Maraviglia Cascade

Homebrew by TheBadBard

It's on the tip of your tongue, that melody you heard eons ago, you can faintly remember it. You hum it, or at least you think you do, but it's not enough, its too quiet, you need to be louder. You are so close your ears are practically melting, just find the right note and you will remember. They need to hear your success, they all need to hear your success, every single person needs to hear your salvation.

Lead by the Lord Exultant, holding command over Astartes and Daemons, he orchestrates a foul tune for Slaanesh. He demmands perfection, anything less is worthless.

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Composition

An MARAVIGLIA CASCADE kill team is composed of:

1 Lord Exaltant equipped with one of the following options:

Plasma Pistol; Chainsword Bolt Pistol; Master-Crafted Power sword Screamer Pisol; Amped Fist, Pheonix Power Spear or Rapture Lash

5 MARAVIGLIA CASCADE operatives selected from the following list:

NOISE MARINE WARRIOR equipped with one of the following options:

Sonic Blaster; Chainsword *Blast Master; Fists

NOISE MARINE KAKOPHONIST or a NOISE MARINE HEAVY SHREDDER

INFERNAL ENTRAPTURESS

DAEMON WARRIOR

DAEMON MASQUE DISCIPLE or a DAEMON SYLL'ESSKE DISCIPLE

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

*Your team can only include one Blast Master

Common Abilities and Options

Astartes:
During each friendly MARAVIGLIA CASCADE operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun, sonic Blaster or screamer pistol must be selected for at least one of them.

Each friendly MARAVIGLIA CASCADE operative can counteract regardless of its order.

GO LOUD:
Whenever a NOISE MARINE operative would activate, they may GO LOUD, if they do they gain 1" movement but cannot be in a conceal order for the rest of the battle.

Sonic Reverb:
Whenever a MARAVIGLIA CASCADE operative makes a shooting attack against an enemy operative, at the end of that action, that enemy operative gains 1 Reverb token.

Whenever a MARAVIGLIA CASCADE operative makes a shooting attack against an enemy operative, you may remove a Reverb token, if you do, that operatives ranged weapons have the stun special rule for that action. If you do, that enemy operative does not gain a Reverb token at the end of that action.

Whenever a MARAVIGLIE CASCADE operative removes a token, they gain one wound for each token removed.

Lord Exultant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc 1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc 1)
4
3+
4/5
Screamer Pistol (Rng 8", Saturate)
4
3+
3/5
Master-crafted power sword (Lethal 5+)
5
3+
4/7
Amped Fist (Brutal, Shock)
5
4+
5/7
Pheonix Power Spear (Rending)
4
3+
4/6
Rapture Lash (Lethal 5+, Rending, *Torturous)
5
3+
3/5
Chainsword
5
3+
4/5
Abilities
*TorturousAstartesGO LOUDPerfectionistSonic Reverb

*Torturous: Whenever an enemy operative would perform the Fall-Back action within 3" of this operative, this operative inflicts 1d3+1 wounds on that operative.

Perfectionist: When this operative is shooting an operative with a Reverb token, It's ranged weapons have the Rending special rule.

32Maraviglia Cascade, Astartes, Chaos, Emperor's Children, Noise Marine, Slaanesh, Leader, Lord Exultant
Noise Marine Kakophonist
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Duel Screamer Pistols
Scream (Rng 8", Saturate, Ceaseless, Piercing 1)
4
3+
4/4
Wail (Rng 8", Saturate, Torrent 6", *Scour)
4
3+
3/3
Power Weapon (Lethal 5+)
5
3+
4/5
Abilities
*ScourAstartesDoom SirensGO LOUDSonic Reverb

*Scour: When making a shooting attack with this weapon, you can only choose up to one other target for this profile's torrent rule. When shooting a target with Reverb tokens, you may remove all of them, if you do, this operatives ranged weapons gain the piercing x special rule, where "x" is the amount of tokens removed.

Doom Sirens: While this operative is *LOUD, Friendly MARAVIGLIA CASCADE operative's ranged weapons have the Seek Light weapon rule when determining a valid target if target is within 3" of this operative.

32Maraviglia Cascade, Astartes, Chaos, Emperor's Children, Slaanesh, Noise Marine, Lord Kakophonist
Noise Marine Heavy Shredder
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Power Shredder
Sonic Riff (Ceaseless)
4
3+
4/4
Finale (1" Dev 2, Blast 2", *Rupture)
6
2+
1/0
Amped Axe (Brutal)
4
3+
4/6
Abilities
AstartesGO LOUDRuptureSonic Reverb1AP: Sonic Rock!

Rupture: For each attack dice fully resolved(including 0 damage dice) , remove a Reverb token from that operative. Inflict 1d3 wounds on that operative for each token removed(up to 8 wounds).

Sonic Rock! (1AP): For each enemy operative visible to and within 3" of this operative, remove all Reverb tokens from that operative. For each token removed from an operative, inflict 1d3 wounds(to a maximum of 8) on that operative.

32Maraviglia Cascade, Astartes, Chaos, Emperor's Children, Slaanesh, Noise Marine, Heavy Shredder
Noise Marine Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Sonic Blaster (Saturate)
4
3+
3/4
Blast Master
Treble (Hvy(Dash), Saturate)
5
3+
3/4
Bass (Hvy(Dash), Saturate, Torrent 2")
4
3+
3/4
Fists
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesFeel the rythmGO LOUDSonic Reverb

Feel the rythm: When this operative is shooting an enemy operative with a Reverb token, you may remove all Reverb tokens from that operative, if you do, this operative's ranged weapons gain the Devastating x special rule, where "x" is the amount of tokens removed.

32Maraviglia Cascade, Astartes, Chaos, Emperor's Children, Slaanesh, Noise Marine, Warrior, Gunner
Infernal Enrapturess
A 3
M 7"
S 4+
W 13
Weapons
ATK
HIT
DMG
Heartstring Lyre
Cacophonous Melody (Heavy, Ceaseless, Seek Light, Saturate, *Heartstrung)
4
3+
2/2
Euphonic Blast (Heavy, Rending, Lethal 5+)
4
3+
3/4
Ravaging Claws (Rending)
4
3+
3/4
Abilities
*Heartstrung1AP: Insatiable melodySonic ReverbTo the fray

*Heartstrung: At the end of the shooting action with this weapon profile against an enemy operative, if you resolved any critical hits, each enemy operative(other than the initial target) within 3" of that enemy operative gain one Reverb token.

Insatiable melody (1AP): Select one friendly MARAVIGLIA CASCADE operative within this operative's control range to regain 2D3 lost wounds. It cannot be an operative that the To the fray Rule was used on during this turning point.

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

To the fray: The first time during each turning point that another friendly MARAVIGLIA CASCADE operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this operative nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

60Maraviglia Cascade, Daemon, Chaos, Slaanesh, Infernal Enrapturess
Daemonette Masque Disciple
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Serrated Claws (Lethal 5+, Rending)
4
2+
3/4
Abilities
Dance of battle1AP: Hypnotic DanceSonic Reverb

Dance of battle: Once a turning point, When this operative incapacitates an enemy operative within its control range, it may immediately perform a Dash or Charge action, if it's the charge action it cannot exeed 3" of movement. This operative can perform this action even if it has performed an action that prohibits it from doing so(such as a charge or dash action).

Hypnotic Dance (1AP): Select an enemy operative within 3" of this operative and choose one; Charge, Fight, Fall Back.

That enemy operative rolls 1d6, on a 4+ this ability does nothing, on a fail, resolve the secondary effect of this ability. If you do, you cannot use this ability for the rest of the battle.

When that enemy operative next activates, the first action they perform must be the one you chose when using this ability. If they cannot perform that action this ability fails and they continue their activation as normal. If that action is the fight action and this operative is selected as the target for that attack, when this operative is retaliating, it resolves the first attack dice in that sequence(as if it were the initiator).

32Maraviglia Cascade, Daemon, Chaos, Slaanesh, Masque Disciple
Daemonette Syll'Esske Disciple
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Cacophonic Choir
Witchfire (Saturate, Torrent 1")
5
3+
2/2
Hellfire (Rng 4", Seek Light, Torrent 3")
5
4+
3/3
Lashing Whips (Rng 3", Rending)
3
3+
2/5
Corrupted Battle Axe (Punishing)
4
4+
4/5
Scourging Whips (Rending)
4
3+
5/5
Abilities
For the glory of the princeSonic ReverbTwo hearts as one

For the glory of the prince: The first time this operative would be incapacitated, roll 1d6, on a 3+ that operative survives on 1 wound instead, remove it from combat(all attack dice are discarded) and this operative becomes expended. For the rest of the battle, this operative cannot use it's Cacophonic Choir and Corrupted Battle Axe weapon profiles.

You cannot use this ability if it has already been the target of the To the fray ability, nor can be it targetted by that ability after resolving this affect for the rest of the battle.

Two hearts as one: During this operative's activation, it can perform either two Shoot actions or two Fight actions, but it must use a different weapon profile for each action. The Second shoot or fight action is treated as though this operative were injured(worsen it's hit stat by 1, this is not cumulative with being injured)

50Maraviglia Cascade, Daemon, Chaos, Slaanesh, Syll'Esske Disciple
Daemonette Warrior
A 2
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Slashing Claws (Rending)
4
3+
3/4
Abilities
Alluring BeautySonic Reverb

Alluring Beauty: Whenever an enemy operative begins it's activation within 4" of this operative, worsen the hit stats of its weapons by 1 until the end of that activation(this is not cumulative with being injured)

32Maraviglia Cascade, Daemon, Chaos, Slaanesh, Warrior
Equipment

Leg Mounted Speakers:
Whenever an enemy operative performs the charge action and ends that movement within control range of a friendly LOUD NOISE MARINE operative, inflict 1 wound on that operative.


Epitome Shard:
In the reveal equipment phase, choose one MARAVIGLIA CASCADE operative to have this equipment.

Whenever an operative would use an ability with the PSYCHIC keyword visible to and within 6" of the equipped operative, roll 1d6, on a 4+ that operative cannot use that ability(APL is not spent on that action.)

Whenver an operative would fight or shoot with a weapon profile with the PSYCHIC keyword visible to and within 6" of the equipped operative, that weapon has the HOT special rule.


Sonic Bombs:
Friendly NOISE MARINE operatives have the following ranged weapon (you cannot select it for use more than twice during the battle).

Name_____________________________ATK___HIT____DMG

Sonic Bomb_________________________4_____3+_____0/0

Weapon Rules

Range 6", Saturate, Blast 3", *Reverberate

*Reverberate

At the end of the shooting action against an operative, if you succesfully resolved any attack dice, that operative gains a Reverb token.


Doom Siren:
In the reveal equipment phase, select one NOISE MARINE operative to carry your Doom Siren marker. When that operative performs the Place marker action, the Doom Siren becomes active until it is picked back up. While active, whenever an enemy operative performs a mission action within 2" of the marker, they gain a Reverb token.


Ploys

Firefight - Burning Jealousy:
Use this ploy when a friendly NOISE MARINE operative visible to and within 6" of another friendly NOISE MARINE operative incapacitates an operative.

The second friendly operative gets a Showoff token. whenever an operative with a Showoff token is shooting or fighting visible to another friendly MARAVIGLIA CASCADE operative, that operative's weapons get the severe special rule. Remove that token at the end of that action.


Firefight - Sadistic Scream:
Use this ploy when an enemy operative would activate visible to and within 3" of a friendly DAEMON operative. That operative gains one of your Reverb tokens.


Firefight - Hog the spotlight:
Use whenever a friendly NOISE MARINE operative would activate not in control range of enemy operatives. Choose one friendly NOISE MARINE operative visible to and within 6" of that operative, until the end of that operative's next activation, subtract 1 from it's APL stat until the end of its next activation. Add 1 to the APL stat of the friendly operative that activated until the end of its activation, but it cannot perform the same action more than once during that activation.


Firefight - Tuning Claws:
Use this ploy when a friendly DAEMON operative incapacitates an operative while fighting. If that enemy operative had any Reverb tokens, you may move all of them to another enemy operative visible to and within 3" of that friendly operative.


Strategic - March of the Kakophoni:
Whenever friendly *LOUD MARAVIGLIA CASCADE operatives are shooting, fighting or retaliating against an operative with a Reverb token, that operative's ranged weapons have the Lethal 5+ special rule.


Strategic - Revere the mortal blood:
Whenever a friendly MARAVIGLIA CASCADE DAEMON operative would activate, if there are no NOISE MARINE operatives within 6" of it, its melee weapon profiles have the severe special rule.


Strategic - Center stage:
Whenever a friendly MARAVIGLIA CASCADE NOISE MARINE operative would activate, if there are no NOISE MARINE operatives within 6" of it, you can ignore all changes to it's hit stats, and if it's APL stat is lower than its starting total (unless it was reduced through the Hog the spotlight firefight ploy), ignore all changes to its APL stat.


Strategic - Overwhelming presence:
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least on of those enemy operatives has a Reverb token and is within 2" of a friendly NOISE MARINE operative. Note that this isn't a change to the APL stat, so any changes are cumulative with this.


TacOps
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.


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.