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Warhammer 40k Kill Team Commanderspdf PDF Free

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50% found this document useful (2 votes)
755 views72 pages

Warhammer 40k Kill Team Commanderspdf PDF Free

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ere15xk mc
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ee i eee eee TL a] LLTEA ae ‘Sometimes kill teams willbe led into battle by great hero, a high-ranking officer or even the warlord of a whole army. absolutely critical for mission INCLUDING COMMANDERS You can only include a Commander in your kill te Teams. if you are playing a mission that says, in the section, that your kill tam can include a Commander. Unless stated otherwise, a kill eam can never include nmander. When you add a Commander to your killteam or ‘command roster, you must choose their varg the same wayas you would for any other model. A ‘Commander’ wargear options areall described on their datasheet and, ior the purposes of Battle-forged Kill teams, the points values for these options are found bhelow each detashect. This book includes forty-ene datasheets for Commanders for (pg 32-95), from the Death Guard’ noxious Foul Bl monstrous Tyranid Prime, ntspawn to the ich individuals are only committed to action in this way when their ue skills and experience are Each Commander must havea specialism - this dacs not count towards the maximum number of spetialists your can include ina kill team. The specialisms they ean, choose from are listed on their datasheet — note that some of these are specific to Commanders, and the ten specialisms found on the datesheets in this book are detailed in this section (pg 20-29). A ill team canstil aly include one of each kind of specialist A sadistic and of Drukhari Wyches bursts from the shadows ofa burned-out refinery to fall pon skill team of Skitarii Rangers, who respond witha desperate fusllade from their galvanic rifles. ComMANDER Tactics mmanders haveaccess to specific Tactics, Each is ‘ddemified ether asa Commander Tactic or a- Tactic, where is the name ofa ditasheet. The second kind of Commander Tactic is restricted to ‘Commanders chosen from the named datasheet, Your mmander mustbe on the battlefield and not shaken in order to use them. COMMANDER UPGRADES Not all Commanders are created equal, When you Inelude a Commander in your kill team, in addition to theirweaponry, you can choose Commander upgrades for them, inthe form of Commander Levels and Commander Traits List the upgrades a Commander has on their datacard, Commander Levels ‘When you first includea Commande in your kill team, you must choose whether that Commander is a Level 1 Level 2, Level 3 or Level 4 Commander. The different levels ofeach Commander have individual points costs for the purposes of Batle-forged kill teams, es detailed below that Commanders datasheet. "The evel of ‘Commander determines the Tactics they can use and the abilities they have (ee pages 66-67 of the Kill eum: Core Manual), Some Kill Team expansions provide rales for Commander specialisms that vary from this system. Where this is the case, they will explain how to, determine the abilities of your Commander. Commander Traits Different Commanders employ different tacts orhave preferred styles of waging war. When you first include a Commander in your kil team, you can purchase up to three diflerent Commander Thats for them from those listed on the following page. Each hasa different potats cost for the purposes of Batle-forged kill teams, as shown on the folowing page COMMANDERS AND CAMPAIGNS Ifyou are playing a Kill Team campaign, and you are incorporating Commanilrs, then use the follow additional rules: + Your command roster cannot include more than 1 of ‘any particular Commander model + Commanders de not gain experience points ike the other members of your killteam, Instead, when you first include s Commanderin your kill team, you can purchase Commander upgrades for them (Commander Levels and Commander Tats, see above). You cannot purchase additional upgrades for your Commander during the course of the campaign. + Ifa Commander takes an enemy specialist out of action, teat any lls of 8 made for that model’: subsequent Casualty roll as a Hard Knocks result instead. That model has faced one of the deadliest foc in their enemys army and lived to tell the tale + A specialist gains one experience point after a mission if one of its attacks or psychic powers took an enemy Commander out of action. Similarly, a fire team gains one experience point afer « mission if one ofits models’ attacks or psychic powers took an ‘enemy Commander out of setion. Ifa player's Commander was taken out of action during a mission, the playerloses one Morale atthe end of that mission, regardless ofthe outcome of the battle itself Ifa player's Commander was taken out of action during a battle, roll on the table below for them at the end ofthe mission, instead of the normal ‘Casualty Rolltable: Leadeship characteristic by 1 fort 45 _Contwsion: This Commander starts your next mision with one flesh wound 6-10 Full Recovery: Your Commande makes ful recovery and canbe asd in your nextmisson Serious Injury This Commander stars your next mission with ones wound, ane yt mut edceits Mov, Attacks {eadeship, Weunds and Strength characteristic by | forthe duration of tha: mission. “Mino Injury: This Commande starts your next mission with one desh wound and you mustreduce its Move, Attacks and COMMANDER TACTICS Ttisno easy task to command in battle, Such an individual must inspire devotion among be able to make spit-second decisions and be counted the troops, ‘upon to hold theirown in deadly combat against the ‘most dangerous foes the enemy can muster. While Jeaders in the 41st Millenaium are often amongst the most sklled of warriors iis not enough 19 simply outight a foe. Being able to out-think and utmanocuvre the enemy is equally important, and can often spell the difference between glorious triumph and fgnoble death. DUEL OF HONOUR y Commander Tactic Use this Tactic at the start ofthe Fight phase, Your Commander can only target enemy Commanders this phase, but you can reroll filed hit and wound rolle for your Commander’ attacks until the end of the i 1 COMMAND POINT. COMMANDER TRAITS When you first indude a HEROIC INTERVENTION i Commander Tactic Use this Tactic at the end of the Movement phase if there are any enemy modes within 3° of your Commander and your Commander did not ‘Advance, Fall Back, Retreat or makea charge attempt this phase. Your Commander can immediately make a pile-in moveas described inthe Fight phase. ’ 1 COMMAND POINT LOOK OUT, SIR! y ‘Commander Tactic Use th your Commander ifthere ieanother model from your kill team within 2" of them (excluding shaken models) Rolla D6: an a 2+ the damage is inflicted ‘on thet model instead of your Commander Tactic when you fail a saving throw for i 1 COMMAND POINT nmander in your kill team, you can upgrade them to have up to three different ‘Commander Traits. Writeany traits a Commander hason their datacard. Note that the Generalistand Mester Specialist traits are only available to Level 4 Commanders. @ STONG HERO Conniander Trait SB TRON WILL oreiatdar tet This miodel wuitematically passes Nerve tests, & DESTINED BY FATE Coimmaider Trait Rolla D6 each time this moda suffers a mortal wound Ona 6,that wourd ie not los @ ‘GENERALIST Level 4 Commander Trait Tnstead of choosing the Level 4 ability from thei speciilisms ability tree, you can choose a Level ability for this mndel fromm a-dfferent specialism, listed on their datasHieet. Their specialism docs not clang, Tguore the penalty tothis ods flesh wounds it has suffered. TACTICAL PLANNER Commander Trait Atthe start ofthe fst battle round you gain D3 ‘Command Ppints @ MASTER SPEGIALIST Level 4 Commander Frait Instead of ibising en ability for this model noe already chosen ftom their specialisms ability tree (For Bein already chosen from their specialisms ability tee, Level 4), you can choose two abilitée not PSYCHIC POWERS ‘The battle psykers of the A1st Millennium are amongst the deadliest adversaries to fight, for each is capable of unleashinga myriad of warp-born powers that can dominate any military engagement. Any Commanper Psrker can choose toexchange Paybolt andior any other powers they know for one of the psychic powers listed here. Todo so, you can either roll 2 D6 to generate the powers randomly (re-roll any duplicate results), or you can select the psychi powers you wish the psyker to have. D6 RESULT 1 IRON ARM 5 ENFEEBLE Bytransmuting thir lsh nt ving metal, the As the poker chamels ther powers, tendrils of Pople cob nade hroughlenemy fir umcathed meee el ne Ree vea so ceae ard pup sll with ther bare ts sapping strength and vitality from their body. Iron Armas a warp charge value of 71 Enfecblohas a warp charge value of7.1¢ ‘manifested, then until the start of the next sessile as eter roel Paychic phase, add 2 tothe psyker’ Strength 12" of and visible tothe poykee, Until the stat and Toughness characteristics. of the next Psychic phase, your opponent must subtract I from hit and wound rolls for 2 FOREWARNING the target models close combat attacks. ‘The payker’ prophetic powers render them al but immune to bullet and bolt, blade 6 MISFORTUNE and bombardment ‘he pyker twist fate so that the bullets and bons oftheir ales punch through the weakest Fatcparttiy his uveary charges of pares Gee le hartcertoed if manifested, then until the stat of the et Pepe pbawe the pepe ie de 1isbrisnahes evap thargeralonol S1E invulnerable save manifested, select an enemy model within 12" of and visible tothe poyker. Until the start 3. FIRE SHIELD othe next Psychic phese, improve the AP With a sweep oftheir arms, the pyker throws characteristic of any weapon that targets that upa towering wal of lane to protect ther ally ‘model by 1 (forexample, an APO weapon becomes AP.) Fite Shield has a warp charge vlue of 6. If manifested, picka friendly model within ofthe psyker. Unt the start ofthe next Psychic phase, that model countsas tees otlSren lay re Coceple ly RE tothe fring model 4 PSYCHIC SHRIEK The payer breathes in deeply the power ofthe orp before emiting a banshee howl of psychic nary thet harraws their enemy Psychic Shrek has a warp charge value of 5. 1f ‘manifested, select an enemy model within 12’ of and visbleto the psyker. That model ‘must immediately ake « Nerve test as fit were the Morale phase. ADDITIONAL RULES Commanders bring a new level of tactics and strategy to your missions, and the rules on this page explain the effect this has on your games of Kill Team. AURA TACTICS Kill Teara: Commanders includes a new type of Tactic, called Aurs Tactics Aura Tactics are ‘passive’ abilities (ie. they havea constant effect once they are used), that affect certain models within a given distance for 4 specific duration of time - most commonly until the tend of the phase in which the Aura Tactic was used, or theend of the battle round. Unkss the Aura Tactic in question says otherwise, the mod that used the Aura Tactics always within. range ofits effects. For example, an Adeptus Astartes or Deathwatch Primaris Captain can use the Ri Batle Aura Tactic (sce right), which affects all friendly ‘models vithin 6” of him, As the Primaris Captsin isa friendly model, he benefits from the Aura Tactic as well of effectively leadingby example KILL TEAM: COMMANDERS TOKENS The Kill Tam: Commanders box and Kill Team: Commander Se: expansion boxes each come with tokens for use in your games of Kill Team. Some othe are similar tothe tokens found in the Kill Team Starter Set and the Kill Team Fection Starter Set boxes, but aze suitably more impressive versions worthy of the mighty Commander leeding your kill team to hatte. The new counters are designed to help | you keep track of the powerful new skills and abilities | your Commander brings to the battlefield ‘You do not need these tokens to play Kill Team, but ifyou nave a set, you'l find the tokens shown here to bea very useful way of keeping track of what actions n in each battle round, your Commander has ens are ‘The corerrules explain when many of these ‘used, end what significance they have, whilstthe new tokens are introduced here. Adeptus Astartes/Deathwatch Tactic Primaris Captain Aura Tactic Use this Tactic at the start ofthe Shooting phase if your kill team includes a Primanis CaPraty, That ‘model gains the following aura ability until the end of the battle round: As long as this model is not shaken, you can re- roll hit rolls of | for friendly models within 6" of this model in batle place the appropriate wound marker next to their model to showhow many wounds they have suffered, Aura Tactic Tokens: Ifyou spend ‘Command Points to use any of your ‘Commander's Aura Tactics, place an & Aura Tactic token next to their model asa reminder that it sin effet. Psychic Power Tokens: If you use any psychic powers that have an “ongoing effect, place a Psychic Power token next tothe affected model as a reminder. STANDARD DEPLOYMENT Some Kill Team missions say that they use the Standard Deployment rules. Where a mission states this, usethe following rules when deploying your kill teams. The players each roll 2D6. The highest score: has the greatest strategic advantage in this mission, the next highest gets the second greatest advantage and so on. ‘Any players who roll the sane result roll their diceagain todetermine which of them has a greater advant The players then take itin turn, in the order of grestest toleast advantage, to choose their deployment zone The players then take itin turn, in the order of least togreatest advantage, to deploy one model from their Kul team, Models mustbe set up wholly in their own deployment zone, Onceall players have set up one model, they do so again in the same order, and so on. If a player rans out of models to setup, skip them. Once the players have set up all of their models, deployment ‘ends and the firs battleround begins VARIABLE BATTLE LENGTH Some Kill Team missions last fora variable number ‘of turns (in some cases, they may last fora variable number oftturns unless some other conditions met,e.g. there is only one unbroken kill am on the battlefield), Where a mission states that it uses the Variable Battle Length rules, use the follow the battle ends. Fach mission that uses th you which player makes she rol, grulestodetermine when e ules tells Ifthe battle docs uot end otherwise, at the end of battle round 4, rolla D6, The battle continuesona 34, otherwise the battle ends Ifthe battle does not end otherwise, atthe end of battle round 5,roll a D6. This time the batle continues on a 44, otherwise the battle ‘ends. The battle automatically ends at the end of battle round 6. In the midst ofa vicious firefight with leet-footed Asldari warriors, an Ork Painboy seeks to test out some of his more ‘unpleasant surgical techniques upon the unwilling flesh of his nemesis, a Saim-Hann Farseer, Shees, unchecked fury can be a powerful weapon for any warrior. A mad. battle slathered in the bloed of ther foes isa fearsome sight to behold, striking teror into the hearts ofeven veteran soldiers as they bellow their terrible war cries. These ferocious killers live only for the sensation cof gore splatering across their skin, and the fed of their weapons biting deep into flesh. Driven byan uncontrollable rage, they shrug off all but the most sgrievous wounds, striking back at their foes with frenzied blows that cleave heads and crush spines. Even ‘hen mortally wounded some berserkers are capable of entering a murderous frenzy, butchering thei foes in cone list surge of vielence before death takes them, MURDERLUST Level 1 Ferocity Tactic Use this Tactic when its your turn tomove in the Movement phase. A Ferocity specialist from your killteam that is not shaken can makea charge attempt against an enemy model within 15" of them, andyou can add D3 to their charge roll COMMAND POINT. BELLOW OF WRATH Level 2 Ferocity Tactic Use this Tactic atthe start ofthe Morale phase In this phase, your opponent(s) must reroll successful Nerve test taken for enemy models within 6” ofa Ferocity specialist of Level 2 or higher from your kill team that is not shaken, 2 COMMAND POINTS FURY UNLEASHED 7 Level 3 Ferocity Tactic Use this ‘acticin the Fight phase, befor With a Ferocty specialist of Level 3 or higher fx tacking yourkill team. Add 1 to Injury rolls you make when resolving attacks for this model inthis phase, A 2 COMMAND POINTS: FEROCITY LEVEL 1 Bloodlest: You an reroll ied charge rolls You make or his node! Peet Wace Sober trom rolls foratace hat ‘azget ths modal nthe "et phase during @ Safle ound in wh iteharged Coren gy Berserker Sire ‘fom wound lls for tacks tha target thismodl nthe gh phase ability tree that you have not yet chosen for thi Counter ttack: This mod: casaliaysbe chose to ight in the Harmer of Weath setin of the Fight pase eve they ‘et chargein that ate round Ignore Pain: This modal attacks donot safer any penal to thele ells rem les wound) inthe Fight phase Death Frenzy (he mndel i fken Fight phase, you can tnumedately ght with them belo emer the model from the bated event they Thavealready been ‘hose to Reh in ‘hat phase. Indignant Rempage Add D3 thie model, ‘Attacks charscteritic gat phase ii has, les than half ofits ‘wounds remaining fais Some commanders are legendary not only for thei? combat sill, bur for their ability to dismiss pain and fight resolutely on through ths most horrendous injuries. These iton-tough, utterly unyielding warriors rofise to give in even when all seemslost. Impossible ‘odds arenothing to these heroes, They deny the enemys ery attack with sheer stubbornness and strength of will, spitting defiance in the fece oftheir foes, Such utter ccontemp! for danger insp fights alongside, lending those the commander them portion of their lesder’s implacable resolve, PAIN IS FOR THE WEAK! j Level 1 Fortitude Tactic Use this Tactic when an opponent makesan Injury roll for a model from your kill team that s within 3" of afriendly Fortitude specialist (use this Tactic before the Injury roll is made). Subtract 1 from all dice relled as part ofthat Injury rol. 1. COMMAND POINT TS JUST A SCRATCH Level 2 Fortitude Tactic Use this Tacticat the start of the Morale phase Roll a D6 for exch flesh wound that a Fortitude specialist of Level 2 or higher from your kill team has suffered. On a 5+, that flesh wound is removed, 1 COMMAND POINT REFUSAL T0 FALL Level 3 Fortitude Tactic Use this Tactic when your oppor Injury roll for @ Fortitude specialist int makesan higher from yout kill tam (use the Tactic before the Injury rll is made). Apply a -2 modifier to thet Injury roll. 2 COMMAND POINTS FORTITUDE LEVEL 1 Hardy Constitution: Rll D6 sach tims this mode! loses a noind. On a6 tat wound isnot lost ismodel dyno ah ably witha sla fect (sich ax Disgustngly Resin, sou choose which a pois, and retols when ‘making inese rls opponetrellan fy ol ‘ribs ode! ding Wi Tis deny one pyc per ineach Prchie phase Ifa en already dose can make on additonal attempto denya paehic power in each Psychic phase Feet NoPain Opponetis) most bea Ir Injury ols made for this med aya 1 Kill Halve the Pieces ‘weapon wsedto attack this fre} Tue Grit Add tothis odels Toughness Character Iron Constittion: Ada to this models Wounds charoctestic Conner nn eRe Te eee This a rare and invaluable gifto inspire true loyalty in ‘our command, Those leaders who de those under aan unbreakable bond with their charges can motivate them toaccomplish trily hetoie deeds. With their force ‘of personality and charismatic drive they can forge a rigtag squad of specialists into a band of heroes whose the course ofa battle Wi actions can chen as much a weapon for these commanders as blad cor bolters, With an exhortation of zealous fury ora passionate speech amidst the carnage of batl, they fill the hearts oftheir warriors with resolve, driving them. to stand defiant in the face of impossible odds, fulilling their mission even when horrendously outgunned SECOND IN COMMAND Level 1 Leadership Tactic Use this Tactic at the tart ofthe b the end ofthe batle round, your Kilt e round. Until mis Leader can use any of your Commander's Aura Tactics, When they do so, they are the medel thet gains the aura ability, rather than your Commander 1 COMMAND POINT. op BRING THEM DOWN! Level 2 Leadership Tactic Use this Tactic tthe tart ofthe Shooting phase Pick an enemy model that is visibleto a Leadership ‘c higher from your kill team, lly mod the model specialist of Level You can re-rol hit rolls ofl for fri attacks made in this phase that ta 1 COMMAND POINT INSPIRATIONAL ORATORY 7 Level 3 Leadership Tactic scticat the tart of the Morale phase 3 a Leadership specialist of Level3 or higher from your kill tam ison the battlefield and not shaken, all friendly models on the batleield ‘automatically pass Nerve tests made in this phase 2 COMMAND POINTS, PVN aac) Symbol of Courage: As longas ths model iWon the bated and not stake, subtract "rom Neve test for friendly model Increase therange ofall ‘Aue Tatcs wey hi modelby 3 Beets ieee this model is onthe bated and zoe aes you gale isiontl Comeand Point atthe at of sch ie rin This Command Foint fan only be used or (Consmander Tacs, Master of War: Each tim thismede usesan ‘Aisa Tactic olla Ds ‘Ona 3+ you regain} On Rue eC eee cae Inspiring Friendly adel within 3 of this model ~ a8 eog ists net shaker = Sutomatealy pss Nenetet LEVEL 3 Tenacious: This model seas centro, anobjetive markerit itis within ? of even ‘there te more enemy odes within2" of that objective natker Tran enemy model soa meaty is ‘also within that objective marker neither sbity fas oft for ‘either mode, aim Deerminato: Seapets ures ecu ae Pe cent) pete tg paras Iisa universal truth thatthe moce prepaced warrior has the advantage - the ability to produce the right an for any strategic situation can turn the tide equips of abattle in a moment, Logistics specialists know this ‘well and ensure that their warriors enter battle equipped for any possible eventuality, whether that means they carry armour-piersing slugs for bringing down towering foes or rangefinde OF cours supply of copes for precision, long-range kilS. ‘one cannot always rely on having a seady iitions at hand, and so mi xy logistical experts master theart of scavenging and improvisation, GRAV-CHUTE Level 1 Logistics Tactic Use this Tactic atthe start of the first battle rou before the Initiative phase. Pick a model from your kill team. For the duration of the battle, that ‘model never suffers falling damage, and never falls on another model. [fit would, instead place that rmiodel as close as possible to the point whereit would have lanced, This can bring it within 1" of amy mode, 1 COMMAND POINT. ARMOUR-PIERCING AMMUNITION. Level 2 Logistics Tac Use this Tactic inthe Shooting phase when a Logistics specialist of Level or higher fom your kill team kes a shocting attack with an ‘Assault, Rapid Fire, Heavy or Pistol weapon. When resolving the attacks, increase Strength characteristic by 1, and improve its AP by 1 (eg. APO becomes AP-1), 1. GOMMAND POINT REFRACTOR FIELD , Level 3 Logistics Tactic Use this Tactic at the start of the fist battle round, before the Initiative phase. Pick a model fom your ill team; forthe duration of the batt, thet model hhas a5+ invulnerable save 1 COMMAND POINT. LOGISTICS LEVEL 1 Extra Armour: proce AP eloracteriies of -1 or atachs that target this mode (Quartermaster: the pode sin yourkil eas and not oatf action aera Casualty rls have been made ster mision in which yos lose any [Matti lla D6 fer each pent you bse. Ons 2 tht point ot Materiel pot et Scavenger fis ‘models in your kl Seales scion afer ll Cavalty rolls hive been made afleeamiaion lls DS ‘and ada the number of enemy model that were ‘out of ction at the end ‘ofthe mission before any Casualty eal). On 74, yu gain | Materiel Master of Sabotage: TE this model tia your Kall eam and m9 ut of sctonafterall Casualty rolls bave bees made Sera mission, roll Ds fr each opponent that payed that sion. Ona: the player being rolled fer oss 1 Materid Chooseany ability from this ability tree that you have not yet chosen for this model. hale “Armed tothe Teeth: n each Shooting hase, Insend of aly «gl horde Gor yr ll team being abl to fie Grenide weapon, tis ‘model andl one other move! your kl tars smayeach fires Grepate weapon they a ame with stead offing anyother weapons Rangeinder Scope: iat enw of the models ‘scl, Rapid Fe, Heavy o: Bist wepons ners the Range arate that weapon by 6 and reroll Talo en model makes shooting ack wth that weapon Master Artisan: Pick ‘one ofthis mols weapons, AGS 1 tothat weapons Damagecharaterst LEVEL 4 True mastery of thos 1 Dade takes a lifetime, but for e commanders who devote themselves tothe arts martial the rewards are great indeed, Pe these champions wild theirweapons as ifthey were extensions of their own flesh. To even land blow upon them seems all but impossible. They fight with almost preternatural grace, carving their foes apart with precise their biadewer morethan ablur. Though the ripostesand counterstik inislitle 0 swift . champions favour precision over blunt savagery, they are notabove sing less subtle tactics in order to achieve victory. A swift haymaker or pommel strike can le dazed and reeling, perfect prey for 2 killing strike STUNNING BLOW. Level 1 Melee Tactic Use this Tactic when a Melee spe kul team makes an attack that ta alist from your ts an enemy (use the Tactic before the hit rll is mede). Ifthat attack hits (whether or not ‘model in the Fight phase must subtract | from that models hit rolls forthe res of the battle round, the wound rol is successful), your opponent ; 1 COMMAND POINT. Expert Fight Warrior Born Re-roll ht and ound lls of br this model in the Fight phace recon Strike Esch inte ou mae wound roll of 6 for this models attadein has Fighephoes ie ‘unter of metal woundson the target tal othe weapons Damage characteristic the tick sequence then end Dualit Ralls Doach tise youre the Dae ot Honour Commander Tactic on fi mod Ona you gina Comonand a HAYMAKER Level 2 Melee Tactic Use this Tactic when a Melee specialist of Level 2 or hig targets an enemy model inthe Fight phase (usethe your kill team makes an attack that Tactic before the hit roll is made). Ifthat attack is successful, any damage inflicted is doubled. 1 COMMAND POINT. FIGHT DIRTY Level 3 Melee Tactic se this Tactic when an enemy model makes any attacks that targ a Melee specialist of Level 3 or higher from your kill team in the Fight phase use the factic before any hit rolls are made). F the est of the battle round, he enemy models controlling player must subtract 2 from hit rolls for that model’ attacks. i 2 COMMAND POINTS MELEE LEVEL 1 Ad to this Swift Parry: Opponents must re-ollhit rollsof for attack that target this model in the Fight poe LEVELS Tightsing Refexes: Rolla De eich tine this eadeinesaroned In the ight phe On 15+ that ound i ot lost. fe mol lca has abiity with asimlarefen (eg. Disgustingly Resend), youcan choosewhich ce agibes tnd recoll s when baking there Impenetrable Detence bt from the tacks characteristic (ecmtmren ator allenemny model within Tofthismodel when they igh in the Bight inser ural the ed of ‘thephase, yee Psyker commanders wield the devastating power of the ‘warp, channelling psychice ges in order to bolster theirallies snd oblit. ate their foes. These imposing figures dominate the battlefield, summoning aetheric storms that melt armour and searflesh even as they ‘weave complex protective wards to deflect incoming fire. In ordesto fend off the corrupting influence of the immaterium these figures have developed formidable ‘mental focus, and are capable of manifesting multiple psychic powers at ance, To meet such a fearsome ‘opponent upon thebattlefeld isto risk not just death, but complete annihilation of the soul MENTAL FOCUS ic manifesting the Psybolt Level 1 Psyker T: Use this Tactic aft psychic power with a Psyker specialist from your Kail team. You can attempt to manifest Psybolt second time this phase, This Tactic costs 1 ‘Command Point unless the specialist can normally attempt to manifest only one psycl power ineach Psychic phase, in which case itcosts 2 Command Points instea. 1-2. COMMAND POINTS, Student ofthe tothe mot Payehie Onslaught Ada 1 this models Poyghic ests fr eich payee poe they ‘manifoted carer in thebatl rnd. Ommniscience Ifyou payehiepower with this ‘model you ca target ny sie enery eel ‘witha 18" of hem instead ofthe doses PsionicPoteney: Ifyou amie the Pol psychic power wi thi model, he rangeofthe powerls 24 nead of. LOREMASTER , Level 2 Psyker Tactic Use this Tactic atthe tart ofthe Psychic phase You can exchange one psychic power that a Psyke specialist of Level 2or higher from your kill team knows (other than Psybolt for a new power generated from the Psychic Powerslist (pg 17). 2 COMMAND POINTS PSYCHIC BARRAGE Level 3 Psyker Tactic Use this Tactic when you choose a Payker specialist ‘of Level 3or higher from yout kill team to manifest a psychic power in the Psychic phase. That model can attempt to manifest one additional psychie power in this phase that it has not already attempted to manifest in this phase. 6 2. COMMAND POINTS, PSYKER LEVEL 1 LEVEL 2 Warp Drain: Add roth models Deny the Witch test Protective Wards: iiiemrilnites Perl ofthe Warp cll {16 foreach mest wound they sie, On {hh that wound » not Witehbanes This model lox Ife mode! aleady an make one ational hasan city wih a Deny the Witch temp similar lect Such as ‘nach battle nd Resin!) ose which re-rol Iswhen making ‘these rls st sharpshooters and gunslingers in the galaxy ‘can end a war with a single st shot, To these expert marksmen, the irspossible is ordinary. Whether they ‘pt to wield heavy rifles or pistols, they mow down thei foes with uncanny accuricy. To the enemy it seems as ire from many opponents at once, so ing isthe intensity of the assault, Heavily ifthey areund: overwh armoured foes are slain by pinpoint shots that breach minuscule weaknesses in their defences, Even those who hunker down behind seemi cover are not safe ~ the sharpshooter’s bolts orlas-blasts ly impenetrable find them still, bursting heads and burning vital organs tosh, Some ofthese ranged-combat specialists have dedicated time to mastering the use of grenades, hurling these weapons seemingly impossible distances with the same unerring accuracy displayed in their shooting ITCHY TRIGGER FINGER ctic Level I Shooting Ta Use this Tacticat the srt of the Shooting phase to immediately Ready a Shooting specialist from your kill eam that is neither shaken nor within 1 of an enemy model i 1 COMMAND POINT, LUCKY HIT Level 2 Shooting Tactic Use this Tactic when a Sheoting specialist of Level or higher from your kill team makes an attack that hits an enemy model in the Shooting Tactic before the wound roll ), Do not make a wound roll = itis automaticaly successful 1 COMMAND POINT. IMPOSSIBLE SHOT Level 3 Shooting Tactic Use this Tactic when a Shoot 3 or higher from your kill eam makes an attack ng specialist of L that targets an enemy model in the Shooting phise before the hit rolls made). Do not (use the Tact make a hit cannot use this Tactic in the same battle round