When selecting your kill team, select a primary and secondary **CHAPTER TACTIC** for friendly **ANGEL OF DEATH** operatives to gain for the battle. Multiple instances of the same **CHAPTER TACTIC** aren't cumulative.
During each friendly **ANGEL OF DEATH** operative's activation, it can perform either two **Shoot** actions or two **Fight** actions. If it's two **Shoot** actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are spent for using that weapon. Each friendly **ANGEL OF DEATH** operative can counteract regardless of its order.
APL 3 · Move 6" · Save 3+ · Wounds 15
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Heroic Leader. Once per turning point, you can do one of the following: - Use a firefight ploy for 0CP if this is the specified **ANGEL OF DEATH** operative (excluding Command Re-roll). - Use the Combat Doctrine strategy ploy when you activate a friendly **ANGEL OF DEATH** operative if this operative is in the killzone and isn't within control range of enemy operatives (pay its CP cost as normal). Note that you cannot do so if you've already used that ploy during this turning point. - Use the Adjust Doctrine firefight ploy for 0CP if this operative is in the killzone and isn't within control range of enemy operatives.
Iron Halo. Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore inflicted damage.
APL 3 · Move 6" · Save 3+ · Wounds 15
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, ASSAULT INTERCESSOR, SERGEANT
Doctrine Warfare. You can do each of the following once per battle: - Whenever you would use the Combat Doctrine strategy ploy and then select Assault, if this operative is in the killzone, it costs you 0CP. - Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.
Chapter Veteran. At the end of the Select Operatives step, if this operative is selected for deployment, select one additional **CHAPTER TACTIC** for it to have for the battle. Unlike primary and secondary **CHAPTER TACTICS**, you don't have to select the same one for each battle in a campaign or tournament.
APL 3 · Move 6" · Save 3+ · Wounds 15
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, INTERCESSOR, SERGEANT
Doctrine Warfare. You can do each of the following once per battle: - Whenever you would use the Combat Doctrine strategy ploy and then select Devastator, if this operative is in the killzone, it costs you 0CP. - Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.
Chapter Veteran. At the end of the Select Operatives step, if this operative is selected for deployment, select one additional **CHAPTER TACTIC** for it to have for the battle. Unlike primary and secondary **CHAPTER TACTICS**, you don't have to select the same one for each battle in a campaign or tournament.
APL 3 · Move 6" · Save 3+ · Wounds 14
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, GRENADIER
Grenadier. This operative can use frag and krak grenades (see universal equipment). Doing so doesn't count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it's doing so, improve the Hit stat of that weapon by 1.
APL 3 · Move 6" · Save 3+ · Wounds 14
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR
APL 3 · Move 5" · Save 3+ · Wounds 18
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, GUNNER
APL 3 · Move 6" · Save 3+ · Wounds 14
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER
APL 3 · Move 6" · Save 3+ · Wounds 14
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
APL 3 · Move 7" · Save 3+ · Wounds 12
Keywords: ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, SNIPER
Camo Cloak. Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy **CHAPTER TACTIC**. If you selected that **CHAPTER TACTIC**, you can do both of its options (i.e. retain two cover saves -- one normal and one critical success).
Optics. Until the start of this operative's next activation, whenever it's shooting, enemy operatives cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.
Select one **COMBAT DOCTRINE** from those presented below. Whenever a friendly **ANGEL OF DEATH** operative is *x*, its weapons have the Balanced weapon rule. *X* is the **COMBAT DOCTRINE** you selected. - **Devastator Doctrine:** Shooting an operative more than 6" from it. - **Tactical Doctrine:** Shooting an operative within 6" of it. - **Assault Doctrine:** Fighting or retaliating.
You can ignore any changes to the stats of friendly **ANGEL OF DEATH** operatives from being injured (including their weapons' stats).
Change your secondary **CHAPTER TACTIC**. Note this ploy only lasts until the end of the turning point, at which point your original secondary **CHAPTER TACTIC** returns.
Whenever an operative is shooting a friendly **ANGEL OF DEATH** operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Use this firefight ploy during a friendly **ANGEL OF DEATH** operative's activation, before or after it performs an action. If you've used the Combat Doctrine strategy ploy during this turning point, change the **COMBAT DOCTRINE** you selected.
Use this firefight ploy when an operative is shooting a friendly **ANGEL OF DEATH** operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Use this firefight ploy when a friendly **ANGEL OF DEATH** operative is performing the **Fight** action during an activation in which it performed the **Charge** action, at the start of the Resolve Attack Dice step. Until the end of that action: - Its melee weapon has the Shock weapon rule. - The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Use this firefight ploy when a friendly **ANGEL OF DEATH** operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Once per turning point, when a friendly **ANGEL OF DEATH** operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.
Once per turning point, when a friendly **ANGEL OF DEATH** operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Once per turning point, when a friendly **ANGEL OF DEATH** operative performs the **Shoot** action and you're selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.