Below you will find a list of the operatives that make up an ANGEL OF DEATH kill team, including, where relevant, any weapons specified for that operative.
1 ANGEL OF DEATH operative selected from the following list:
5 ANGEL OF DEATH operatives selected from the following list:
Other than WARRIOR operatives, your kill team can only include each operative on this list once.
* You cannot select more than one of these operatives combined.
Some ANGEL OF DEATH rules refer to a ‘bolt weapon’. This is a ranged weapon that includes ‘bolt’ in its name, e.g. stalker bolt rifle, heavy bolt pistol, etc.
| Nom | A | T | D | Règles | |
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Power fist | 5 | 3+ | 5/7 | Brutal | |
| Brutal | |||||
Once per turning point, you can do one of the following:
Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
| Nom | A | T | D | Règles | |
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Power fist | 5 | 3+ | 5/7 | Brutal | |
| Brutal | |||||
Once per turning point, you can do one of the following:
Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
| Nom | A | T | D | Règles | |
| Hand flamer | 4 | 2+ | 3/3 | Range 6", Saturate, Torrent 1" | |
| Range 6", Saturate, Torrent 1" | |||||
| Heavy bolt pistol | 4 | 3+ | 3/4 | Piercing Crits 1, Range 8" | |
| Piercing Crits 1, Range 8" | |||||
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Chainsword | 5 | 3+ | 4/5 | ||
| Power fist | 5 | 4+ | 5/7 | Brutal | |
| Brutal | |||||
| Power weapon | 5 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
| Thunder hammer | 5 | 4+ | 5/6 | Shock, Stun | |
| Shock, Stun | |||||
You can do each of the following once per battle:
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.
| Nom | A | T | D | Règles | |
| Hand flamer | 4 | 2+ | 3/3 | Range 6", Saturate, Torrent 1" | |
| Range 6", Saturate, Torrent 1" | |||||
| Heavy bolt pistol | 4 | 3+ | 3/4 | Piercing Crits 1, Range 8" | |
| Piercing Crits 1, Range 8" | |||||
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Chainsword | 5 | 3+ | 4/5 | ||
| Power fist | 5 | 4+ | 5/7 | Brutal | |
| Brutal | |||||
| Power weapon | 5 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
| Thunder hammer | 5 | 4+ | 5/6 | Shock, Stun | |
| Shock, Stun | |||||
You can do each of the following once per battle:
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.
| Nom | A | T | D | Règles | |
| Auto bolt rifle | 4 | 3+ | 3/4 | Torrent 1" | |
| Torrent 1" | |||||
| Bolt rifle | 4 | 3+ | 3/4 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Stalker bolt rifle (heavy) | 4 | 3+ | 3/5 | Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |
| Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |||||
| Stalker bolt rifle (mobile) | 4 | 3+ | 3/4 | ||
| Chainsword | 4 | 3+ | 4/5 | ||
| Fists | 4 | 3+ | 3/4 | ||
| Power fist | 4 | 4+ | 5/7 | Brutal | |
| Brutal | |||||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
| Thunder hammer | 4 | 4+ | 5/6 | Shock, Stun | |
| Shock, Stun | |||||
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.
You can do each of the following once per battle:
| Nom | A | T | D | Règles | |
| Auto bolt rifle | 4 | 3+ | 3/4 | Torrent 1" | |
| Torrent 1" | |||||
| Bolt rifle | 4 | 3+ | 3/4 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Stalker bolt rifle (heavy) | 4 | 3+ | 3/5 | Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |
| Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |||||
| Stalker bolt rifle (mobile) | 4 | 3+ | 3/4 | ||
| Chainsword | 4 | 3+ | 4/5 | ||
| Fists | 4 | 3+ | 3/4 | ||
| Power fist | 4 | 4+ | 5/7 | Brutal | |
| Brutal | |||||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
| Thunder hammer | 4 | 4+ | 5/6 | Shock, Stun | |
| Shock, Stun | |||||
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.
You can do each of the following once per battle:
| Nom | A | T | D | Règles | |
| Heavy bolt pistol | 4 | 3+ | 3/4 | Piercing Crits 1, Range 8" | |
| Piercing Crits 1, Range 8" | |||||
| Chainsword | 5 | 3+ | 4/5 | ||
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.
| Nom | A | T | D | Règles | |
| Heavy bolt pistol | 4 | 3+ | 3/4 | Piercing Crits 1, Range 8" | |
| Piercing Crits 1, Range 8" | |||||
| Chainsword | 5 | 3+ | 4/5 | ||
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.
| Nom | A | T | D | Règles | |
| Heavy bolt pistol | 4 | 3+ | 3/4 | Piercing Crits 1, Range 8" | |
| Piercing Crits 1, Range 8" | |||||
| Chainsword | 5 | 3+ | 4/5 | ||
| Nom | A | T | D | Règles | |
| Heavy bolt pistol | 4 | 3+ | 3/4 | Piercing Crits 1, Range 8" | |
| Piercing Crits 1, Range 8" | |||||
| Chainsword | 5 | 3+ | 4/5 | ||
| Nom | A | T | D | Règles | |
| Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Bolt sniper rifle (executioner) | 4 | 2+ | 3/4 | Heavy (Dash only), Saturate, Silent, Seek Light | |
| Heavy (Dash only), Saturate, Silent, Seek Light | |||||
| Bolt sniper rifle (hyperfrag) | 4 | 2+ | 2/4 | Blast 1", Heavy (Dash only), Silent | |
| Blast 1", Heavy (Dash only), Silent | |||||
| Bolt sniper rifle (mortis) | 4 | 2+ | 3/3 | Devastating 3, Heavy (Dash only), Piercing 1, Silent | |
| Devastating 3, Heavy (Dash only), Piercing 1, Silent | |||||
| Fists | 4 | 3+ | 3/4 | ||
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).
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.
| Nom | A | T | D | Règles | |
| Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Bolt sniper rifle (executioner) | 4 | 2+ | 3/4 | Heavy (Dash only), Saturate, Silent, Seek Light | |
| Heavy (Dash only), Saturate, Silent, Seek Light | |||||
| Bolt sniper rifle (hyperfrag) | 4 | 2+ | 2/4 | Blast 1", Heavy (Dash only), Silent | |
| Blast 1", Heavy (Dash only), Silent | |||||
| Bolt sniper rifle (mortis) | 4 | 2+ | 3/3 | Devastating 3, Heavy (Dash only), Piercing 1, Silent | |
| Devastating 3, Heavy (Dash only), Piercing 1, Silent | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
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).
| Nom | A | T | D | Règles | |
| Heavy bolter (focused) | 5 | 3+ | 4/5 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Heavy bolter (sweeping) | 4 | 3+ | 4/5 | Piercing Crits 1, Torrent 1" | |
| Piercing Crits 1, Torrent 1" | |||||
| Fists | 4 | 3+ | 3/4 | ||
| Nom | A | T | D | Règles | |
| Heavy bolter (focused) | 5 | 3+ | 4/5 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Heavy bolter (sweeping) | 4 | 3+ | 4/5 | Piercing Crits 1, Torrent 1" | |
| Piercing Crits 1, Torrent 1" | |||||
| Fists | 4 | 3+ | 3/4 | ||
| Nom | A | T | D | Règles | |
| Auto bolt rifle | 4 | 3+ | 3/4 | Torrent 1" | |
| Torrent 1" | |||||
| Auxiliary grenade launcher (frag) | 4 | 3+ | 2/4 | Blast 2" | |
| Blast 2" | |||||
| Auxiliary grenade launcher (krak) | 4 | 3+ | 4/5 | Piercing 1 | |
| Piercing 1 | |||||
| Bolt rifle | 4 | 3+ | 3/4 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Stalker bolt rifle (heavy) | 4 | 3+ | 3/5 | Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |
| Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |||||
| Stalker bolt rifle (mobile) | 4 | 3+ | 3/4 | ||
| Fists | 4 | 3+ | 3/4 | ||
| Nom | A | T | D | Règles | |
| Auto bolt rifle | 4 | 3+ | 3/4 | Torrent 1" | |
| Torrent 1" | |||||
| Auxiliary grenade launcher (frag) | 4 | 3+ | 2/4 | Blast 2" | |
| Blast 2" | |||||
| Auxiliary grenade launcher (krak) | 4 | 3+ | 4/5 | Piercing 1 | |
| Piercing 1 | |||||
| Bolt rifle | 4 | 3+ | 3/4 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Stalker bolt rifle (heavy) | 4 | 3+ | 3/5 | Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |
| Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |||||
| Stalker bolt rifle (mobile) | 4 | 3+ | 3/4 | ||
| Fists | 4 | 3+ | 3/4 | ||
| Nom | A | T | D | Règles | |
| Auto bolt rifle | 4 | 3+ | 3/4 | Torrent 1" | |
| Torrent 1" | |||||
| Bolt rifle | 4 | 3+ | 3/4 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Stalker bolt rifle (heavy) | 4 | 3+ | 3/5 | Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |
| Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |||||
| Stalker bolt rifle (mobile) | 4 | 3+ | 3/4 | ||
| Fists | 4 | 3+ | 3/4 | ||
| Nom | A | T | D | Règles | |
| Auto bolt rifle | 4 | 3+ | 3/4 | Torrent 1" | |
| Torrent 1" | |||||
| Bolt rifle | 4 | 3+ | 3/4 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Stalker bolt rifle (heavy) | 4 | 3+ | 3/5 | Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |
| Lethal 5+, Heavy (Dash only), Piercing Crits 1 | |||||
| Stalker bolt rifle (mobile) | 4 | 3+ | 3/4 | ||
| Fists | 4 | 3+ | 3/4 | ||
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 using that weapon.
Each friendly ANGEL OF DEATH operative can counteract regardless of its order.
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.
You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured (including their weapons’ stats).
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.
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:
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.
The following equipment options are available to ANGEL OF DEATH kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.
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.
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).
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 are not cumulative.
Designer’s Note: If you’re playing a series of games, i.e. a campaign or tournament, you must select the same primary and secondary CHAPTER TACTIC for every battle (you can still change the secondary with the Adaptive Tactics strategy ploy).
This operative’s melee weapons have the Rending weapon rule.
Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
You can ignore any changes to this operative’s APL stat and it isn’t affected by enemy operatives’ Shock weapon rule.
Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes. Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.
Whenever this operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.
This operative’s ranged weapons have the Saturate weapon rule. Whenever this operative is fighting or retaliating, enemy operatives cannot assist.