Command a 6-model Angel of Death kill team, each a versatile powerhouse with 3 APL. Choose two Chapter Tactics to tailor your playstyle—Aggressive for melee rending, Sharpshooter for bolt weapon accuracy, or others for defense/mobility. The Astartes rule lets operatives double-shoot or double-fight, excelling at both ranged and close combat. With 3+ saves and 12-18 wounds, they're tough and adaptable, backed by ploys like Combat Doctrine for Balanced weapons and Transhuman Physiology for critical saves. Customize your leader and five operatives from Intercessors, Assault variants, a Heavy Gunner, or an Eliminator Sniper to dominate any mission!
Core Abilities
Unusual Shooting
Eliminator Sniper: Bolt Sniper Rifle (Executioner) [Seek Light]Eliminator Sniper: Optics: enemy operatives cannot be obscuredAuspex: enemy operatives within 8" cannot be obscured when shooting
Unusual Melee
Super Conceal
Out of Order Movement
Firefight Ploy: Wrath of Vengeance: free 1AP action during counteraction in opponent's activation
Activation Manipulation
APL Modifiers
Thunder Hammer [Stun]Firefight Ploy: Shock Assault: Gives Shock weapon rule to melee weapon.
Bitter Demise
Block Rerolls
Damage Reduction
Operative: Iron Halo: ignore one normal damage per battleFaction Rule: Hardy: reduce first normal damage of 3+ by 1 when retaliating
Faction Rules
- Chapter Tactics: Select primary and secondary tactics for Angel of Death operatives each battle.
- Aggressive: This operative's melee weapons have the Rending weapon rule.
- Dueller: Normal successes can block critical successes in melee.
- Resolute: Ignore APL changes and Shock weapon rule effects.
- Stealthy: Retain additional cover saves or upgrade one to critical success.
- Mobile: Fall Back costs 1 less AP and Charge can leave control range.
- Hardy: Defence dice 5+ are critical successes; reduce high normal damage once.
- Sharpshooter: Bolt weapons gain Accurate 1 and Severe if not Charging, Falling Back, or Repositioning.
- Siege Specialist: Ranged weapons have Saturate; enemy operatives cannot assist in melee.
- Astartes: Perform two Shoot or two Fight actions per activation; can always counteract.
Strategic Ploys
- Combat Doctrine: Grants Balanced weapon rule based on selected doctrine.
- And They Shall Know No Fear: Ignore injury stat changes for friendly operatives.
- Indomitus: Discard one fail to convert another to success.
- Adaptive Tactics: Temporarily change secondary chapter tactic.
Firefight Ploys
- Adjust Doctrine: change selected combat doctrine
- Transhuman Physiology: retain normal success as critical
- Wrath of Vengeance: perform additional free action on counterattack
- Shock Assault: gain Shock rule and bonus damage
Equipment
- Purity Seals: Discard one fail to retain another as success when shooting, fighting or retaliating
- Chapter Reliquaries: Use Wrath of Vengeance ploy for 0CP with Engage order
- Auspex: Enemies within 8" cannot be obscured when shooting
- Tilting Shields: Opponent cannot retain attack dice below 6 as criticals in fight/retaliation
No rules commentary available for this faction yet.
Check the full faction rules for complete details.