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APL MOVE SAVE WOUNDS B ALE F IRE APL MOVE SAVE WOUNDS

CHOSEN ACOLYTE
3 6” 3+ 15 3 6” 3+ 14
NAME ATK HIT DMG WR NAME ATK HIT DMG WR
Plasma pistol (standard) 4 3+ 3/5 Range 8”, Piercing 1 B olt pistol 4 3+ 3/4 Range 8”
Plasma pistol (supercharge) 4 3+ 4/5 Range 8”, Piercing 1, Hot, Lethal 5+ Fire b last 4 3+ 3/4 P SYC HI C , B last 2", 1 " Devastating 1, S aturate
Plasma pistol (standard) 4 3+ 3/5 Range 8”, Rending L i f e sip h on 5 3+ 3/3 P SYC HI C , S aturate, S iphon Li f e*
Daemon blade 5 3+ 4/7 Lethal 5+ Fell da gg er 5 3+ 3/4 P SYC HI C , S aturate, S iphon Li f e*

Daemonic Aura: Whenever an enemy operative performs the Soul Gorge: After this operative fights or retaliates, if it isn’t *Siphon Life: Whenever this operative is using this weapon,
Fall Back action while within control range of this operative, incapacitated, but it incapacitated an enemy operative or at the start of the Resolve Attack Dice step, you can select
you can use this rule. If you do, roll one D6: on a 3+, that inflicted Critical Dmg during that sequence, it regains D3+3 one friendly LEGIONARY operative visible to and within 6" of
enemy operative cannot perform that action during that lost wounds. this operative. For each attack dice you resolve during that
activation/counteraction (the AP spent on it is refunded). step that inflicts damage, that friendly operative regains 1
lost wound, or D3 lost wounds if it was a critical success.

LEGIONARY , CHAOS, HERETIC ASTARTES, LEADER, CHOSEN 32 LEGIONARY , CHAOS, HERETIC ASTARTES, LEADER, BALE F IRE ACOLYTE 32

ASPIRING APL MOVE SAVE WOUNDS APL MOVE SAVE WOUNDS


CHAMPION GUNNER
3 6” 3+ 15 3 6” 3+ 14
NAME ATK HIT DMG WR NAME ATK HIT DMG WR
Plasma pistol (standard) 4 3+ 3/5 Range 8”, Piercing 1 B olt pistol 4 3+ 3/4 Range 8 "
Plasma pistol (supercharge) 4 3+ 4/5 Range 8”, Piercing 1, Hot, Lethal 5+ Flamer 4 2+ 3/3 Range 8 ", S aturate, Torrent 2"
Plasma pistol (standard) 4 3+ 3/5 Range 8”, Rending M elta gu n 4 3+ 6/3 Range 6 ", Devastating 4, Piercing 2
Po wer fi st 5 4+ 5/7 B rutal Plasma gu n (standard) 4 3+ 4/6 Piercing 1
Po wer ma u l 5 3+ 4/6 S hoc k Plasma gu n (s u per ch ar g e) 4 3+ 5/6 Hot, Lethal 5+, Piercing 1
Po wer weapon 5 3+ 4/6 Lethal 5+ Fists 4 3+ 3/4 -

Tainted ch ains w ord 5 3+ 4/5 Rending

I n he e of he Go : nce during each of this operative’s


t Ey s t ds O

activations, if it incapacitates an enemy operative, add 1 to


its AP stat until the end of that activation.
L

LEGIONARY , CHAOS, HERETIC ASTARTES, LEADER, ASPIRING CHAMPION 32 LEGIONARY , CHAOS, HERETIC ASTARTES, LEADER, GUNNER 32

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