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:

Bolt pistol, Sonic Blaster; Thirsting blade

Bolt pistol, *1 Blast Master; Fists

NOISE MARINE KAKOPHONIST or a NOISE MARINE HEAVY SHREDDER

INFERNAL ENTRAPTURESS

*2 DAEMON WARRIOR

DAEMONETTE CURSED DANCER or a DAEMONETTE BOUND HEARTS

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

*1 Your team can only include one Blast Master

*2 This choice counts as half a selection

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 with a sonic weapon (Sonic blaster, Blast master, Screamer pistol, Duel screamer pistols, Cacophonic choir, Heartstring lyre) against an enemy operative, at the end of that action, that enemy operative gains one Reverb token.

Whenever a MARAVIGLIA CASCADE operative makes a shooting attack with a sonic weapon 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 Reverb token, they gain one wound for each token removed.

For weapons with the Blast or Torrent special rule, only remove tokens on the initial target, any special rules gained as part of the initial shoot action by removing Reverb tokens apply to additional targets. If no tokens are removed as part of the inital shoot action, each additional target also gets a Reverb token as usual

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+
3/4
Master-crafted power sword (Lethal 5+)
5
3+
4/7
Amped Fist (Brutal, Shock)
5
4+
5/7
Pheonix Power Spear (Severe, Lethal 5+)
4
3+
4/6
Rapture Lash (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(even if those tokens were removed as a part of that action).

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)
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 an initial target with Reverb tokens, you may remove all of them before that action, if you do, this operatives ranged weapons gain the piercing crits x special rule, where "x" is the amount of tokens removed and you do not put a Reverb token on that operative at the end of that action.

Doom Sirens: While this operative is *LOUD, Friendly MARAVIGLIA CASCADE operative's ranged weapons have the Seek Light special 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
Underbarrel Boltgun
4
3+
3/4
Amped Axe (Punishing)
4
4+
4/6
Abilities
AstartesDisharmonyGO LOUDSonic Reverb1AP: Sonic Rock!

Disharmony: As a strategic ploy, roll 2d6 and set the result aside, that number becomes The Bar.

Whenever a friendly MARAVIGLIA CASCADE operative performes the shoot action with a sonic weapon within 6" of this operative, roll 2d6 at the start of that action, or 1d6 if its within 3" instead. If the result is higher than The Bar, that operatives ranged weapons gain the balanced special rule for that action. If the result is double or more, that operative gains the ceaseless special rule instead.

If this operative is LOUD, the first range increases to 9", in addition, while The Bar is 10 or above, this operative's ranged and melee weapons have the ceaseless special rule.

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. If this operative is LOUD, the damage increases to 1d6.

This operative cannot perform this action while it has a conceal order.

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
Bolt Pistol (Rng 8")
4
3+
3/4
Sonic Blaster (Saturate)
4
3+
3/3
Blast Master
Treble (Hvy(Dash), Saturate)
5
3+
3/3
Bass (Hvy(Dash), Saturate, Torrent 1")
4
3+
3/3
Fists
3
3+
3/4
Thirsting blade
4
3+
3/4
Abilities
AstartesFeel the rythmGO LOUDPumped upSonic 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 before that action, if you do, this operative's ranged weapons gain the Devastating x special rule, where "x" is the amount of tokens removed and you do not put a Reverb token on that operative at the end of that action.

Pumped up: While this operative is LOUD, its Blast Master weapon profiles lose the Heavy special rule.

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
Euphonic Blast (Rng 8", *Heartstrike)
4
3+
2/7
Cacophonous Melody (Seek light)
4
4+
2/3
Ravaging Claws (Rending)
4
3+
3/4
Abilities
*Heartstrike1AP: Incite lust1AP: Rift in the warpSonic Reverb

*Heartstrike: When this operative is shooting an enemy operative with a Reverb token, you may remove any amount of Reverb tokens from that operative before that action, if you do, this operative's ranged weapons gain the Lethal X+ special rule, where "x" is the amount of tokens removed and you do not put a Reverb token on that operative at the end of that action.

Incite lust (1AP): Select an enemy operative visible to this operative and not within control range of any of it's friendly operatives. That operative gains a Lust token. Remove that token when it ends its activation within control range of one of it's friendly operatives, or if one of it's friendly operatives ends it's activation within control range of it. While that operative has a Lust token, it cannot reroll attack dice.

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

Rift in the warp (1AP): When it is your turn to setup operatives and you would set up a DAEMON WARRIOR operative, you can choose not to set that operative up instead. If you do, that operative is set up in the Warp(set it to the side of the killzone). You cannot skip the set up of more than 2 operatives this way.

When you use this ability, set up to one of those operatives up on a conceal order, within control range of this operative, if you cannot, this ability fails(APL spent is refunded). That operative cannot move more than 3" this turning point.

This operative cannot use this ability while within control range of an enemy operative.

You cannot use this ability more than once a turning point, and you cannot set up more than one operative this way a turning point.

32Maraviglia Cascade, Daemon, Chaos, Slaanesh, Infernal Enrapturess
Daemonette Cursed Dancer
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Serrated Claws (Lethal 5+, Rending)
4
2+
3/5
Abilities
Dance of battleFlash of silver1AP: 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 exceed 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).

Flash of silver: While this operative has a conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Hypnotic Dance (1AP): Select a visible 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 Bound Hearts
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Cacophonic Choir (*Soundclasm)
5
2+
2/2
Lashing Whips (Rng 3", Rending)
3
3+
2/5
Corrupted Battle Axe (Punishing, Brutal)
4
4+
4/5
Scourging Whips (Rending)
5
3+
3/3
Abilities
*SoundclasmEncore for the princeSonic ReverbTwo hearts as one

*Soundclasm: When making a shooting attack with this weapon, you may remove any amount of Reverb tokens from the target. This weapon profile gets the Blast X special rule, where "X" is the amount of tokens removed(The blast distance of this weapon cannot be increased while shooting secondary targets with Reverb tokens).

Do not put any Reverb tokens on the initial target at the end of the action.

Encore for 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.

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)

32Maraviglia Cascade, Daemon, Chaos, Slaanesh, Syll'Esske Disciple
Daemonette Warrior
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Slashing Claws (Rending)
4
3+
3/4
Abilities
Alluring BeautySonic Reverb

Alluring Beauty: Whenever this operative performs the charge action, worsen the hit stat of enemy operative's ranged and melee weapons in control range of this operative by 1 until the end of their next activation.. This is not cumulative with being injured.

25Maraviglia Cascade, Daemon, Chaos, Slaanesh, Warrior
Equipment

Mounted speakers:
Bolt pistols, Underbarrel boltguns, and plasma pistols count as sonic weapons for the Sonic Reverb faction rule.


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 this activation(APL is not spent on that action.)

Whenver an operative fighting, shooting or retaliating 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_________________________3_____3+_____0/0

Weapon Rules

Range 6", Saturate, Blast 2", *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.

This weapin counts as a sonic weapon for the Sonic Reverb team rule.


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 makes a shooting attack within 3" of the marker, their ranged weapons lose, and cannot gain the Piercing and Accurate special rules for that action.


Ploys

Firefight - Rend Imperfection:
Use this ploy when a friendly MARAVIGLIA CASCADE operative makes a shooting attack. Inflict 1d3 wounds on that operative. That operative's ranged weapons have the punishing special rule for that activation. For each critical success retained during that action, that operative regains 1 wound.


Firefight - The scream:
Use this ploy when a friendly MARAVIGLIA CASCADE DAEMON operative ends it's activation while contesting an objective marker. Until the ready step of the next strategy phase, treat the total APL stat of enemy operatives that contest that marker as 1 lower. Note this isn't a change to the APL stat, so any changes are cumulative with this.


Firefight - Sensational performance:
Use this ploy when a friendly MARAVIGLIA CASCADE operative incapacitates an enemy operative, if any Reverb tokens were removed during that action, until the end of the turning point, when that operative is the target of a shoot action, that operative can choose to retain an additional defence dice. If that operative is in cover, it can choose to retain a cover save as a critical success instead (if in cover, it can choose to retain two succesfull cover saves, OR one critical success). (this is not cumulative with improved cover saves from vantage terrain.


Firefight - Sieze 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.


Strategic - March of the Kakophoni:
Whenever a LOUD friendly MARAVIGLIA CASCADE operative makes a shooting attack with a sonic weapon against an operative with a Reverb token, that operative's ranged weapons have the Lethal 5+ special rule (even if those tokens were removed as a part of that action).


Strategic - Thirst for creativity:
Whenever a friendly MARAVIGLIA CASCADE operative is shooting an operative that has not been targetted by a shoot action during this turning point, if that enemy operative does not have any Reverb tokens, that operative gains one additional Reverb token at the end of that action.


Strategic - Distain the mortal blood:
Whenever a friendly MARAVIGLIA CASCADE DAEMON operative would activate, if there are no visible friendly NOISE MARINE operatives within 6" of it, its ranged and melee weapon profiles have the severe special rule for that activation. In addition, it's ranged and melee weapons are sonic weapons, and are treated as ranged shooting attacks for the purpose of the Sonic Reverb faction rule when applying and using Reverb tokens during that activation.


Strategic - Encore:
Whenever a friendly LOUD MARAVIGLIA CASCADE operative is shooting an enemy operative that's been shot by another friendly MARAVIGLIA CASCADE operative during this turning point, that first friendly operative's ranged weapons have the ceaseless weapon rule; if the enemy operative has been shot by more than one other friendly MARAVIGLIE CASCADE operative during this turning point, that first friendly operative's ranged weapons have the relelntless weapon rule instead.


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.