Blooded - Kill Team Rules

Faction Rules

Blooded

You gain one Blooded token: - In the Ready step of each Strategy phase. - The first time an enemy operative is incapacitated during each turning point. - The first time a friendly operative is incapacitated within 6" of an enemy operative during each turning point. As a **STRATEGIC GAMBIT**, you can assign any of your unassigned Blooded tokens to friendly **BLOODED** operatives. Each operative cannot have more than one of your Blooded tokens. Then, if four or more friendly operatives in the killzone have one of your Blooded tokens, you can select one of them to be under the **GAZE OF THE GODS** until the end of the turning point. Whenever a friendly **BLOODED** operative has one of your Blooded tokens, its weapons have the Accurate 1 weapon rule. If that friendly **BLOODED** operative is under the **GAZE OF THE GODS**, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.

Operatives

Traitor Chieftain

APL 2 · Move 6" · Save 5+ · Wounds 8

Keywords: BLOODED, CHAOS, LEADER, CHIEFTAIN

Blooded Icon. Once per turning point, when a friendly **BLOODED** operative that has one of your Blooded tokens is incapacitated, if this operative is within 6" of it, you can regain that token.

Lead With Strength. Whenever this operative has one of your Blooded tokens or is wholly within your opponent's territory, treat it as if it's under the **GAZE OF THE GODS**.

Traitor Brimstone Grenadier

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: BLOODED, CHAOS, BRIMSTONE 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.

Explosive Demise. If this operative is incapacitated, before it's removed from the killzone, you can use this rule. If you do, roll two D6, or one D6 if this operative is within control range of an enemy operative. If any result is a 4+, inflict D3+2 damage on each operative visible to and within 2" of this operative (roll separately for each). If this operative hasn't used its diabolyk bomb during the battle, inflict D6+2 damage instead.

Traitor Butcher

APL 2 · Move 6" · Save 5+ · Wounds 8

Keywords: BLOODED, CHAOS, BUTCHER

Unholy Sustenance. Whenever this operative is fighting or retaliating, if it incapacitates the enemy operative in that sequence, it regains up to D3 lost wounds. This is cumulative with the Symbols of Bloody Worship equipment.

Traitor Commsman

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: BLOODED, CHAOS, COMMSMAN

Signal. **SUPPORT.** Select one other friendly **BLOODED** operative (excluding **OGRYN**) visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Sacrilegious Actuation. You gain one Blooded token. This operative cannot perform this action while within control range of an enemy operative, or if it doesn't have one of your Blooded tokens.

Traitor Corpseman

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: BLOODED, CHAOS, CORPSEMAN

Regular Dosage. At the end of the Select Operatives step, if this operative is selected for deployment, you can select one other friendly **BLOODED** operative to gain one **STIMM** rule for the battle (excluding Rejuvenated).

Stimms. Select one friendly **BLOODED** operative within this operative's control range, then select the Rejuvenated **STIMM** rule, or one other **STIMM** rule for that operative to have for the battle. You cannot select each **STIMM** rule for each operative more than once per battle. This operative cannot perform this action while within control range of an enemy operative. **STIMM Rules:** - **Rejuvenated:** The operative regains up to 2D3 lost wounds. - **Enraged:** The operative's melee weapons have the Relentless weapon rule. - **Fortified:** Whenever an attack dice inflicts damage of 3 or more on the operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Traitor Enforcer

APL 2 · Move 6" · Save 4+ · Wounds 9

Keywords: BLOODED, CHAOS, ENFORCER

Gruelling Disciplinarian. - Whenever a friendly **BLOODED** operative is within 6" of this operative, you can ignore any changes to that operative's stats from being injured (including its weapons' stats). - Whenever a friendly **BLOODED** operative is activated within 6" of this operative, you can ignore any changes to that operative's stats from being injured until the end of its activation (including its weapons' stats).

Enforce. Select one other friendly **BLOODED** operative visible to and within 3" of this operative. That operative can immediately perform a free 1AP action for free, but it cannot move more than 2" during that action. If the selected friendly operative is a **COMMSMAN**, it cannot perform the **Sacrilegious Actuation** or **Signal** actions. This operative cannot perform this action while within control range of an enemy operative.

Traitor Flenser

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: BLOODED, CHAOS, FLENSER

Wretched. This operative can perform the **Charge** action while it has a Conceal order. If this operative is incapacitated during the **Fight** action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

Traitor Gunner

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: BLOODED, CHAOS, GUNNER

Traitor Ogryn

APL 2 · Move 6" · Save 5+ · Wounds 16

Keywords: BLOODED, CHAOS, OGRYN

Avalanche of Muscle. Whenever this operative ends its move during the **Charge** action, you can inflict D3 damage on one enemy operative within its control range.

Brute. Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

Chem-enhanced. You can ignore any changes to this operative's APL stat and it's not affected by enemy operatives' Shock and Stun weapon rules.

Slow-witted. You must spend 1 additional AP for this operative to perform the **Pick Up Marker** and mission actions (excluding **Operate Hatch**).

Traitor Sharpshooter

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: BLOODED, CHAOS, SHARPSHOOTER

Camo Cloak. Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save. This isn't cumulative with improved cover saves from Vantage terrain.

A Name Whispered In Blood. **STRATEGIC GAMBIT.** In the first turning point, select one enemy operative. Whenever this operative is shooting that enemy operative, treat this operative as if it has one of your Blooded tokens and is under the **GAZE OF THE GODS**.

Traitor Thug

APL 2 · Move 6" · Save 4+ · Wounds 7

Keywords: BLOODED, CHAOS, THUG

Tough. Whenever this operative is fighting or retaliating, or an operative is shooting it, Normal Dmg of 3 or more inflicts 1 less damage on it.

Traitor Trench Sweeper

APL 2 · Move 6" · Save 4+ · Wounds 9

Keywords: BLOODED, CHAOS, TRENCH SWEEPER

Shielding. Whenever this operative is activated, you can use this rule. If you do, until the start of this operative's next activation: - Subtract 2" from its Move stat. - Whenever an operative is shooting this operative, you can re-roll any of your defence dice.

Traitor Trooper

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: BLOODED, CHAOS, TROOPER

Group Activation. Whenever this operative is expended, you must then activate one other ready friendly **BLOODED** **TROOPER** operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Strategy Ploys

Glory Kill

Select one enemy operative. Until the end of the turning point, whenever a friendly **BLOODED** operative is shooting against, fighting against or retaliating against that enemy operative, that shooting, fighting or retaliating operative's weapons have the Ceaseless weapon rule, or Relentless if it has one of your Blooded tokens.

Reckless Aspirant

Whenever a friendly **BLOODED** operative that's wholly within your opponent's territory and doesn't have one of your Blooded tokens is shooting or fighting, its weapons have the Accurate 1 weapon rule. Whenever a friendly **BLOODED** operative that has one of your Blooded tokens is wholly within your opponent's territory, its weapons have the Punishing weapon rule.

Malevolent Grit

Whenever an operative is shooting a friendly **BLOODED** operative that has one of your Blooded tokens or is wholly within your opponent's territory, you can re-roll one of your defence dice.

Bitter Demise

Whenever a friendly **BLOODED** operative is incapacitated, before it's removed from the killzone, roll one D3: on a 3 (or 2+ if that friendly operative has one of your Blooded tokens), inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.

Firefight Ploys

Callous Disregard

Use this firefight ploy when a friendly **BLOODED** operative performs the **Shoot** action and you're selecting a valid target. Having other friendly **BLOODED** operatives within an enemy operative's control range doesn't prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack dice as a fail, inflict damage equal to the dice result on one friendly operative of your choice within control range of the target.

Moment of Repute

Use this firefight ploy during the activation of a friendly **BLOODED** operative that's under the **GAZE OF THE GODS**, before or after it performs an action. Until the end of that operative's activation, add 1 to its APL stat.

Reward Earned

Use this firefight ploy when an enemy operative is incapacitated by a friendly **BLOODED** operative within 2" of it that has one of your Blooded tokens. You gain one Blooded token.

Dark Favour

Use this firefight ploy when a friendly **BLOODED** operative that has one of your Blooded tokens is selected as the valid target of a **Shoot** action or to fight against during the **Fight** action. Select one other friendly **BLOODED** operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn't normally be valid for this). If it's the **Fight** action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it's the **Shoot** action, that other operative is only in cover or obscured if the original target was. This ploy has no effect if it's the **Shoot** action and the ranged weapon has the Blast or Torrent weapon rule.

Equipment

Chaos Sigil

The Reward Earned firefight ploy costs you 0CP.

Sinister Trophies

Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly **BLOODED** operative that has one of your Blooded tokens and is within 2" of it, your opponent cannot re-roll their attack dice results of 1.

Symbols of Bloody Worship

Whenever a friendly **BLOODED** operative ends an action, if it wasn't incapacitated but it inflicted damage on any enemy operatives during that action, it regains 1 lost wound.

Wicked Blades

Add 1 to both Dmg stats of each friendly **BLOODED** operative's bayonet, bayonet & shield and improvised blade for the battle.