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Imperium

Spectre Squad

Infiltration/Recon

Spectre Squads wield many of the same weapons borne by rank-and-file Imperial Guardsmen, building on their familiarity with the robust wargear to achieve impressive results. Coupled with their array of highly experienced veteran specialists, this allows Spectre Squads to defeat enemy kill teams that, at first glance, seem far more elite.

Faction Rules

Camo Cloak

Whenever an operative is shooting a friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON), 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.

Elite Fieldcraft

In the Ready step of each Strategy phase, you gain 1 Fieldcraft point, or 2 if a friendly SPECTRE SQUAD VOX-OPERATOR operative is in the killzone and isn’t within control range of enemy operatives.

At the end of each turning point, discard your Fieldcraft points. After an enemy operative that has an Engage order performs an action during its activation, you can spend 1 of your Fieldcraft points to interrupt that activation.

If you do, a ready friendly SPECTRE SQUAD operative that isn’t within control range of any other enemy operatives can perform a free Shoot (excluding Guard), Dash or Reposition action.

You cannot interrupt each enemy operative’s activation more than once per activation (including Guard), and each friendly operative cannot perform more than one free action per turning point as a result of this rule.

If it’s the Shoot action, you can change that friendly operative’s order to perform this action. You cannot select any other enemy operative as a valid target during that action.

Being within that enemy operative’s control range (but no others) doesn’t prevent that friendly operative from performing that action, in which case follow the rules for a point-blank shot from the Guard action (see Kill Team Core Book).

If it’s the Reposition action, that friendly operative cannot perform that action again during the turning point.

If it’s the Dash or Reposition action, that friendly operative cannot end this move closer to that enemy operative or your opponent’s drop zone (unless it ends that move wholly within your drop zone).

In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer and you cannot teleport.

Operatives

Strategic Ploys

Disappear

One friendly SPECTRE SQUAD operative can immediately perform a free Reposition action.

It cannot end that move closer to enemy operatives or your opponent’s drop zone (unless it ends that move wholly within your drop zone) and it cannot perform that action again during the turning point.

In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer.

Hidden Engagement

Whenever a friendly SPECTRE SQUAD operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule.

Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).

Ambushing Volley

Whenever a friendly SPECTRE SQUAD operative is activated, if it’s more than 3" from enemy operatives and isn’t a valid target for enemy operatives before determining its order, its ranged weapons (excluding the suppressive profile of an autostubber) have the Devastating 1 weapon rule until the end of that activation. If that weapon already had the Devastating x weapon rule, add 1 to the x of its Devastating x weapon rule instead.

Patience

In the Firefight phase of this turning point, you can do one of the following:

When it’s your turn to activate a friendly operative, you can skip that activation. You cannot do this until after your opponent’s first activation.

When a friendly SPECTRE SQUAD operative performs the Shoot or Fight action during its activation, if it’s the last friendly operative to be activated during this turning point, its weapons have the Relentless weapon rule for that action.

Firefight Ploys

Dodge

Use this firefight ploy during a friendly SPECTRE SQUAD operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.

Silent Killers

Use this firefight ploy during a friendly SPECTRE SQUAD operative’s activation before or after it performs an action, if it has a Conceal order and isn’t a valid target for enemy operatives.

Until the end of that activation, it can perform the Charge action while it has a Conceal order, and the first time it strikes you can inflict 3 additional damage, but cannot resolve any other successes during that sequence.

Sharp Reactions

Use this firefight ploy after an enemy operative that has a Conceal order performs an action during its activation, if it’s within 8" of a friendly SPECTRE SQUAD operative.

You can use the Elite Fieldcraft faction rule to interrupt that activation with that friendly SPECTRE SQUAD operative regardless of that enemy operative’s order (taking precedence over the normal rules)

Prepared Defence

Use this firefight ploy when a friendly SPECTRE SQUAD operative that has a Conceal order or is ready is retaliating. You can do one of the following:

At the start of the Resolve Attack Dice step, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

When you block, that block can be allocated to block two unresolved successes (instead of one).

You cannot use this ploy during an activation in which you’ve interrupted with the Elite Fieldcraft faction rule.

Equipment

Sniper Overwatch

Once per turning point, a friendly SPECTRE SQUAD operative can use the following ranged weapon:

WeaponATKHITDMGSpecial
**NAME****ATK****HIT****DMG**
Sniper overwatch43+3/3

Vid-Feed Triangulation

Once per turning point, when a friendly SPECTRE SQUAD operative is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, that target cannot be obscured if either of the following are true:

  • It’s also a valid target for another friendly SPECTRE SQUAD operative.
  • It’s within 6" of a friendly VOX-RELAY BEACON operative.

Starshell Flare

Starshell Flare

**STRATEGIC GAMBIT** One friendly SPECTRE SQUAD operative can immediately perform a free Stun Grenade action (see universal equipment). Performing this action using this rule doesn’t count towards its action limits (i.e. if you also select that grenade from equipment).

When an enemy operative’s APL stat is changed as a result of this STRATEGIC GAMBIT, you cannot use this equipment for the rest of the battle.

Advanced Camouflage

Friendly SPECTRE SQUAD operatives (excluding VOX-RELAY BEACON) can perform the following unique action:

Advanced Camouflage1AP

Until the start of this operative’s next activation, while it has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

This operative cannot perform this action while visible to and within 3" of an enemy operative.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A SPECTRE SQUAD killteam is composed of:
- 1 SPECTRE SQUAD VETERAN SERGEANT
- 1 SPECTRE SQUAD VOX-RELAY BEACON
- 9 SPECTRE SQUAD operatives selected from the following list:
	- FIELD MEDICAE*
	- GRENADIER*
	- GUIDE*
	- GUNNER with one of the following options:
		- Meltagun; fists
		- Plasma gun; fists
	- HEAVY GUNNER
	- LOADER
	- SHARPSHOOTER
	- STUB-GUNNER
	- TROOPER*
	- VOX-OPERATOR*

Other than TROOPER operatives, your kill team can only include each operative on this list once.

*With one of the following options:
- Lasrifle; gun butt
- Lascarbine; gun butt