Amplitude Assault (v3)

Homebrew by Lidskemaso

Noise Marines and Daemonettes coming together!

This Kill Team can be playable with a single Noise Marine box or in combination with a Daemonette box, with optional choices such as Lord Kakophonist, Infernal Enrapturess and Tranceweaver.

This is version 3 with new operatives and a lot of changes. Playtesting needed!

Special thanks to ChuckyCheezy and Aionexron1441 for collaboration on making this team what it is today!

Thank you to Guitarninja and HeapDBK for initial homebrew ideas.

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Composition

An AMPLITUDE ASSAULT kill team is composed of:

1 AMPLITUDE ASSAULT operative selected from the following list:

  • Lord Kakophonist
    • equipped with one of the following options:
      • Screamer Pistol; Power Sword
      • Dual-wielding Screamer Pistols; Fists
  • Disharmonist
    • equipped with one of the following options:
      • Screamer Pistol; Power Sword
      • Sonic Blaster; Fists
  • Infernal Enrapturess

5 AMPLITUDE ASSAULT operatives selected from the following list:

  • Noise Marine Gunner
  • Noise Marine Warrior
  • Alluress*
  • Tranceweaver*
  • Daemonette Icon Bearer
  • Daemonette Horn Bearer
  • Daemonette Fighter

Other than NOISE MARINE and FIGHTER operatives, your team can only include each operative once.

Your team can only include up to 2 GUNNER operatives.

DAEMONETTE operatives count as half a selection each.

*Your team can only include one of these operatives.

Common Abilities and Options

Astartes:
During each friendly HERETIC ASTARTES operative's activation, it can perform either two Shoot actions or two Fight actions. If the Blastmaster is chosen for the second Shoot action, it costs 2AP to do so.

Each friendly HERETIC ASTARTES operative can counteract regardless of its order.

Loud:
Once this operative changes into an ENGAGED order, it may not be assigned a CONCEALED order until the end of the battle.

Quicksilver speed:
Whenever a friendly HERETIC ASTARTES operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.

Whenever an operative is shooting a friendly HERETIC ASTARTES operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.

This is not cumulative with being injured.

Daemon:
This operative ignores the Piercing weapon rule.

Swift retreat:
Use this ability when a friendly SLAANESH DAEMON operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.

Lord Kakophonist
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Screamer Pistol (Rng 6", Saturate, Stun, Dev4, Lethal 5+)
4
2+
2/0
Dual-wielding Screamer Pistols (Rng 6", Saturate, Stun, Dev4, Lethal 5+, Balanced)
5
2+
2/0
Power Sword (Lethal 5+)
4
3+
4/6
Fists
4
3+
3/4
Abilities
Astartes1AP: Doom SirenLoudQuicksilver speed

Doom Siren (1AP): Once per battle. Select a valid target within 6 inches of this operative. Roll 1D6 for each operative within 2 inches of that target:

  • if the result is equal to its APL stat, subrtract 1 from it until its next activation.

  • If the result is higher than its APL stat, that operative cannot move or perform any Mission or Unique action until the end of the turning point.

This operative cannot perform this action while within control range of an enemy operative.

AMPLITUDE ASSAULT, CHAOS, SLAANESH, HERETIC ASTARTES, LEADER, LORD KAKOPHONIST; 40
Disharmonist
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Screamer Pistol (Rng 6", Saturate, Stun, Dev4, Lethal 5+)
4
2+
2/0
Sonic Blaster (Saturate, Dev4, Stun)
4
3+
3/0
Power Sword (Lethal 5+)
4
3+
4/6
Fists
4
3+
3/4
Abilities
Astartes1AP: Bursting eardrumsLoudQuicksilver speed

Bursting eardrums (1AP): Until the end of this turning point, any enemy operative that is within 4 inches of this operative has it's APL stat reduced by 1

AMPLITUDE ASSAULT, CHAOS, SLAANESH, HERETIC ASTARTES, LEADER, DISHARMONIST; 40
Infernal Enrapturess
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Heartstring Lyre
Cacophonous Melody (Tor 2", Saturate, Seek Light, Stun, Psychic)
5
3+
3/4
Euphonic Blast (Blast 2", Saturate, Piercing 1, Ceaseless, Psychic)
4
3+
4/5
Ravaging Claws (Rending, Lethal 5+)
4
3+
4/5
Abilities
Daemon1AP: Discordant DisruptionEnchanting MelodyGrounded2AP: Harmonic AllignmentSwift Retreat

Discordant Disruption (1AP): Until the end of this turning point, enemy operative's ranged weapons within 8" of this operative have the Hot weapon rule.

(Hot: After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.)

Enchanting Melody: Enemy operatives within 6" of this operative substract 1 from their weapon’s attack characteristic.

Grounded: This operative cannot perform the Dash action.

This operative must always remain on the killzone floor. It may climb over obstacles, but it may never end their movement on a vantage terrain. If a movement is not possible to perform in accordance with this rule, return this operative to it's starting position and any AP spent for that movement is refunded.

Harmonic Allignment (2AP): Return one incapacitated DAEMONETTE FIGHTER operative to the killzone with an engaged order and 1D3+1 wounds remaining.

If you choose to use this ability, place the returned DAEMONETTE FIGHTER operative on the killzone floor no further than 6" from INFERNAL ENRAPTURESS and at least 9" away from enemy operatives. If this requirement cannot be met, this ability cannot be used.

This operative cannot perform this action while in control range of an enemy operative.

Note that the resurrected operative doesn't change opponent's Kill Op count and if the resurrected operative is incapacitated again, opponent's Kill Op treats it as another bonus incapacitation.

Swift Retreat: Use this ability when a friendly SLAANESH DAEMON operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.

AMPLITUDE ASSAULT, CHAOS, DAEMON, SLAANESH, PSYKER, INFERNAL ENRAPTURESS, LEADER; 60 oval
Noise Marine Gunner
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Blastmaster
Treble (Hvy(Reposition), Saturate, Dev6, Stun)
5
3+
4/0
Bass (Hvy(Dash), Saturate, Dev4, Tor 2", Stun)
4
3+
3/0
Fists
4
3+
3/4
Abilities
AstartesLoudQuicksilver speed
AMPLITUDE ASSAULT, CHAOS, SLAANESH, HERETIC ASTARTES, NOISE MARINE, GUNNER; 40
Noise Marine Warrior
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Sonic Blaster (Saturate, Dev5, Stun)
4
3+
3/0
Fists
4
3+
3/4
Abilities
AstartesLoudQuicksilver speed
AMPLITUDE ASSAULT, CHAOS, SLAANESH, HERETIC ASTARTES, NOISE MARINE, WARRIOR; 40
Alluress
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Oversized Claws (Relentless)
4
2+
4/5
Abilities
DaemonSlaanesh's thirstSwift retreat

Slaanesh's thirst: During this operative's activation, it may perform a free Charge action.

AMPLITUDE ASSAULT, CHAOS, DAEMON, SLAANESH, DAEMONETTE, ALLURESS; 25
Tranceweaver
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Oversized Claws (Relentless)
4
2+
4/5
Abilities
DaemonSwift retreat1AP: Symphony of PainTranceweaving

Symphony of Pain (1AP): As the last action of this operative's activation, you may select one wounded enemy operative that is visible to this operative. Until the end of the turning point, whenever a friendly DAEMON operative performs the Fight action against that selected enemy, the DAEMON operative's weapon gains the Brutal weapon rule for that combat.

This operative cannot perform this action while in control range of an enemy operative.

(Brutal - Your opponent can only block with critical successes.)

Tranceweaving: While fighting an enemy operative that is contesting an objective marker, this operative's melee weapons get the Severe and Punishing weapon rules.

(Severe - If you do not retain critical successes, change one normal success to critical. Devastating and Piercing Crits still apply; Punishing and Rending do not.)

(Punishing - If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.)

AMPLITUDE ASSAULT, CHAOS, DAEMON, SLAANESH, TRANSWEAVER; 32
Daemonette Icon Bearer
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
Daemon1AP: Daemonic iconIcon BearerSwift retreat

Daemonic icon (1AP): Until the end of the Turning Point, while this operative is within 4" of a friendly SLAANESH operative, improve it's Save stat by 1

Icon Bearer: When determining control of an objective marker, treat this operative's APL characteristic as being 1 higher

AMPLITUDE ASSAULT, CHAOS, DAEMON, SLAANESH, DAEMONETTE, ICON BEARER; 25
Daemonette Horn Bearer
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
Daemon1AP: Instrument of ChaosSwift retreat

Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly DAEMON operative within 7" of this operative performs a Normal Move or Charge action, it can move an additional 1"

AMPLITUDE ASSAULT, CHAOS, DAEMON, SLAANESH, DAEMONETTE, HORN BEARER; 25
Daemonette Fighter
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonSwift retreat
AMPLITUDE ASSAULT, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER; 25
Equipment

Euphoric Combat Stimulant:
HERETIC ASTARTES operative may consume this equipment during it's activation and gain an additional 2" to it's movement stat until the end of it's activation. At the start of the next turning point, this operative is considered injured until the end of that turning point.


Glamourweave:
Before the first turning point, choose one DAEMONETTE FIGHTER operative to have this equipment until the end of battle. While this operative has a Conceal order, it is always treated as being in Light Cover for the purpose of determining valid targets and retaining Defence dice, regardless of its position in the killzone.


Warp-Amp Cabling:
Once per battle, choose one HERETIC ASTARTES operative equipped with a Sonic Blaster or Screamer Pistol. This operative's ranged weapons have the Torrent 1" rule until the end of the turning point.


Torment Venom:
Once per battle, when a friendly DAEMON operative fights in combat, you can declare you are using this equipment before the opponent would re-roll any combat dice. If you do, for that combat, your opponent cannot re-roll combat dice.


Ploys

Firefight - STIMULANT INFUSION - 1CP:
Use this Ploy before a NOISE MARINE operative's activation. That operative gains a +1 to it's APL stat until the end of their activation. At the end of their activation, inflict D3 mortal wounds to that operative.


Firefight - PAIN IS POWER - 2CP:
Use this Ploy when at least half of the total number of friendly operatives in the Killzone are incapacitated. If at least three quarters are incapacitated, this ploy costs 1CP. Inflict D6+1 mortal wounds to your LEADER. If it is not incapacitated, improve its save characteristic by 1 and add 1 to the attack characteristic of its equipped weapons until the end of the turning point. Furthermore, this operative is never considered injured.


Firefight - SWIFT REFLEXES - 1CP:

Use this Ploy when a friendly DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.


Firefight - MESMERISING DANCE - 1CP:
Use this ploy when a friendly DAEMON is chosen as the target of a melee attack. Determine the number of retained hits the enemy has:

  • If the enemy has 3 or more hits (normal or critical), you can discard one of their normal hits before resolving damage.

  • If the enemy has fewer than 3 hits, you can resolve one of your successful hits before the attacker resolves theirs (i.e., you strike first).


Strategic - PREY ON THE WEAK - 1CP:
Once per battle, until the end of the turning point, when a friendly DAEMON operative performs the Fight action against an injured target, that attack gains the Ceaseless weapon rule.


Strategic - POWER CHORD - 1CP:
Until the end of the turning point, every HERETIC ASTARTES operative's ranged weapon has the LETHAL 5+ special rule (if it already doesn't) while shooting a valid target that is no further than 6 inches from them.


Strategic - PAIN IS PLEASURE - 1CP:
Until the end of the Turning Point, your operatives may ignore any stat changes from being injured.


Strategic - DISORIENTING FREQUENCY - 1CP:
Until the end of the Turning Point, subtract 2" from the Charge and Dash distances of all enemy operatives that start their activation within 6" of a friendly HERETIC ASTARTES.


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.