Vaul-Kaeth

Homebrew by cloneTrooper5555

The Val-Kaeth Squad is a hyper-regimented, fully armored, clone-style Aeldari strike force built for specialized close-quarters combat and strategic lane suppression. Operating under precise factory-perfect uniformity, every soldier is equipped with fully enclosed helmets and reinforced heavy plating.

Strategic Doctrine The Val-Kaeth do not fight individual duels; they strike as a singular, manufactured instrument of military discipline.

Through their Fleet of Foot training, the squad utilizes free Dash actions immediately following a standard move, allowing them to rapidly reposition across the battlefield. Frontline elements utilize a strict Buddy System when engaging targets, maximizing close-combat support to completely overwhelm enemy positions before a counter-strike can be mounted.

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Composition

Operational Cells

  1. Close-Quarters Battle (CQB) Team Val-Kaeth Prime (Leader): Coordinates the assault with a shuriken pistol and a lethal power sword. Protects the advance with a Celestial Shield.

Vandor-01, 02, & 03 (Black Ops Cell): Breaching specialists armed with shuriken pistols, guardian chainswords, and high-explosive Plasma Grenades.

Aegis-Alpha (Frontline Heavy): Marches directly alongside the CQB team to vaporize priority heavy armor targets using a high-output Fusion Gun.

  1. Fire Support & Artillery Team Aegis-Beta (Heavy Flamer): Clears out masses of infantry and forces enemies from behind low cover with a devastating Aeldari Flamer.

Kaelis-01, 02, 03, & 04 (Assault Element): Rigid line-infantry units providing sustained suppressive fire using long-range Shuriken Catapults.

The Forged Wrath (Heavy Weapon Platform): A hovering anti-infantry artillery chassis armed with a rapid-firing Shuriken Cannon, remote-controlled by the nearby fire support crew.

Common Abilities and Options

Fleet of Foot (0AP):
This operative can perform a Dash action for 0 Action Points instead of the normal 1 AP, as long as it has already performed a Move action in the same activation.

Weapon Harmonizer:
Choose one of the operative's ranged weapons. That weapon gains the Relentless rule (you can reroll any or all of your attack dice).

Wraithbone Talisman:
Once per battle, you can completely reroll one of this heavy trooper's failed attack dice or defense dice

Val-Kaeth Prime
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 6", Lethal 5+)
4
3+
3/4
Aeldari Chainsword
4
2+
3/4
Plasma Grenade (Ranged, Blast, Indirect, Limited)
4
3+
3/5
Abilities
0AP: Fleet of Foot
Options
Celestial Shield

Celestial Shield: Gives the Captain a 4+ Invulnerable Save. He completely ignores the enemy’s Armor Piercing (AP) weapon stats.

Aeldari, Asuryani, Storm Guardian, Leader
Vandor-01
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 6", Lethal 5+)
4
3+
3/4
Aeldari Power Sword (Lethal 5+)
4
3+
4/6
Plasma Grenade (Rng 6", Blast, Indirect, Limited)
4
3+
3/5
Abilities
0AP: Fleet of Foot
Aeldari, Asuryani, Storm Guardian
Vandor-02
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 6", Lethal 5+)
4
3+
3/4
Aeldari Power Sword (Lethal 5+)
4
3+
4/6
Plasma Grenade (Rng 6", Blast, Indirect, Limited)
4
3+
3/5
Abilities
0AP: Fleet of Foot
Aeldari, Asuryani, Storm Guardian
Vandor-03
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 6", Lethal 5+)
4
3+
3/4
Aeldari Power Sword (Lethal 5+)
4
3+
4/6
Plasma Grenade (Rng 6", Blast, Indirect, Limited)
4
3+
3/5
Abilities
0AP: Fleet of Foot
Aeldari, Asuryani, Storm Guardian
Kaelis-01
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Catapult (Balanced, Ceaseless)
4
3+
3/4
Fists
3
3+
2/3
Abilities
0AP: Fleet of Foot
Options
Weapon Harmonizer
Aeldari, Asuryani, Guardian Defender
Kaelis-02
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Catapult (Balanced, Ceaseless)
4
3+
3/4
Fists
3
3+
2/3
Abilities
0AP: Fleet of Foot
Options
Weapon Harmonizer
Aeldari, Asuryani, Guardian Defender
Kaelis-03
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Catapult (Balanced, Ceaseless)
4
3+
3/4
Fists
3
3+
2/3
Abilities
0AP: Fleet of Foot
Options
Weapon Harmonizer
Aeldari, Asuryani, Guardian Defender
Kaelis-04
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Catapult (Balanced, Ceaseless)
4
3+
3/4
Fists
3
3+
2/3
Abilities
0AP: Fleet of Foot
Options
Weapon Harmonizer
Aeldari, Asuryani, Guardian Defender
Aegis Alpha
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Fusion Gun (Rng 6", AP2, MW4)
4
3+
6/3
Fists
3
3+
2/3
Abilities
0AP: Fleet of Foot
Options
Wraithbone Talisman
Aeldari, Asuryani, Storm Guardian, Gunner
Aegis Beta
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Aeldari Flamer (Rng 6", Torrent)
5
2+
2/2
Fists
3
3+
2/3
Abilities
0AP: Fleet of Foot
Options
Wraithbone Talisman
Aeldari, Asuryani, Guardian Defender, Heavy Gunner
Forged Wrath
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Cannon (Ceaseless, Fusillade, Heavy)
5
3+
4/5
Options
Platform Operator Link

Platform Operator Link: This platform has an Action Point Limit (APL) of 0. It cannot activate on its own. To fire this heavy cannon, your Fire Support Crew gunner (Aegis-Beta) must stand within 2 inches of it and spend 1 of his own Action Points to remote-control the gun phase.

Aeldari, Asuryani, Heavy Weapon Platform
Equipment

Plasma Grenade:
Can only be used once per battle. When thrown, you do not need line of sight to targets behind low walls (Indirect). Every enemy within 2 inches of the target point takes full explosive damage.


Celestial Shield:
Gives the leader a 4+ Invulnerable Save. He completely ignores enemy Armor Piercing (AP) weapon weapon stats.


Weapon Harmoniser:
Choose one of the operative's ranged weapons. That weapon gains the Relentless rule (you can reroll any or all of your attack dice when shooting it).


Wraithbone Talisman:
Once per battle, you can completely reroll one of this heavy trooper's failed attack dice or defense dice. Use this to ensure your devastating heavy weapon shots land when it matters most.


Ploys

Firefight - Feigned Retreat:
Use this when it's a friendly operative's turn to activate and they are stuck in close-combat engagement with an enemy. They can perform a Fall Back action for only 1 Action Point instead of the normal 2 AP.


Firefight - Phantasm:
Use this at the very end of the Deployment step, right before the first turn starts. You can pick up to three of your hidden Val-Kaeth operatives and completely change their starting positions or switch them between Engage/Conceal orders.


Strategic - Matchless Agility:
Each time a friendly Val-Kaeth operative performs a Dash action, its Dash distance is $1\boldsymbol{\Delta}$ (3 inches) instead of the normal 2 inches.


Strategic - Hidden Path:
Select one friendly Val-Kaeth operative that is completely within your drop zone and has a Conceal order. You can instantly redeploy them anywhere within 1 inch of a heavy wall/terrain feature, as long as they stay in Conceal and more than 6 inches away from enemy models.


Strategic - Masters of Prescience:
Until the end of the Turning Point, each time an enemy model shoots at a friendly Val-Kaeth operative that is standing near cover, you can reroll one of your failed defense dice.


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.