Dark Imperium Angels of Death

Homebrew by Phorbox
100% positive
Composition

A Dark Imperium ANGELS OF DEATH KillTeam is composed of:

  • 1 ANGEL OF DEATH operative selected from the following list:

    • Gravis Captain
    • 1ST LIEUTENANT with one of the following options:
      • Master-crafted auto bolt rifle and fists
      • Master-crafted power sword and Bolt pistol
  • 5 ANGEL OF DEATH operatives selected from the following list:

    • 2ND LIEUTENANT with one of the following options:
      • Master-crafted auto bolt rifle and fists
      • Master-crafted power sword and Bolt pistol
    • ANCIENT
    • HELLBLASTER GUNNER
    • INCEPTOR GUNNER
    • INTERCESSOR WARRIOR

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Some ANGEL OF DEATH rules refer to a 'bolt weapon'. This is a ranged weapon that includes 'bolt' in its name, e.g. stalker bolt rifle, heavy bolt pistol, etc.


Chapter Tactics: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

Common Abilities and Options

Doctrine Warfare:
You can do two of the following once per battle:

  • Whenever you would use the Combat Doctrine strategy ploy and then select Devastator, if this operative is in the killzone, it costs you 0CP.
  • Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.
  • Whenever you would use the Combat Doctrine strategy ploy and then select Assault, if this operative is in the killzone, it costs you 0CP.
Gravis Captain
A 3
M 5"
S 3+
W 19
Weapons
ATK
HIT
DMG
Power Fist (Brutal)
5
4+
5/7
Power Sword (Lethal 5+)
5
3+
4/6
Boltstorm Gauntlet (Range 8”)
4
3+
3/4
Abilities
AstartesHeroic LeaderIron Halo

Astartes: During each friendly ANGEL OF DEATH operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ANGEL OF DEATH operative can counteract regardless of its order.

Heroic Leader: Once per turning point, you can do one of the following:

  • Use a firefight ploy for 0CP if this is the specified ANGEL OF DEATH💀 operative (excluding Command Re-roll).
  • Use the Combat Doctrine strategy ploy when you activate a friendly ANGEL OF DEATH💀 operative if this operative is in the killzone and isn't within control range of enemy operatives (pay its CP cost as normal). Note that you cannot do so if you've already used that ploy during this turning point.
  • Use the Adjust Doctrine firefight ploy for 0CP if this operative is in the killzone and isn't within control range of enemy operatives.

Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, CAPTAIN
1st Lieutenant
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Master-Crafted Auto Bolt Rifle
Long range (Torrent 1")
4
3+
3/4
Short range (Range 8", Lethal 5+ , Torrent 1")
5
3+
3/4
Bolt Pistol
4
3+
3/4
Fists
4
3+
3/4
Master-Crafted Power Sword (Lethal 5+)
5
3+
4/6
Abilities
Doctrine Warfare
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, LIEUTENANT
2nd Lieutenant
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Master-Crafted Auto Bolt Rifle
Long range (Torrent 1")
4
3+
3/4
Short range (Range 8", Lethal 5+ , Torrent 1")
5
3+
3/4
Bolt Pistol
4
3+
3/4
Fists
4
3+
3/4
Master-Crafted Power Sword (Lethal 5+)
5
3+
4/6
Abilities
Doctrine Warfare
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LIEUTENANT
Ancient
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Standard Bearer

Standard Bearer: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.

ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, ANCIENT
Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
Hellblaster Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Incinerator
Standard (Piercing 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Fists
4
3+
3/4
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, HELLBLASTER, GUNNER
Inceptor Gunner
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Assault Bolter
Focused (Range 8", Piercing Crits 1)
5
3+
4/5
Sweeping (Range 8", Piercing Crits 1, Torrent 1")
4
3+
4/5
Ram (Crushing Charge*, Brutal, Shock)
4
3+
5/7
Fists
4
3+
3/4
Abilities
Crushing Charge*

Crushing Charge:* This weapon can only be selected in a turn when this operative makes a charge action.

ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INCEPTOR, GUNNER
Equipment

Chapter Reliquaries:
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.


Purity Seals:
Once per turning point, when a friendly ANGEL OF DEATH operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Auspex:
Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


Tilting Shields:
Once per turning point, when a friendly ANGEL OF DEATH operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Ploys

Firefight - Adjust Doctrine:
Use this firefight ploy during a friendly ANGEL OF DEATH operative's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.


Firefight - Shock Assault:
Use this firefight ploy when a friendly ANGEL OF DEATH operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

  • Its melee weapon has the Shock weapon rule.
  • The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly ANGEL OF DEATH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Wrath Of Vengeance:
Use this firefight ploy when a friendly ANGEL OF DEATH operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Strategic - Adaptive Tactics:
Change your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the turning point, at which point your original secondary CHAPTER TACTIC returns.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured.


Strategic - New Ploy:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.

  • Devastator Doctrine: Shooting an operative more than 6" from it.
  • Tactical Doctrine: Shooting an operative within 6" of it.
  • Assault Doctrine: Fighting or retaliating.

Balanced: Can re-roll one Attack die.


Strategic - Indomitus:
Whenever an operative is shooting a friendly ANGEL OF DEATH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success 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 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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.