The Silent Harvest

Homebrew by CyanideTheLad

The Silent Harvest are a conclave of Flayed Ones and Destroyer Cult adherents who no longer distinguish between madness and purpose. Every battlefield is a harvest ground where living flesh is stripped away with mechanical precision. Guided by a Destroyer Alpha, they hunt with calculated intent rather than blind instinct, surrounding isolated prey before tearing it apart. With every kill, their coordination grows, until the enemy is overwhelmed by an unrelenting advance of claws, blades, and Canoptek constructs.

The Silent Harvest is a melee-focused Kill Team that rewards aggressive play and careful target selection. Enemy operatives destroyed in combat generate Harvest Tokens, which can be spent on Protocols that improve the team’s mobility, combat efficiency, and killing power as the battle progresses. Flayed Ones form the core of the team, while the Hexmaw Flayer, Skorpekh Cutter, and Canoptek Dismantler provide specialist roles that break through tougher opposition. Combined with ploys that allow operatives to heal, reposition, or disrupt enemy plans after securing a kill, the team is designed to build momentum over the course of the game, becoming more efficient as the harvest continues.

100% positive
Composition

Each Silent Harvest kill team consists of 11 operatives. It must include 1 Destroyer Alpha operative. It can then include 10 operatives chosen from the list below: Flayed One (equipped with Flayer Claws) – You can include any number of these operatives.

Hexmaw Flayer (equipped with Clawed Appendages) – You can only include 1 of this operative. Each Hexmaw Flayer counts as 2 operatives towards your limit.

Skorpekh Cutter (equipped with Hyperphase Cutter) – You can only include 1 of this operative. Each Skorpekh Cutter counts as 2 operatives towards your limit.

Canoptek Dismantler (equipped with Canoptek Mandibles and Tearing Claws) – You can only include 1 of this operative. Each Canoptek Dismantler counts as 2 operatives towards your limit.

Common Abilities and Options

HARVEST PROTOCOLS:
This kill team tracks Harvest Tokens, representing the increasing precision and momentum of the Destroyer Cult as they dismantle their prey. Gaining Tokens: Each time a friendly operative incapacitates an enemy operative, gain 1 Harvest Token. You can have a maximum of 4 Harvest Tokens at any one time. Spending Tokens: At the start of each Strategy Phase, you may spend any number of Harvest Tokens to activate Harvest Protocols. Each Protocol’s effect lasts until the end of the Turning Point, unless otherwise stated. Each Protocol may only be selected once per Turning Point.

Protocol of Sudden Dismantling (1 Token): Until the end of the Turning Point, the first time each friendly operative incapacitates an enemy operative, that operative may immediately perform one free 1AP action (Dash, Pick Up, or a Mission Action).

Protocol of Dismemberment (2 Tokens): Until the end of the Turning Point, all friendly operatives’ melee weapons gain Reroll 1 attack die when fighting.

Protocol of Momentum (2 Tokens): Friendly operatives gain +2" Movement for this Turning Point.

Protocol of Termination (3 Tokens): Select one friendly operative. Until the end of the Turning Point, one of that operative’s melee weapons gains +1 Critical Damage and Lethal 5+.

Destroyer Alpha
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Twin Flensing Talons (Rending, Relentless)
5
3+
3/5
Abilities
Alpha Predation2AP: Calculated Dismemberment1AP: Command ProtocolHARVEST PROTOCOLSMaster Of The Harvest

Alpha Predation: once per battle when this operative fights, before rolling attack dice you may spend up to 2 of your harvest tokens, for each token spent, retain one attack dice as an automatic critical hit.

Calculated Dismemberment (2AP): SUPPORT Until the end of the turning point, whenever a friendly operative that is visible to and within 6" of this operative incapacitates an enemy, the next time that operative fights it may reroll one attack dice.

Command Protocol (1AP): SUPPORT. Select one friendly operative visible to and within 6" of this operative, that operative may perform a free dash or charge action.

Master Of The Harvest: at the start of each strategy phase, if you have no Harvest points you gain 1 harvest point.

The Silent Harvest, Alpha, Flayed one.
Flayed One
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer Claws (Rending)
4
4+
4/5
Abilities
HARVEST PROTOCOLSLurking Terror

Lurking Terror: During the Set Up Operatives step, instead of deploying this operative normally, you may place it in Lurk Reserve.

At the end of any Strategy Phase, you may deploy this operative anywhere on the battlefield that is:

• Outside 6" of enemy operatives,

• Outside 6" of the enemy drop zone, and

• Not within Engagement Range of an enemy operative.

This counts as being set up with a Conceal order.

After deploying this way, this operative cannot perform mission actions during that Turning Point, but may otherwise perform all other normal actions.

The Silent Harvest, Infantry, Flayed One
Hexmaw Flayer
A 3
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Clawed Appendages (Rending)
4
4+
4/5
Abilities
Aura Of DreadFear Made FleshHARVEST PROTOCOLS1AP: Hexmaw Shriek

Aura Of Dread: Enemy operatives within 3" of this operative treat their APL as being 1 lower (to a minimum of 1).

Fear Made Flesh: Each time this operative incapacitates an enemy operative, until the end of the Turning Point, enemy operatives within 6" of it cannot perform Charge actions.

Hexmaw Shriek (1AP): Select one visible enemy operative within 6". Until the end of the Turning Point, that operative's Weapon Skill worsens by 1.

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

The Silent Harvest, Flayed One, Infantry
Canoptek Dismantler
A 3
M 5”
S 3+
W 14
Weapons
ATK
HIT
DMG
Canoptek Mandibles (Rending)
5
4+
3/4
Tearing Claws (Brutal)
4
3+
5/6
Abilities
Bulky FrameGuardian ConstructHARVEST PROTOCOLS1AP: Shredding Carapace

Bulky Frame: This operative cannot climb higher than 2", but ignores 1" of movement penalties when moving through obstacles.

Guardian Construct: While a friendly operative is within 3" of this operative, the first time it would lose a wound each Turning Point, reduce the damage of that attack by 1 (to a minimum of 1).

Shredding Carapace (1AP): Action:

Until the end of the Turning Point, each time this operative resolves a parry in combat, the operative it is fighting suffers 1 damage (in addition to normal effects).

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

The Silent Harvest, Canoptek, Construct
Skorpekh Cutter
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Hyperphase Harvester (Lethal 5+, Brutal)
4
3+
6/7
Abilities
1AP: Arcing ReapHARVEST PROTOCOLSSweeping ExecutionUnstable Advance

Arcing Reap (1AP): Action:

Until the end of this operative's activation, its melee weapons gain Devastating 2.

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

Sweeping Execution: Each time this operative fights, after resolving combat, if this model has incapacitated an enemy operative it may choose to expend a harvest point, if it does it then may take the fight action for free on another enemy model within its engagement range. After this attack, this models activation ends.

Unstable Advance: Unstable Advance

When this operative Charges, it may move through other operatives (but may not end overlapping)

The Silent Harvest, Destroyer Cult, Infantry
Equipment

CANOPTEK CARAPACE:
A reinforced shell adapted from Canoptek guardian constructs. Though heavier and less agile, it allows the Dismantler to weather punishment that would cripple lesser machines.


NEURAL DISRUPTOR NODES:
Salvaged disruption emitters are woven into the bearer’s frame. Triggered at the moment of a kill, they flood nearby neural pathways with interference, leaving surviving foes momentarily disoriented.


BLOOD SLICKED BLADES:
Centuries of dried gore coat these weapons, their edges honed by endless butchery. Once they begin to cut, each strike seeks another opening in the victim’s defences.


CARVED TROPHIES:
Flensed bone, skin, and metal fragments are displayed across the warriors’ frames. Whether trophies of the hunt or rituals of the Flayer Curse, they drive the Silent Harvest to ever greater acts of slaughter.


Ploys

Firefight - UNENDING APPETITE:
Use when a friendly operative incapacitates an enemy operative. That friendly operative regains 2D3 lost wounds.


Firefight - SHROUD OF FLESH:
Use when a friendly Flayed One incapacitates an enemy operative. Until the end of the Turning Point, that operative gains -1 to be hit by shooting attacks.


Firefight - SUDDEN BUTCHERY:
Use when a friendly operative incapacitates an enemy operative in combat. That operative may immediately perform a free Dash or Mission Action


Firefight - TEAR THE VEIL:
Use when an enemy operative activates within 3" of a friendly Flayed One. That enemy operative suffers -1 APL until the end of its activation.


Strategic - RELENTLESS HUNGER:
Until the end of the Turning Point, the first time each friendly operative makes a Charge, it adds +1" to its move.


Strategic - ECHOES OF TERROR:
Until the end of the Turning Point, enemy operatives within 3" of a friendly Flayed One subtract 1 from their Weapon Skill when fighting.


Strategic - HARVEST MOMENTUM:
The first time you gain a Harvest Token this Turning Point, gain 1 additional token


Strategic - PREDATORS DIRECTIVE:
Until the end of the Turning Point, the first time each friendly operative Fights, it may re-roll one attack die of your choice.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.