MASTERS OF THE MAELSTROM

Homebrew by NDT987

The Masters of the Maelstrom are powerful Lieutenants of the Red Corsairs' Warband, who are within the circle of trust of its Chaos Lord, Huron Blackheart.

When they fight beside Blackheart, the Masters of the Maelstrom epitomize the cruelty, cunning and tactics that have made the Red Corsairs such a powerful Warband. However, while the Masters' position beside the Chaos Lord is a privileged one, it is also highly dangerous as well.

100% positive
Composition

A MASTERS OF THE MAELSTROM kill team is composed of

  • 1 Huron Blackheart with Tyrant's Claw Heavy Flamer and Tyrant's Claw & Exalted Power Weapon
  • 1 Garreon the Corpsemaster with Absolver Bolt Pistol and Reductor Array
  • 1 Katar Garrix with Bolt Pistol and Axe of Ending
  • 1 Garlon Souleater with Witchfire and Force Stave
  • 1 Captain Sargota with Las Pistol and Power Sabre
  • 1 The Enforcer with Longdaxi Maimer and Bionic Gauntlet
  • 1 Plunder with Barghesi Claws and Teeth

Faction Rule: Renegade Raiders

  • Brutal Raid: Friendly MASTERS OF THE MAELSTROM operatives may perform the charge action and end that move in control range of an objective regardless if there is an enemy operative in control range or not. If they are also in control range of an enemy operative treat that enemy operatives APL as -1 for the purpose of determining control of an objective.

  • To the Victor the Spoils: Friendly MASTERS OF THE MAELSTROM operatives are treated as having +1 APL when determining control of an objective and can perform a free mission action.

Huron Blackheart
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Tyrant's Claw Heavy Flamer (Range 8", Saturate, Torrent 3")
5
2+
3/3
Tyrant's Claw & Exalted Power Weapon (Stun, Rending)
5
3+
4/6
Abilities
Hamadrya's PresenceHeretical ResilienceTyrant of Badab

Hamadrya's Presence: Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

Heretical Resilience: Once per turning point you can ignore 1 damage result on this operative.

Tyrant of Badab: If this operative is in the killzone at the beginning of the turning point you gain 1 additional CP.

MASTERS OF THE MAELSTROM, CHAOS, HERETIC ASTARTES, LEADER, HURON BLACKHEART
Garreon the Corpsemaster
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Range 8", Lethal 5+, Piercing Crits 1)
4
3+
3/5
Reductor Array (Shock, Severe, Collect Sample*)
6
3+
4/2
Abilities
1AP: Choice SampleCollect Sample*

Choice Sample (1AP): Select a friendly operative within 5" of Garreon the Corpsemaster, that operative regains D3+1 wounds.

Collect Sample:* If an enemy operative is struck with a critical melee attack; roll 1 D3, the enemy operative takes that result in wounds and Garreon the Corpsemaster or any other friendly operative within control range of the enemy operative regain wounds up to that result.

MASTERS OF THE MAELSTROM, CHAOS, HERETIC ASTARTES, GARREON THE CORPSEMASTER
Katar Garrix
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Axe of Ending
Cleave (Brutal, Devastating 5)
2
3+
4/2
Sweep (Rending)
5
3+
3/5
Abilities
Executioner1AP: Headsman Charge

Executioner: Whenever this operative is selected to fight if it is targeting a LEADER operative this operative gain Lethal 5+ on its attacks

Headsman Charge (1AP): This operative may perform the Charge action however, instead of adding 2" to the movement characteristic add 3".

MASTERS OF THE MAELSTROM, CHAOS, HERETIC ASTARTES, KATAR GARRIX
Garlon Souleater
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Witchfire (PSYCHIC, Blast 2", Devastating 1, Piercing Crits 1, Lethal 5+)
3
3+
5/6
Force Stave (PSYCHIC, Stun)
4
3+
3/4
Abilities
1AP: Mind Wrench PSYCHIC

Mind Wrench PSYCHIC (1AP): Select an enemy operative visible too and with 8" of GARLON SOULEATER, that enemy operative suffers D3 + 1 mortal wounds and subtract 1 from their APL until their next activation

MASTERS OF THE MAELSTROM, CHAOS, HERETIC ASTARTES, PSYKER, GARLON SOULEATER
Captain Sargota
A 2
M 5"
S 5+
W 8
Weapons
ATK
HIT
DMG
Las Pistol (Range 8" Lethal 5+)
4
3+
2/4
Power Sabre (Lethal 5+)
4
3+
4/6
Abilities
2AP: Fleet Commander

Fleet Commander (2AP): You may change your selection for the Renegade Raiders faction rule.

MASTERS OF THE MAELSTROM, CHAOS, HUMAN, CAPTAIN SARGOTA
The Enforcer
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Longdaxi Maimer
Slug (Range 8" Severe, Devastating 1, Piercing Crits 1)
3
4+
4/4
Scatter (Range 6" torrent 1" Saturate)
3
4+
3/4
Bionic Gauntlet (Severe)
3
4+
4/5
Abilities
1AP: Barghesi Hound ControlBounty Acquired

Barghesi Hound Control (1AP): If Plunder is in the Killzone you may select one of the following to be active for the remainder of the turning point.

  • Plunder gains an additional APL

  • Plunders weapons gain the Punishing special rule

  • Plunders Save stat is improved by 1

Bounty Acquired: After all operatives are set up in the Killzone during deployment, select one enemy operative. This operative gains a Tarellian Bounty token.

When this operative is selected to attack an operative with a Tarellian Bounty token it gains the following.

  • Ranged weapons gain the Piercing 1 special rule.
  • Melee weapons gain the Shock special rule.
MASTERS OF THE MAELSTROM, CHAOS, TARELLIAN, THE ENFORCER
Plunder
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Barghesi Claws and Teeth (Relentless, Stun)
4
4+
3/5
MASTERS OF THE MAELSTROM, CHAOS, BARGHESI HOUND, PLUNDER
Equipment

Spy Glass:
Once per turning point friendly MASTERS OF THE MAELSTROM operatives can use the Crows Nest fireflight ploy for 0CP.


Salvaged Armor:
Once per battle HERETIC ASTARTES operatives can reduce the Piercing rule by 1 on incoming ranged attacks.


Opportunistic Fighters:
Whenever an enemy operative is selected to fall back your operative makes and opportunistic strike.

  • That enemy operative suffers 1 mortal wound if your operative is at full wounds.
  • That enemy operative suffers 2 mortal wounds if your operative has lost any wounds.
  • That enemy operative suffers 3 mortal wounds if your operative is Injured.

Swordsmanship:
Whenever an enemy operative is fighting or retaliating against a friendly MASTERS OF THE MAELSTROM operative your opponent cannot reroll any results of 1.


Ploys

Firefight - Hamadrya's Knowledge:
Use this firefight ploy whenever Huron Blackheart is selected to activate. You may pass this operatives activation however this operative will remain ready and must be used in your next activation.


Firefight - Scars of Badab:
Select one friendly Operative. Wen this operative is selected to SHOOT or FIGHT if the enemy operative that is being targeted has the IMPERIUM keyword the friendly operatives weapons gain the Ceaseless special rule.


Firefight - Crows Nest:
Select a friendly operative, ranged weapons equipped by this operative lose its Range X rule. Restriction: Cannot be used on Huron Blackheart


Firefight - King of the Pirates:
Select a friendly Operative and for its activation both options of the Renegade Raiders faction rule are true.


Strategic - Raider's Due:
After a friendly Oerative has performed a mission action they can reroll defense dice for the remainder of the turning point.


Strategic - Swashbucklers:
Friendly Operatives can perform the Fall Back action for 1 less AP.


Strategic - Broadside:
Ranged weapons equipped by freindly operatives gain the Balanced and Seek Light special rules.


Strategic - Boarding Party:
Melee Weapons equipped by friendly operatives gain Balanced or if any friendly operatives assist in combat weapons gain Ceaseless instead


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.