Intercession Squad kt21
Intercession Squads are one of the most common kill teams deployed by Space Marines accompanying the Indomitus Crusade Fleets. Intended as a standard pattern for Adeptus Astartes kill teams, Intercession Squad protocols are disseminated to every fleet. These specialist groups of Intercessors and Assault Intercessors were first formulated by the Primarch Roboute Guilliman and have proven brutally effective. The Lord Commander planned them as tactically adaptable teams that could respond to the needs of all manner of missions, for even his strategic genius could not foresee all the manifold threats that the fleets would encounter out in the galaxy's darkness.
Assault Intercessor Sergeant
APL
3
MOVE
3⬤
SAVE
3+
WOUND
15
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hand Flamer (Rng ⬟, Tor ▲) | 5 | 2+ | 2/2 |
Heavy Bolt Pistol (Rng ⬟, P1) | 4 | 3+ | 3/4 |
Plasma Pistol | |||
- Standard (Rng ⬟, AP1) | 4 | 3+ | 5/6 |
- Supercharge (Rng ⬟, AP2, Hot) | 4 | 3+ | 5/6 |
Chainsword | 5 | 2+ | 4/5 |
Power Fist (Brutal) | 5 | 3+ | 5/7 |
Power Weapon (Lethal 5+) | 5 | 2+ | 4/6 |
Thunder Hammer (Stun) | 5 | 3+ | 5/6 |
ABILITIES
Shock Assault
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, ASSAULT INTERCESSOR, SERGEANT
Intercessor Sergeant
APL
3
MOVE
3⬤
SAVE
3+
WOUND
15
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Auto Bolt Rifle (Ceaseless) | 4 | 2+ | 3/4 |
Bolt Rifle (P1) | 4 | 2+ | 3/4 |
Stalker Bolt Rifle (AP1, Heavy) | 4 | 2+ | 3/4 |
Chainsword | 4 | 3+ | 4/5 |
Fists | 4 | 3+ | 3/4 |
Power Fist (Brutal) | 4 | 4+ | 5/7 |
Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Thunder Hammer (Stun) | 4 | 4+ | 5/6 |
ABILITIES
Bolter Discipline
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, INTERCESSOR, SERGEANT
Assault Intercessor Warrior
APL
3
MOVE
3⬤
SAVE
3+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Heavy Bolt Pistol (Rng ⬟, P1) | 4 | 3+ | 3/4 |
Chainsword | 5 | 3+ | 4/5 |
ABILITIES
Shock Assault
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR
Assault Intercessor Grenadier
APL
3
MOVE
3⬤
SAVE
3+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Heavy Bolt Pistol (Rng ⬟, P1) | 4 | 3+ | 3/4 |
Chainsword | 5 | 3+ | 4/5 |
Frag Grenade (Rng ⬟, Blast ⬤, Indirect, Lim, No Overwatch) | 4 | 3+ | 2/3 |
Krak Grenade (Rng ⬟, AP1, Indirect, Lim, No Overwatch) | 4 | 3+ | 4/5 |
ABILITIES
Grenadier
Shock Assault
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, GRENADIER
Intercessor Warrior
APL
3
MOVE
3⬤
SAVE
3+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Auto Bolt Rifle (Ceaseless) | 4 | 3+ | 3/4 |
Bolt Rifle (P1) | 4 | 3+ | 3/4 |
Stalker Bolt Rifle (AP1, Heavy) | 4 | 3+ | 3/4 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
Bolter Discipline
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
Intercessor Gunner
APL
3
MOVE
3⬤
SAVE
3+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Auto Bolt Rifle (Ceaseless) | 4 | 3+ | 3/4 |
Bolt Rifle (P1) | 4 | 3+ | 3/4 |
Stalker Bolt Rifle (AP1, Heavy) | 4 | 3+ | 3/4 |
Auxiliary Grenade Launcher | |||
- Frag (Blast ⬤, No Overwatch) | 4 | 3+ | 2/4 |
- Krak (AP1, No Overwatch) | 4 | 3+ | 4/5 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
Bolter Discipline
INTERCESSION SQUAD, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER
Strategic Ploys
Assault Doctrine
And They Shall Know No Fear
- You can ignore any or all modifiers to the APL of friendly INTERCESSION SQUAD operatives.
- Friendly INTERCESSION SQUAD operatives are not injured.
Devastator Doctrine
Tactical Doctrine
Firefight Ploys
Angel Of Death
Adaptive Tactics
Transhuman Physiology
Wrath Of Vengeance
Equipment
Vengeance-Class Scope
Reclusiam-Blessed Bolts*
Tilting Shield
Tilting Shield:
Each time this operative fights in combat, in the Roll Attack Dice step of that combat, your opponent cannot retain attack dice results of less than 6 as critical hits (e.g. as a result of the Lethal X or Rending rules)
Purity Seal
Purity Seal:
Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy (see the Kill Team Core Book) without spending any Command points.
Auspex*
Auspex Scan (1 AP):
Select one enemy operative Visible to or within ⬟ of this operative. Until the end of the Turning Point:
- That enemy operative is not Obscured.
- Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
Combat Blade
Name | A | WS | D |
---|---|---|---|
Combat Blade | 4 | 3+ | 3/5 |
Frag Grenade*
Name | A | WS | D |
---|---|---|---|
Frag Grenade | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Blast ⬤, Indirect, Lim |
Krak Grenade*
Name | A | WS | D |
---|---|---|---|
Krak Grenade | 4 | 3+ | 4/5 |
Special Rules | |||
Rng ⬟, AP1, Indirect, Lim, No Overwatch |
Chapter Tactic
[CT-MZ] Aggressive
Each time this operative fights in combat in an activation in which it performed a Charge action, its melee weapons gain the Rending critical hit rule for that combat.
[CT-MZ] Dueller
Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time it parries with a critical hit, you can select an additional normal hit of your opponent’s to be discarded.
[CT-MZ] Rapid
While this operative is performing a Normal Move action, add ▲ to this operative’s Movement characteristic.
[CT-TE] Raider
This operative can perform the Charge action while within Engagement Range of an enemy operative. In addition, each time this operative performs a Normal Move action, it can move within Engagement Range of an enemy operative (but cannot finish its move there).
[CT-TE] Stealthy
Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover and more than ⬟ from the active operative, you can do one of the following:
- Retain one additional dice as a successful normal save as a result of Cover.
- Retain one dice as a successful critical save instead of a normal save as a result of Cover.
[CT-TE] Mobile
This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
[CT-GR] Unyielding
Add 1 to this operative’s Wounds characteristic.
[CT-GR] Durable
Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, one critical hit inflicts one less damage on this operative (to a minimum of 3).
[CT-GR] Hardy
Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, retained defence dice results of 5+ are critical saves (instead of just 6).
[CT-DI] Accurate
Each time this operative makes a shooting attack with a bolt weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, that weapon gains the No Cover special rule for that shooting attack.
[CT-DI] Methodical
Do not worsen the Ballistic Skill characteristic of this operative's ranged weapons as a result of performing the Overwatch action.
[CT-DI] Deadly Sharpshooter
For the bolt weapon this operative is equipped with:
- Subtract 1 from its Critical Damage characteristic.
- It gains the MW1 critical hit rule.
Rare Equipment
Bastion Field Generator
The operative gains the following ability for the battle:
Bastion Field Generator: This operative has a 4+ invulnerable save
Adamantine Mantle
The operative gains the following ability for the battle:
Adamantine Mantle: Once per Turning Point, when Critical Damage would be inflicted upon this operative, you can use this ability. If you do so, that attack dice inflicts Normal Damage instead.
Targeting Ocular
The operative gains the following ability for the battle:
Targeting Ocular: Each time this operative makes a shooting attack, in the Select Valid Target step of that shooting attack, enemy operatives are not Obscured.
Servo-Cherub
The operative gains the following ability for the battle:
Servo-Cherub: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
Artificer Armour
Change the operative’s Save characteristic to 2+ for the battle.
Chapter Artefact
The operative gains the following ability for the battle:
Chapter Artefact: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Intercession Squad
Shock And Awe
- At the end of any Turning Point, if friendly operatives control one or more objective markers that were controlled by enemy operatives at the start of the Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Champion Of Mankind
- If that friendly operative has incapacitated more enemy operatives than each other friendly INTERCESSION SQUAD operative has during the battle, you score 1VP.
- If that friendly operative has incapacitated more enemy operatives than each other enemy operative has during the battle, you score 1VP.
Indomitable Superiority
- If enemy operatives do not control any objective markers but an INTERCESSION SQUAD operative does, you score 1VP.
- If there are less enemy operatives in the killzone than there are friendly INTERCESSION SQUAD operatives in the killzone, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.