Playing versus Blooded
Key mechanics: Blooded Tokens, Group Activation.
Operatives
- Traitor Chieftain — Always has Gaze of the Gods while tokened or in your territory (Accurate 1 as crit); Recovers a Blooded token when a tokened friendly dies within 6"
- Traitor Brimstone Grenadier — Diabolyk bomb: Blast 2", Saturate, Piercing 1 (limited 1, Heavy); Explodes on death (D3+2 or D6+2 damage to all within 2") -- don't melee if you can avoid it
- Traitor Butcher — Melee specialist: Lethal 5+, self-heals D3 on kill, generates a Blooded token on crit strike
- Traitor Commsman — 1 AP: +1 APL to a friendly within 6"; 1 AP: generate a Blooded token (must have a token already)
- Traitor Corpseman — 1 AP: heal 2D3 or apply a combat stimm (Relentless melee, or damage reduction); One free stimm applied at deployment
- Traitor Enforcer — Friendlies within 6" ignore injured penalties; 1 AP: a friendly within 3" gets a free 1 AP action (max 2" move)
- Traitor Flenser — Can Charge from Conceal order; Gets Lethal 5+ near terrain. Strikes once even if killed in Fight
- Traitor Ogryn — 16 wounds, immune to Stun and Shock, APL cannot be changed; Cannot hide behind Light terrain (built-in anti-conceal). Deals D3 on Charge contact
- Traitor Sharpshooter — Stationary shot: 2+ hit, Silent, Devastating 1 (Heavy); Extra cover save when shot. Strategic Gambit: gets full Gaze of the Gods vs one chosen enemy (TP1)
- Traitor Trench Sweeper — Can activate Shielding for re-roll all defence dice (costs 2" move). Shield weapon: blocks count double in melee