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DISCLAIMER:
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codices in the use of these rules.
All content within these pages is user-created and is derived, without permission, from Warhammer
40,000 intellectual property owned by Games Workshop Ltd.
This ruleset is completely unofficial and is in no way endorsed by Games Workshop Ltd.
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4. Introduction
5. Building a List
Codices:
6. Blood Angels
7. Black Templars
8. Chaos Daemons
10. Daemonhunters
13. Eldar
15. Necrons
16. Orks
20. Tyranids
But there are times when the Universe turns on a much smaller stage.
The blade in the dark… the forlorn last stand of a motivated, desperate few… the efficient, brutal
business behind the closed doors of a darkened Strategium… the hushed footfalls of a stealth team as
stifled, fleeting protests mark the only trace of its presence…
To be a man in such times is to be one amongst uncounted billions, but there are moments when the
quiet actions of just one man can recalibrate the entire merciless Universe.
Special Operations: Killzone is a set of fan-designed rules created with the intent of enabling players to
run skirmish games within the Warhammer 40,000 Universe.
Killzone is intended as a supplemental way to play the game, which was inspired by the suggestive Kill
Teams game mechanism offered in the third and forth edition of Warhammer 40,000, and in the most
recent Battle Missions supplement. Killzone hopes to explore and to refine those suggestions and make
them more generally playable. To use these rules, you must own and refer to your copy of the
Warhammer 40,00 rulebook and the relevant Codices.
4
SPECIAL OPERATIONS: KILLZONE - ERRATA
Building a List Special Weapons: A Team may contain no more
Both players build a Special Operations Group than 5 special ranged weapons upgrades; only 2
using this book in conjunction with the Codex for may be a Heavy ‘type’ weapons upgrade. Special
his/her army of choice. A Special Operation Group ranged weapons upgrades are those that can
generally contains one or two Teams. Again, we only be taken in a limited number. Ranged
leave the decision regarding the number of Teams weapons upgrades that all models in a squad
up the players on the day. may take do not count toward this limit.
Team Structure: Each Team has a 175-250 For example, marine scouts can upgrade every
points limit and can contain anywhere between 5 model to carry a sniper rifle or shotgun; these
to 20 models in total. Teams purchase individual upgrades are not limited by this rule. Pistol
models from the Elite, Troops, Fast Attack, and upgrades do not fall under these restrictions.
Heavy Support unit selections in their codex. A
little basic mathematical skill will be required to 3 Wound Models: No model may have more
figure out some individual points costs than 3 wounds in Killzone.
For example, the cost of a tactical marine Toughness Cap: No model may have a base
sergeant can be determined by subtracting the Toughness statistic greater than 5.
cost of the 4 standard marines (16 points each x 4
= 64) from the squad’s base cost (90). So the cost Vehicles: No vehicles are allowed with the
for the Marine Sergeant is 26 points (90 – 64 = exception of a single Walker per Team, and only if
26). it has an armor rating of 33 or less. Armor rating is
determined by adding the 3 armor values (FA/SA/
You may only take one squad leader upgrade for RA) for your vehicle together.
each unit choice taken and only after you take
one member from the squad entry. You may not
take a second squad leader choice for a unit type Themes
more than once. A few of the preceding restrictions can be lifted by
purchasing the appropriate ‘theme’ upgrade listed
So, for example, if you take one tactical and one below. A team may only select one theme.
assault marine, you could then take an assault
sergeant and a tactical sergeant. Once these are Armored Might: This theme allows you to take
chosen, you may take no further tactical or as many models with 2+ Armor saves in your
assault sergeants in your Team. team as you desire. You may select this theme for
10 points, and are required to spend at least 75%
A team may contain no more than two models of your points on themed models.
with:
-2+ armor saves. Death From Above: This theme allows you to
-3 wounds. take as many Jump Infantry models in your team
-3+ invulnerable saves. as you desire. You may select this theme for 10
-Jump Infantry designation. points, and are required to spend at least 75% of
-Bike, Jetbike, or Cavalry your points on themed models.
designation.
Swift As The Wind: This theme allows you to
Team Leader: Pick one model from your team to take as many models that are Bikes, Jetbikes, or
be the Team Leader, preferably the model with Cavalry/Beasts in your team as you desire. You
the highest Ld value. The Team Leader may not may select this theme for 10 points, and are
be equipped with a heavy weapon. All models required to spend at least 75% of your points on
within 6 inches may test on his Ld. This model themed models.
gains +1 Wound if he only has one in his base
statistic; if the model has more than one Wound Behemoths: This theme allows you to take as
already, he gains +1 Attack instead. many models that have 3 wounds in your team as
you desire. You may select this theme for 15
Unique Models: Models listed as Unique in their points, and are required to spend at least 50% of
unit composition may not be used. your points on themed models.
5
SPECIAL OPERATIONS: KILLZONE - ERRATA
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches
Area Effect Rule in the basic Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.
There are no free weapons upgrades for tactical squads; these weapons must be purchased from the
following points list.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
0-1 Chaplain
Marine Biker
0-3 Priest 0-1 Sergeant
Assault Terminators
0-1 Assault Terminator Sergeant
Tactical Marines
0-1 Tactical Sergeant
Assault Marines
0-1 Assault Sergeant
Scouts
0-1 Scout Sergeant
Death Company
6
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: BLACK TEMPLARS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect Rule in the basic
Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone
rulebook for these upgrades.
Assault Cannons: Use the rules and points values from the 5th edition Codex: Space Marines.
Storm Shields: Use the rules and points values from the 5th edition Codex: Space Marines.
Holy Rage: If a team member dies to shooting, all Black Templars within 6 inches must make a Ld test at
the end of the shooting phase; if they pass, they move 3 inches toward the closest enemy.
Only a Black Templar Space Marine may be a Team Leader (Noenates need guidance).
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
7
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: CHAOS DAEMONS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and
Heavy Support unit selections in their codex.
Daemonic Gifts: These are not psychic powers and are used as normal -just
to clarify.
Screamers of Tzeentch move as Jetbikes, but don’t count toward the Jetbike
limit.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
Flamers
SPECIAL OPERATIONS: KILLZONE - ERRATA
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex.
Chaos Space Marines may take a Thousand Sons Aspiring Sorcerer as a Psyker, as long as the Team
contains at least one Rubric Marine. Rubric Marines within 6 inches of a Sorcerer act under command.
Squad upgrade Icons use the standard 6 inch Area Effect rule for Killzone. A model may only be affected
by one Icon at a time -which should invariably be the closest Icon. Cult Marines gain no bonus from
Icons.
Lesser Daemons start on the table unless the Mission explicitly allows Deepstriking; if so, the Summoned
Lesser Daemon must begin the game in reserve.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
Khorne Berzerkers
0-1 Skull Champion
Thousand Sons
0-1 Aspiring Sorcerer
9
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: DAEMONHUNTERS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options .
An Inquisition Team may contain one Psyker. You may choose to have your one Psyker be a Grey Knight
Brother Captain Terminator. Standard Grey Knight Terminators are not considered Psykers and do not
have powers.
Inquisitorial Retinues: to gain the benefits from a retinue, an Inquisitor must be within 4 inches of the
appropriate member of the retinue; apart from that, the members of the retinue work as written in the
codex.
No Allies: at the scale represented in Killzone, the operatives of the Inquisition are sufficient to complete
their own tasks -they prefer to, in fact.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone
rulebook for these upgrades.
10
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: DARK ANGELS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect Rule in the basic
Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone
rulebook for these upgrades.
Assault Cannons: Use the rules and points values from the 5th edition Codex: Space Marines.
Storm Shields: Use the rules and points values from the 5th edition Codex: Space Marines.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
11
SPECIAL OPERATIONS: KILLZONE - ERRATA
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.
Power From Pain: Applies to individual models; however, only one Pain Token may be gained per
phase. The team leader may share/give his tokens to models within 6 inches.
Stunclaw: Can be used on any model. Think of it as a way to 'move' where a combat takes place.
Beastmasters: Razorwings, Khymerae, and Clawed Fiends within 6 inches of a Beastmaster may use
his Leadership.
Harlequin: All Harlequins move a base 7 inches and may run 14 inches; a Harlequin is never hindered by
Difficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.
Phantasm Grenade Launcher: If multiple models charge into the same combat and one of them has a
PGL, all those models benefit from it.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
Incubi Warriors
0-1 Klaivex 0-1 Sybarite
Grotesques Wyches
0-1 Aberration 0-1 Hekatrix
Wracks
0-1 Acothyst Hellions
0-1 Helliarch
Mandrakes
0-1 Nightfiend Scourges
0-1 Solarite
Harlequins
0-1 Shadowseer Beastmasters
0-1 Troupe Master 0-5 Khymerae
0-1 Death Jester 0-1 Clawed Fiend
0-2 Razorwings
Trueborn
0-1 Dracon Reavers
0-1 Arena Champion
Bloodbrides
0-1 Syren
12
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: ELDAR
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.
Plasma Grenades: all Eldar may take Plasma Grenades at a cost of two points. They may be thrown just
like other grenades and have the following statistical profile: S4 AP4, small blast.
Exarch Powers: Powers that affect the Exarch’s squad use the standard 6 inch Area of Effect. All models
from the Exarch’s Aspect within the Are of Effect gain the bonuses from those powers.
Weapons Platforms: Place both of the gun crew in bast contact with the weapon; the three together now
count as a single two-wound model.
Harlequin: All Harlequins move a base 7 inches and may run 14 inches; a Harlequin is never hindered by
Difficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
13
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: IMPERIAL GUARD
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.
Psyker Battle Squad: You may only take 1 Sanctioned Psyker. Soulstorm requires LOS and is now S
D3+1. Overseers are not required, and the Ultimate Sanction rule is ignored unless a Commissar is within
6 inches.
Orders: Each Platoon Commander can issue two orders per turn; Sergeants take a Ld test to activate an
order. All models within the standard 6 inch Area of Effect receive the orders. If a voxcaster is within the 6
inch Area of Effect for the Commander, Sergeants may re-roll failed orders.
First Rank, Fire. Second Rank, Fire: all models with a Lasgun add 1 to their rate of fire. This order
must be given at the beginning of your own Shooting phase.
Incoming: all models in the standard 6 inch Area of Effect may go to ground and receive a +2 bonus
to their cover save. Any model that does so will be pinned for his next turn. This order may be given
at any point during the opponent’s Shooting phase.
Move. Move. Move: is replaced by Up and at ‘em!: all models in the standard 6 inch Area of effect
gain the Fleet USR; this order must be given at the beginning of the Shooting phase.
Commissar: All models in the Commissar’s Area of Effect use his Ld. If a model fails this Ld test, he is
executed by the Commissar and removed from play. For the rest of that phase, all models with the
Commissar’s Area of Effect are Fearless.
With regard to a Rout test, the Commissar will execute the model with the highest Ld score in his Area of
Effect. In case of a tie, he will execute the model closest (there are no saves for this punishment). The
test is then re-rolled.
Veterans: Doctrines are take as normal fro 3 points per model. Veterans in the same Team must take the
same doctrine.
Penal Legion: every Legionnaire rolls individually for his skill at the start of the game/campaign.
Heavy Weapons Teams: any Imperial Guard Team may take a total of 2 Heavy Weapons Teams.
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
Ogryn Squad Infantry Squads
0-1 Bone Head 1 Sergeant per 10 Guardsmen
0-1 Commissar per 10 Guardsmen (round up)
Ratling Squad 0-2 Heavy Weapons Teams
14
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: NECRONS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.
Wraiths and Scarabs move as Jetbikes, but don’t count toward the Jetbike limit.
All Necrons that are able to make a We’ll Be Back roll may do so, as long as there is another model with
the Necron rule within 6 inches.
We’ll Be Back and Feel No Pain: If a model has both We’ll Be Back and Fell No Pain, he may only take
the Feel No Pain roll; he does not get a second We’ll Be Back roll. Should he later lose access to Feel No
Pain (by moving out of the radius of the model generating the rule, for example), he may revert once
more to We’ll Be Back.
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
Immortals Destroyers
15
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: ORKS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.
Waaagh!: Ignore the second paragraph in the Waaagh! rule (Codex: Orks, p.31).
Mob Rule!: any model testing Ld will gain an additional +1 for each Ork model within 4 inches (to a
maximum of 10).
Tankbustas: assign a controller for each bomb squig. If the controller dies, another Tankbusta within 2
inches of the squig may take control.
Lootas: each Loota rolls individually for the number of shots when firing.
Meks: a squad of Burnas and/or Lootas may select Mek upgrades as stated in the codex (ie: up to 3 per
squad); however, any Kustom Mega Blasta upgrade, or other weapon upgrade, count toward Special
Weapons restrictions (ie: no more than 5 per Team -p.8 rulebook).
Stormboyz: Rokkit Packs count as Jump Packs, and still grant the extra D6-inches of movement (Codex:
Orks p.47). Replace the sentence that begins, “On the roll...” with the following: Models with Rokkit Packs
must re-roll successful dangerous terrain tests taken during the Movement phase.
Available Army List: Team purchase individual models from their codex using only the selected entries
Nobz Lootas Stormboyz
0-1 Painboy 0-3 Mek 0-1 Nob
16
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: SPACE MARINES
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches
Area Effect Rule in the basic Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.
There are no free weapons upgrades for tactical squads; these weapons must be purchased from the
following points list.
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
17
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: SPACE WOLVES
Rules Changes:
Any upgrade item that affects an entire unit (for example, the
Wolf Banner) will use the standard 6 inches Area Effect Rule in
the basic Special Operations: Killzone rulebook.
Blood Claws, Sky Claws, and Swift Claws within 6 inches of the
Team Leader may ignore the Headstrong rule.
Special Weapons:
Flamer...............3 points
Melta gun..........5 points
Plasma gun......10 points
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
18
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: TAU EMPIRE
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (with the noted exception of Sniper Drones, see below).
Drone Controller: Drone must remain within 2 inches of the model controlling them. They count as
wargear.
Kroot Shaper: if a Team includes a Kroot Shaper, then any Kroot Carnivore may purchase a 6+ save for
1 point.
Markerlights: A model with a Markerlight may lay a counter on a target model, this marker may be used
by up to 2 friendly team members within 6 inches of the model with the Markerlight. Declare which
models will shoot the target then remove the counter. The model tagged with the Markerlight loses any
cover save that it may have.
Sniper Drones: you must first purchase a Spotter in order to select a Sniper Drone. Each Spotter may
have up to three Drones.
Spotter...............20 points
Sniper Drone.....20 points
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
19
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: TYRANIDS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.
Hormagaunts may move an additional 2 inches when running in clear terrain (which is a functional
compensation for their usual Bounding Leap special rule).
Lictor and Ymgarl Genestealers gain Stealth, Scout, and Infiltrate USRs, provided that the Mission does
not allow Reserves or Deepstriking. If a Mission explicitly allows Reserves and/or Deepstriking, these
models act as normal.
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
Biovore
20
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: WITCH HUNTERS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
You may choose to have your one Psyker be a Grey Knight Brother Captain Terminator. Standard Grey
Knight Terminators are not considered Psykers and do not have powers.
Inquisitorial Retinues: to gain the benefits from a retinue, an Inquisitor must be within 4 inches of the
appropriate member of the retinue; apart from that, the members of the retinue work as written in the
codex.
No Allies: at the scale represented in Killzone, the operatives of the Inquisition are sufficient to complete
their own tasks -they prefer to, in fact.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone
rulebook for these upgrades.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
Sisters Repentia
0-1 Mistress
Arco Flagellants
Battle Sisters
0-1 Veteran Sister
21
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: WITCH HUNTERS
-Only Veteran Sisters Superior may use Acts of Hand of the Emperor
Faith Cost: 3 faith points
Effect: Each model within 4 inches adds +2 to its
-Any choice from a unit with the Adepta Sororitas Strength, but will strike at Initiative 1.
special rule is worth 1 faith point.
Divine Guidance
-Any Veteran Sister is worth 2 faith points. Cost:3 faith points
Effect: Each model within 4 inches will gain the
-A model may activate one Act of Faith per turn. the following benefits: when shooting, any roll of 6
to wound counts as AP1; in assault, any roll of 6
-A model may not attempt to use the same Act of to wound counts as a power weapon.
Faith more than once per game, though models
may be affected by combinations of several The Passion
different Acts. Cost: 2 faith points
Effect: Each model within 4 inches adds 2 to its
-Acts of Faith remain in play until the Veteran Initiative. This Act may not be used in the same
Sister Superior uses another Act of Faith, falls phase s Hand of the Emperor, and neither
back, or is killed. overrides weapons that always strike last or at
Initiative 1, nor changes the effect for any type of
-Acts of Faith are unaffected by special rules that grenade.
work on, or against, psychic powers. A model
using Acts of Faith are not counted as a Psyker. Light of the Emperor
Cost: 2 faith points
Effect: Each model within 4 inches becomes
Fearless.
The following people have contributed to this document for no reason other than their love of the
hobby and their desire to make a skirmish game the way they would like to play it. We would like to
thank everyone for their boundless energy and enthusiasm for this project.