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Isla's Sisters

Assault Intercessor Sergeant Leader Hardy Rapid Shock Assault

Operative Wound Track
Assault Intercessor Sergeant □ □ □ □ □ □ □ □ □ □ □ □ □ □ □
Weapon Attacks Hit Damage Rules Critical
⌖ Heavy bolt pistol 4 3+ 3 / 4 Rng P1
⚔ Chainsword (Assault Intercessor Sergeant) 5 2+ 4 / 5 - -
Move
3●
GA
1
Defence
3
Wounds
15
APL
3
Save
3+

Assault Intercessor Grenadier Hardy Rapid Shock Assault

Operative Wound Track
Assault Intercessor Grenadier □ □ □ □ □ □ □ □ □ □ □ □ □ □
Weapon Attacks Hit Damage Rules Critical
⌖ Frag grenade 4 3+ 2 / 3 Rng , Limited, Blast , Indirect -
⌖ Krak grenade 4 3+ 4 / 5 Rng , Limited, AP1, Indirect -
⌖ Heavy bolt pistol 4 3+ 3 / 4 Rng P1
⚔ Chainsword 5 3+ 4 / 5 - -
Move
3●
GA
1
Defence
3
Wounds
14
APL
3
Save
3+

Intercessor Gunner Bolter Discipline Hardy Rapid

Operative Wound Track
Intercessor Gunner □ □ □ □ □ □ □ □ □ □ □ □ □ □
Weapon Attacks Hit Damage Rules Critical
⌖ Auxiliary grenade launcher - Frag 4 3+ 2 / 4 Blast -
⌖ Auxiliary grenade launcher - Krak 4 3+ 4 / 5 AP1 -
⌖ Bolt rifle 4 3+ 3 / 4 - P1
⚔ Fists 4 3+ 3 / 4 - -
Move
3●
GA
1
Defence
3
Wounds
14
APL
3
Save
3+

3 × Assault Intercessor Warrior Hardy Rapid Shock Assault

Operative Wound Track
Assault Intercessor Warrior I □ □ □ □ □ □ □ □ □ □ □ □ □ □
Assault Intercessor Warrior II □ □ □ □ □ □ □ □ □ □ □ □ □ □
Assault Intercessor Warrior III □ □ □ □ □ □ □ □ □ □ □ □ □ □
Weapon Attacks Hit Damage Rules Critical
⌖ Heavy bolt pistol 4 3+ 3 / 4 Rng P1
⚔ Chainsword 5 3+ 4 / 5 - -
Move
3●
GA
1
Defence
3
Wounds
14
APL
3
Save
3+

Abilities

Hardy

Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, retained defence dice results of 5+ are critical saves (instead of just 6)

Rapid

While this operative is performing a Normal Move action, add ▲ to its Movement characteristic

Shock Assault

This operative can perform two Fight actions during its activation

Bolter Discipline

This operative can perform two Shoot actions during its activation if a bolt weapon is selected for at least one of those shooting attacks

Rules

Indirect Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover
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
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
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
Px 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 weapon gains the APx rule for that shooting attack. x is the number after the weapon's P, e.g. P1
Limited This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal

Strategic Ploys

Devastator Doctrine 1CP

Until the end of the Turning Point, each time a friendly INTERCESSION SQUAD💀 operative makes a shooting attack against an enemy operative more than from it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. You cannot use another 'Doctrine' Strategic Ploy in this Turning Point.

Tactical Doctrine 1CP

Until the end of the Turning Point, each time a friendly INTERCESSION SQUAD💀
operative makes a shooting attack against an enemy operative within of it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. You cannot use another 'Doctrine' Strategic Ploy in this Turning Point.

Assault Doctrine 1CP

Until the end of the Turning Point, each time a friendly INTERCESSION SQUAD💀 operative fights in combat in an activation in which it performed a Charge action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice. You cannot use another 'Doctrine' Strategic Ploy in this Turning Point.

And They Shall Know No Fear 1CP

Until the end of the Turning Point:

  • You can ignore any or all modifiers to the APL of friendly INTERCESSION SQUAD💀 operatives.
  • Friendly INTERCESSION SQUAD💀 operatives are not injured.

Tactical Ploys

Adaptive Tactics 1CP

Use this Tactical Ploy in the Select a Kill Team step, when selecting your kill team. Change one of your Chapter Tactics abilities (pg 3) for the battle to another from the same category. You can only use this Tactical Ploy once per battle.

Transhuman Physiology 1CP

Use this Tactical Ploy in the Roll Defence Dice step of a shooting attack, after rolling defence dice for a friendly INTERCESSION SQUAD💀 operative. You can retain one of your successful normal saves as a critical save instead.

Angel of Death 1CP

Use this Tactical Ploy at the end of the Firefight phase. Select one friendly INTERCESSION SQUAD💀 operative to perform a free Fight action.

Wrath of Vengeance 1CP

Use this Tactical Ploy when a friendly INTERCESSION SQUAD💀 operative is incapacitated. Before that operative is removed from the killzone, it can perform a free Shoota action. Unless otherwise specified, the operative would be injured for this.

Tac Ops

ARCHETYPES - Security Seek And Destroy

Tac Op 1 Shock And Awe

You can reveal this Tac Op in the Target Reveal step of any Turning Point.

  • At the end of any Turning Point, if friendly operatives control one or more objective markers that were controlled by enemy operatives at the start of the Turning Point, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.

Tac Op 2 Champion Of Mankind

You can reveal this Tac Op when a friendly INTERCESSION SQUAD💀 operative incapacitates an enemy operative. At the end of the battle:

  • If that friendly operative has incapacitated more enemy operatives than each other friendly INTERCESSION SQUAD💀 operative has during the battle, you score 1VP.
  • If that friendly operative has incapacitated more enemy operatives than each other enemy operative has during the battle, you score 1VP.

Tac Op 3 Indomitable Superiority

Reveal this Tac Op at the end of the battle:

  • If enemy operatives do not control any objective markers but an INTERCESSION SQUAD💀 operative does, you score 1VP.
  • If there are less enemy operatives in the killzone than there are friendly INTERCESSION SQUAD💀 operatives in the killzone, you score 1VP.

If the mission objective requires operatives to be removed from the killzone to score victory points (but not as a result of being incapacitated), e.g. to ‘escape’, you cannot select this Tac Op.