Angels of Death Kill Team Rules & Operatives

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Vocabulary practice flashcards covering faction rules, ploys, equipment, chapter tactics, and operative profiles for the Angels of Death Kill Team.

Last updated 8:30 AM on 9/14/26
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30 Terms

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Bolt Weapon

Any ranged weapon that includes "bolt" in its name, such as the stalker bolt rifle or heavy bolt pistol.

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Astartes (Faction Rule)

Allows an operative to perform either two Shoot or two Fight actions during its activation. If performing two Shoot actions, a bolt weapon must be selected for at least one, and if using a bolt sniper rifle or heavy bolter, 11 additional AP must be spent for the second action if both use that weapon. Operatives can counteract regardless of order.

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Heroic Leader

A Space Marine Captain rule allowing once per turning point one of the following: use a firefight ploy for 0CP0\text{CP} (excluding Command Re-roll); use Combat Doctrine strategy ploy when activating a friendly operative in the killzone not in control range; or use Adjust Doctrine for 0CP0\text{CP} if in the killzone and not in control range.

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Iron Halo

An ability of the Space Marine Captain that allows the operative to ignore inflicted Normal Dmg from an attack dice once per battle.

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Grenadier (Ability)

An Assault Intercessor Grenadier rule allowing the operative to use frag and krak grenades without counting toward limited uses, and improving the Hit stat of that weapon by 11 whenever doing so.

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Camo Cloak

An Eliminator Sniper ability that ignores the Saturate weapon rule when shot at, grants the Stealthy Chapter Tactic, and allows retaining two cover saves (one normal success and one critical success) if Stealthy is selected.

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Optics (Action)

A 1AP1\text{AP} action for the Eliminator Sniper that prevents enemy operatives from being obscured when it shoots until the start of its next activation. Cannot be performed within control range of an enemy operative.

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Combat Doctrine (Strategy Ploy)

Grants friendly weapons the Balanced rule based on the selected doctrine: Devastator Doctrine (shooting an operative more than 6"6" away), Tactical Doctrine (shooting an operative within 6"6"), or Assault Doctrine (fighting or retaliating).

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And They Shall Know No Fear

A strategy ploy allowing you to ignore any changes to the stats of friendly Angel of Death operatives (including weapon stats) resulting from being injured.

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Adaptive Tactics

A strategy ploy that allows you to change your secondary Chapter Tactic until the end of the turning point.

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Indomitus

A strategy ploy where, when an operative is shooting a friendly Angel of Death operative, if you roll two or more fails on defence dice, you can discard one to retain another as a normal success.

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Adjust Doctrine

A firefight ploy used during a friendly operative's activation (before or after an action) to change the selected Combat Doctrine if the Combat Doctrine strategy ploy was used during that turning point.

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Transhuman Physiology

A firefight ploy used when an enemy is shooting a friendly operative during the Roll Defence Dice step, allowing you to retain one normal success as a critical success instead.

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Shock Assault

A firefight ploy used during a Fight action following a Charge, giving the melee weapon the Shock rule and adding 11 additional damage (to a maximum of 77) to the first strike.

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Wrath of Vengeance

A firefight ploy used when a friendly operative is counteracting, allowing it to perform an additional 1AP1\text{AP} action for free during that counteraction (both actions must be different).

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Purity Seals

Faction equipment allowing an operative, once per turning point when shooting, fighting, or retaliating, to discard one fail to retain another as a normal success if two or more fails are rolled.

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Chapter Reliquaries

Faction equipment that lets you use the Wrath of Vengeance firefight ploy for 0CP0\text{CP} if the specified friendly operative has an Engage order.

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Tilting Shields

Faction equipment used once per turning point in melee before re-rolls to prevent the opponent from retaining attack dice results of less than 66 as critical successes.

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Auspex

Faction equipment used once per turning point during a Shoot action to prevent enemy operatives within 8"8" of the friendly operative from being obscured until the end of the activation/counteraction.

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Chapter Tactic: Aggressive

A Chapter Tactic option that grants the operative's melee weapons the Rending weapon rule.

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Chapter Tactic: Dueller

A Chapter Tactic option allowing each normal success during fighting or retaliating to block one unresolved critical success (unless the enemy operative's weapon has the Brutal rule).

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Chapter Tactic: Resolute

A Chapter Tactic option allowing the operative to ignore changes to its APL stat and making it unaffected by enemy Shock weapon rules.

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Chapter Tactic: Stealthy

A Chapter Tactic option where, when shot at, an operative retaining cover saves can retain one additional cover save or retain one cover save as a critical success instead.

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Chapter Tactic: Mobile

A Chapter Tactic option allowing the operative to perform Fall Back for 11 less AP, and allowing it to perform a Charge action while within control range of an enemy operative.

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Chapter Tactic: Hardy

A Chapter Tactic option where defence dice results of 5+5+ are treated as critical successes when an operative is being shot at.

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Chapter Tactic: Sharpshooter

A Chapter Tactic option granting bolt weapons the Accurate 1 and Severe rules when shooting during an activation in which the operative has not performed Charge, Fall Back, or Reposition.

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Chapter Tactic: Siege Specialist

A Chapter Tactic option giving ranged weapons the Saturate rule and preventing enemy operatives from assisting when fighting or retaliating.

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Space Marine Captain

A Leader operative with profile stats: APL 33, Move 6"6", Save 3+3+, Wounds 1515.

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Heavy Intercessor Gunner

A heavy weapon specialist operative with profile stats: APL 33, Move 5"5", Save 3+3+, Wounds 1818.

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Eliminator Sniper

A sniper operative with profile stats: APL 33, Move 7"7", Save 3+3+, Wounds 1212.