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 | - | - |
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 | - | - |
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 | - | - |
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 | - | - |
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 |
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.
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.
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.
Until the end of the Turning Point:
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.
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.
Use this Tactical Ploy at the end of the Firefight phase. Select one friendly INTERCESSION SQUAD💀 operative to perform a free Fight action.
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.
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
You can reveal this Tac Op when a friendly INTERCESSION SQUAD💀 operative incapacitates an enemy operative. At the end of the battle:
Reveal this Tac Op at the end of the battle:
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.