 4 3+ 2/3 Range 8"


Plasma pistol (standard) 4 3+ 3/5 Range 8", Piercing 1
Plasma pistol (supercharge) 4 3+ 4/5 Range 8", Hot, Lethal 5+, Piercing 1
BLOODED » DATACARDS

Bayonet 3 3+ 2/3 -
Chainsword 4 3+ 4/5 -
Improvised blade 4 3+ 2/3 -
Power weapon 4 3+ 4/6 Lethal 5+

Blooded Icon: Once per turning point, when a friendly BLOODED Lead With Strength: Whenever this operative has one of your Blooded tokens
operative that has one of your Blooded tokens is incapacitated, if this and is wholly within your opponent’s territory, treat it as if it’s under the
operative is within 6" of it, you can regain that token. GAZE OF THE GODS.

BLOODED , CHAOS, LEADER, CHIEFTAIN 25

APL MOVE SAVE WOUNDS

TRAITOR BRIMSTONE GRENADIER


2 6" 5+ 7
NAME ATK HIT DMG WR
Diabolyk bomb 4 3+ 4/3 Range 6", Blast 2", Devastating 2, Limited 1, Heavy (Reposition
only), Piercing 1, Saturate
Lasgun 4 4+ 2/3 -
Bayonet 3 4+ 2/3 -

Grenadier: This operative can use frag and krak grenades (see universal Explosive Demise: If this operative is incapacitated, you can use this rule. If
equipment). Doing so doesn’t count towards any limited uses you have (i.e. you do, roll two D6, or one D6 if this operative is within control range of an
if you also select those grenades from equipment for other operatives). enemy operative. If any result is a 4+, inflict D3+2 damage on each operative
Whenever it’s doing so, improve the Hit stat of that weapon by 1. visible to and within 2" of this operative. If this operative hasn’t used its
diabolyk bomb during the battle, inflict D6+2 damage instead.

BLOODED , CHAOS, BRIMSTONE GRENADIER 25


APL MOVE SAVE WOUNDS

TRAITOR BUTCHER
2 6" 5+ 8
NAME ATK HIT DMG WR
Power weapon & cleaver 4 3+ 4/6 Ceaseless, Lethal 5+, Blood Offering*

Unholy Sustenance: Whenever this operative is fighting or retaliating, if *Blood Offering: Whenever this operative is fighting or retaliating with this
it incapacitates the enemy operative in that sequence, it regains D3 lost weapon, the first time you strike with a critical success during that sequence,
wounds. This is cumulative with the Symbols of Bloody Worship equipment. you gain one Blooded token.
9

BLOODED » DATACARDS
BLOODED , CHAOS, BUTCHER 25

APL MOVE SAVE WOUNDS

TRAITOR COMMSMAN
2 6" 5+ 7
NAME ATK HIT DMG WR
Lasgun 4 4+ 2/3 -
Bayonet 3 4+ 2/3 -

SIGNAL 1AP SACRILEGIOUS ACTUATION 1AP


SUPPORT. Select one other friendly BLOODED operative (excluding You gain one Blooded token.
OGRYN) visible to and within 6" of this operative. Until the end of that
This operative cannot perform this action while within control range of an
operative’s next activation, add 1 to its APL stat.
enemy operative, or if it doesn’t have one of your Blooded tokens.
This operative cannot perform this action while within control range of an
enemy operative.

BLOODED , CHAOS, COMMSMAN 25


APL MOVE SAVE WOUNDS

TRAITOR CORPSEMAN
2 6" 5+ 7
NAME ATK HIT DMG WR
Lasgun 4 4+ 2/3 -
Bayonet 3 4+ 2/3 -
Stimm needle 3 5+ 1/4 Lethal 5+

10 STIMM Rules: STIMMS 1AP


• Rejuvenated: The operative regains 2D3 lost wounds. Select one friendly BLOODED operative within this operative’s control
BLOODED » DATACARDS

• Enraged: The operative’s melee weapons have the Relentless weapon rule. range, then select the Rejuvenated STIMM rule, or one other STIMM
• Fortified: Whenever an attack dice inflicts damage of 3 or more on the rule for that operative to have for the battle. You cannot select each
operative, roll one D6: on a 5+, subtract 1 from that inflicted damage. STIMM rule for each operative more than once per battle.

Regular Dosage: At the end of the Select Operatives step, if this operative This operative cannot perform this action while within control range of an
is selected for deployment, you can select one other friendly BLOODED enemy operative.
operative to gain a STIMM rule for the battle (excluding Rejuvenated).

BLOODED , CHAOS, CORPSEMAN 25

APL MOVE SAVE WOUNDS

TRAITOR ENFORCER
2 6" 4+ 9
NAME ATK HIT DMG WR
Bolt pistol 4 3+ 3/4 Range 8"
Power fist 4 4+ 5/7 Brutal

Gruelling Disciplinarian: Whenever a friendly BLOODED operative is ENFORCE 1AP


within 6" of this operative, you can ignore any changes to that operative’s Select one other friendly BLOODED operative visible to and within
stats from being injured (including its weapons’ stats). 3" of this operative. That operative can immediately perform a 1AP
action for free, but it cannot move more than 2" during that action. If the
selected friendly operative is a COMMSMAN, it cannot perform the
Sacrilegious Actuation or Signal actions.
This operative cannot perform this action while within control range of an
enemy operative.

BLOODED , CHAOS, ENFORCER 32


APL MOVE SAVE WOUNDS

TRAITOR FLENSER
2 6" 5+ 7
NAME ATK HIT DMG WR
Skinning blades 4 3+ 3/4 Ceaseless, Stalk*

*Stalk: Whenever this operative is fighting or retaliating with this weapon, if Wretched: This operative can perform the Charge action while it has a
Light or Heavy terrain is within its control range, this weapon has the Lethal Conceal order. If this operative is incapacitated during the Fight action, you
5+ weapon rule. can strike the enemy operative in that sequence with one of your unresolved
successes before it’s removed from the killzone.
11

BLOODED » DATACARDS
BLOODED , CHAOS, FLENSER 25

APL MOVE SAVE WOUNDS

TRAITOR GUNNER
2 6" 5+ 7
NAME ATK HIT DMG WR
Flamer 4 2+ 3/3 Range 8", Saturate, Torrent 2"
Grenade launcher (frag) 4 4+ 2/4 Blast 2"
Grenade launcher (krak) 4 4+ 4/5 Piercing 1
Meltagun 4 4+ 6/3 Range 6", Devastating 4, Piercing 2
Plasma gun (standard) 4 4+ 4/6 Piercing 1
Plasma gun (supercharge) 4 4+ 5/6 Hot, Lethal 5+, Piercing 1
Bayonet 3 4+ 2/3 -

BLOODED , CHAOS, GUNNER 25


APL MOVE SAVE WOUNDS

TRAITOR OGRYN
2 6" 5+ 16
NAME ATK HIT DMG WR
Power maul & mutant claw 4 3+ 5/6 Rending, Shock

Avalanche of Muscle: Whenever this operative ends its move during the Brute: Whenever your opponent is selecting a valid target, if this operative
Charge action, you can inflict D3 damage on one enemy operative within its has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow
12 control range. this operative to be targeted (assuming it’s visible), it doesn’t remove its
cover save (if any).
Chem-enhanced: You can ignore any changes to this operative’s APL stat and
it’s not affected by enemy operatives’ Shock and Stun weapon rules. Slow-witted: You must spend 1 additional AP for this operative to perform the
BLOODED » DATACARDS

Pick Up Marker and mission actions (excluding Operate Hatch).

BLOODED , CHAOS, OGRYN 40

APL MOVE SAVE WOUNDS

TRAITOR SHARPSHOOTER
2 6" 5+ 7
NAME ATK HIT DMG WR
Long-las (mobile) 4 3+ 3/4 -
Long-las (stationary) 4 2+ 3/3 Devastating 1, Heavy (Dash only), Silent
Bayonet 3 4+ 2/3 -

Camo Cloak: Whenever an operative is shooting this operative, if you can A Name Whispered In Blood: STRATEGIC GAMBIT in the first turning
retain any cover saves, you can retain one additional cover save. This isn’t point. Select one enemy operative. Whenever this operative is shooting that
cumulative with improved cover saves from Vantage terrain. enemy operative, treat this operative as if it has one of your Blooded tokens
and is under the GAZE OF THE GODS.

BLOODED , CHAOS, SHARPSHOOTER 25


APL MOVE SAVE WOUNDS

TRAITOR THUG
2 6" 4+ 7
NAME ATK HIT DMG WR
Heavy club 4 3+ 4/4 Brutal

Tough: Whenever this operative is fighting or retaliating, or an operative is


shooting it, Normal Dmg of 3 or more inflicts 1 less damage on it.
13

BLOODED » DATACARDS
BLOODED , CHAOS, THUG 25

APL MOVE SAVE WOUNDS

TRAITOR TRENCH SWEEPER


2 6" 4+ 9
NAME ATK HIT DMG WR
Shotgun 4 3+ 3/3 Range 6"
Bayonet & shield 3 3+ 2/3 Shield*

*Shield: Whenever this operative is fighting or retaliating with this weapon, Shielding: Whenever this operative is activated, you can use this rule. If you
each of your blocks can be allocated to block two unresolved successes do, until the start of this operative’s next activation:
(instead of one).
• Subtract 2" from its Move stat.
• Whenever an operative is shooting this operative, you can re-roll any of your
defence dice.

BLOODED , CHAOS, TRENCH SWEEPER 25


APL MOVE SAVE WOUNDS

TRAITOR TROOPER
2 6" 5+ 7
NAME ATK HIT DMG WR
Lasgun 4 4+ 2/3 -
Bayonet 3 4+ 2/3 -

Group Activation: Whenever this operative is expended, you must then


14 activate one other ready friendly BLOODED TROOPER operative (if able)
before your opponent activates. When that other operative is expended, your
opponent then activates as normal (in other words, you cannot activate more
BLOODED » DATACARDS » MARKER/TOKEN GUIDE

than two operatives in succession with this rule).

BLOODED , CHAOS, TROOPER 25

MARKER/TOKEN GUIDE

BLOODED TOKEN A NAME WHISPERED IN BLOOD SHIELDING TOKEN


TOKEN

BLOODED ICON TOKEN UNDER THE GAZE OF THE GODS DIABOLYK BOMB TOKEN
TOKEN

ENRAGED STIMM TOKEN FORTIFIED STIMM TOKEN GLORY KILL TOKEN


FACTION EQUIPMENT
The following equipment options are available to BLOODED kill teams, alongside universal equipment. You cannot
select each option more than once per battle.

CHAOS SIGIL SYMBOLS OF BLOODY WORSHIP


The disquieting sigils carried by the Blooded bend reality and thin the Desperate to garner the favour of malefic warp entities, the Blooded will
veil between realspace and the ever-shifting tides of the warp. daub their armour with bloody runes and take risks to be imbued with
malevolent power. 15
The Reward Earned firefight ploy costs you 0CP.

BLOODED » FACTION EQUIPMENT


Whenever a friendly BLOODED operative ends an action, if
it wasn’t incapacitated but inflicted damage on any enemy
SINISTER TROPHIES operatives during that action, it regains 1 lost wound.
The Blooded adorn their armour with severed heads affixed to rusty
spikes, cloaks and tabards of flayed skin, and all manner of other grisly
trophies hacked from the corpses of their victims. WICKED BLADES
The Ruinous Powers respect nothing so much as the lethal arena of
Whenever an enemy operative is shooting against, fighting close combat, and so the Blooded seek to plunge their wickedly sharp
against or retaliating against a friendly BLOODED operative weapons into the flesh of their foes.
that has one of your Blooded tokens and is within 2" of it, your
opponent cannot re-roll their attack dice results of 1. Add 1 to both Dmg stats of each friendly BLOODED
operative’s bayonet, bayonet & shield and improvised blade
for the battle.

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