Raven Guard Shadowmaster

Homebrew (Unpublished) by bigender_liver
Composition

A PHOBOS STRIKE TEAM KillTeam is composed of: 1 SHADOWMASTER SERGEANT operative 4 SHADOWMASTER operatives selected from the following list: HELIX ADEPT MARKSMAN TRAPPER FIGHTER PISTOLIER WARRIOR with one of the following options: Shadowed bolt pistol; talon knife Shadowed bolt carbine; fists

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

Common Abilities and Options

Grav-Chute:
Whenever a friendly RAVEN GUARD SHADOWMASTER operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever a friendly RAVEN GUARD SHADOWMASTER operative is dropping, ignore the vertical distance.

Strike from the Shadows:
Friendly SHADOWMASTER operatives can perform the Charge action while it has a Conceal order. Whenever a friendly SHADOWMASTER operative is fighting against an operative it wasn’t visible to at the start of the activation/counteraction, the first time you strike during that sequence, you can immediately resolve another of your successes as a strike (before your opponent).

Whenever a friendly SHADOWMASTER operative is shooting against an operative it wasn't visible to at the start of the activation/counteraction, treat the weapon it's using to shoot with as having Accurate 1.

Veteran Astartes:
During each friendly SHADOWMASTER operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a shadowed marksman bolt carbine is selected for both, 1 additional AP must be spent for the second action.

Each friendly SHADOWMASTER operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.

Veteran Tactics:
You can do each of the following once per battle if this operative is in the killzone:

  • Use a RAVEN GUARD SHADOWMASTER strategy ploy for 0CP.
  • Use a RAVEN GUARD SHADOWMASTER firefight ploy for 0CP.
Shadowmaster Sergeant
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Shadowed Bolt Carbine (Acc1, Silent)
4
3+
3/4
Shadowed Bolt Pistol (Rng 8", PrcCrit1, Silent)
4
3+
3/4
Talon Knife (Brutal)
4
3+
4/5
Fists
4
3+
3/4
Abilities
Grav-ChuteStrike from the ShadowsVeteran AstartesVeteran Tactics
32RAVEN GUARD SHADOWMASTER, IMPERIUM, ADEPTUS ASTARTES, LEADER, SERGEANT
Shadowmaster Helix Adept
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Shadowed Bolt Pistol (Rng 8", PrcCrit1, Silent)
4
3+
3/4
Talon Knife (Brutal)
4
3+
4/5
Abilities
Grav-Chute1AP: Helix GauntletMedic!Strike from the ShadowsVeteran Astartes

Helix Gauntlet (1AP): Select one friendly RAVEN GUARD SHADOWMASTER operative within this operative's control range to regain up to 1D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

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

Medic!: The first time during each turning point that another friendly RAVEN GUARD SHADOWMASTER operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1D3 wounds 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 with 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.

32RAVEN GUARD SHADOWMASTER, IMPERIUM, ADEPTUS ASTARTES, HELIX ADEPT
Shadowmaster Trapper
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Shadowed Bolt Pistol (Rng 8", PrcCrit1, Silent)
4
3+
3/4
Talon Knife (Brutal)
4
3+
4/5
Abilities
Grav-ChuteProximity MineStrike from the ShadowsVeteran Astartes0AP: Volkite Mine

Proximity Mine: The first time your Haywire Mine marker is within another operative's control range, remove that marker, subtract 1 from that operative's APL and Save stat until the end of its next activation, and inflict 2D3+3 damage on it; if it is not incapacitated, end its action (if any), even if that action's effects aren't fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that RAVEN GUARD SHADOWMASTER operatives are ignored for these effects (i.e. they cannot set it off or take damage from that marker).

Volkite Mine (0AP): This operative is carrying your Haywire Mine marker. It can perform the Pick Up Marker action on that marker, but that marker cannot be placed within an enemy operative's control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it is removed with this operative).

32RAVEN GUARD SHADOWMASTER, IMPERIUM, ADEPTUS ASTARTES, TRAPPER
Shadowmaster Fighter
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Paired Talon Knives (Brutal)
5
3+
4/5
Abilities
Grav-ChuteStrike from the ShadowsVeteran Astartes
32RAVEN GUARD SHADOWMASTER, IMPERIUM, ADEPTUS ASTARTES, HEADTAKER
Shadowmaster Pistolier
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Shadowed Bolt Pistols (Rng 8", PrcCrit1, Silent, Ceaseless)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Grav-ChuteQuick TriggerStrike from the ShadowsVeteran AstartesVeteran Tactics

Quick Trigger: #### STRATEGIC GAMBIT

This operative can immediately perform a free Shoot action.

32RAVEN GUARD SHADOWMASTER, IMPERIUM, ADEPTUS ASTARTES, SHADOWMASTER
Shadowmaster Warrior
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Shadowed Bolt Carbine (Acc1, Silent)
4
3+
3/4
Shadowed Bolt Pistol (Rng 8", PrcCrit1, Silent)
4
3+
3/4
Talon Knife (Brutal)
4
3+
4/5
Fists
4
3+
3/4
Abilities
Grav-ChuteOmni-ScrambleStrike from the ShadowsVeteran Astartes

Omni-Scramble: #### STRATEGIC GAMBIT Select one enemy operative visible to this operative operative. In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:

  • Your opponent has activated a number of enemy operatives equal to the number of friendly WARRIOR or MARKSMAN operatives in the killzone when this STRATEGIC GAMBIT was used.
  • It is the last enemy operative to be activated.
32RAVEN GUARD SHADOWMASTER, IMPERIUM, ADEPTUS ASTARTES, LEADER, SERGEANT
Equipment
Ploys
TacOps
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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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