The black spite

Homebrew by Qualiaslap

Within the Tower of the Lost, the Ashen Chaplain observed a handful of Death Company warriors who did not succumb to the howling fury of the Black Rage. They did not scream, nor did they strike their chains. Instead, they watched in silence, their attention sharpening only when the traitor’s name was spoken. Where is Horus? These warriors were not reliving the death of Sanguinius. They were hunting his killer. Their rage had not shattered their discipline, but hollowed it out and reforged it into fixation. Tactical doctrine became ritual. Engagement became judgement. Believing this aberration significant, the Chaplain sanctioned a sealed experiment—Project Black Spite—drawing upon the altered genetic legacy of Lemartes. Few survived. Those who did were gathered into a single, unrecorded kill team. They do not seek victory or redemption. They designate the prey, close the circle, and wait. When Horus falls—when he always falls—the Ashen Chaplain gives the only order they will obey. Again..

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Composition

1 Ashen Chaplain (Leader) 1 Shattered Seraph 1 Black Anvil 1 Hangman 1 Bloodmist 1 Witness (Gunner)

Astartes Lost Brethren During each friendly BLACK SPITE operative’s activation, it can perform either two Shoot actions or two Fight actions. Each friendly Black Spite operative can counter-attack regardless of its order. Whenever it does, it may move 4" instead of 2" when performing a Charge action.

The Black Spite As a Strategic Ploy, choose an enemy operative on the killzone; until the start of the next Turning Point, that operative is considered to be "Horus" by Black Spite operatives. Friendly operatives' attacks have "Balanced" against Horus.

Ashen chaplain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Inferno pistol (Devastating 3, piercing 2, range 3")
4
3+
5/3
Crozius of ash (Shock, Stun)
5
3+
4/4
Abilities
1AP: Again, again0AP: Litany of spite

Again, again (1AP): Once per Turning Point, you may immediately designate another visibile enemy operative as Horus.

Litany of spite (0AP): While a friendly Black Spite operative is within 6” of this operative, its attacks gain Ceaseless against Horus.

Shattered seraph
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Encarmine spear (Lethal 5+)
4
3+
4/7
Abilities
Red furyWinged fixation

Red fury: When Shattered Seraph charges, immediately inflict 1d3 wounds to the charged operative

Winged fixation: Sanguine surge cost 0 cp if used on Shattered Seraph.

Anvil
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Eviscerator (Rending)
4
3+
4/6
Abilities
1AP: Anchor of the riteButchers arc

Anchor of the rite (1AP): While this operative is within range of an objective marker, APL from horus is ignored when determining control of that objective marker.

Butchers arc: Each time this operative incapacitates an enemy operative in combat, you may allocate one of your successful hits to another enemy operative within ⬟ (2”) of the original target.

Hangman
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Range 8")
4
3+
3/4
Executioner blade (Brutal)
4
3+
4/7
Abilities
Binding chainsShackledThe sentence

Binding chains: This operative cannot perform Fall Back actions.

Shackled: Enemy operatives cannot perform Fall Back actions while in Engagement Range of this operative.

The sentence: When this operative fights an enemy operative that has already been activated this Turning Point, resolve one additional successful hit.

BLACK SPITE death company
Bloodmist
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Handflamer (Saturate, Torrent 1", Rng 6")
4
2+
3/3
Virus claws (Lethal 5+)
4
3+
4/5
Abilities
Crimson contagion1AP: Scorcher

Crimson contagion: When this operative fights or retaliates, after the first successful hit is retained, give the target enemy operative a Virus token. An operative with a Virus token is considered Injured. When an operative with a Virus token has half or less wounds remaining, remove all Virus tokens from it. At the end of an enemy operative’s activation, if it is within 2" of another enemy operative with a Virus token, it gains a Virus token.

Scorcher (1AP): Select one enemy operative that is Visible and within 6" of this operative. That operative’s controlling player must choose one of the following: • Change that operative’s order to Conceal. If they do, that operative suffers 1 damage. • Do not change that operative’s order. If they do not, that operative suffers 2D3 damage.

Witness
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Baal Flamer (Rng 8", Saturate, torrent 2")
4
2+
4/4
Melta (Rng 6" Devastatin 3 piercing 2)
4
3+
4/3
Missile launcher [frag] (Blast 2" Heavy [repostion only])
4
3+
3/5
Missile launcher [krak] (Heavy [repostion only] piercing 1)
4
3+
5/7
Fists
4
3+
3/4
Black spite, death company, gunner
Equipment

Purity seals:
Once per turning point, when a friendly Black spite operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead


Ashen reliquary:
Once per turningpoint, if Horus was incapacitated, gain 1 CP.


Blood chalice:
Whenever a friendly BLACK SPITE operative is fighting or retaliating, in the Resolve Attack Dice step, you can subtract 1 from the damage inflicted on it from one success


Censer of ash:
Before the battle, you can set up the Censer of Ash marker wholly within your territory. When a friendly BLACK SPITE operative is within 3" of the Censer of Ash marker, their attacks gain "Ceaseless" when attacking Horus.

1AP: Pick up marker/plant marker. The censer gives the bonus only to the carrier operative. It regains its 3" aura when planted.


Ploys

Firefight - TRANSHUMAN PHYSIOLOGY:
Use this firefight ploy when an operative is shooting a friendly BLACK SPITE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead


Firefight - Flames of retribution:
Meltas and inferno pistols double their range and flamers torrent counts as +1"


Firefight - Horus must fall:
Use this firefight ploy when shooting at horus, ranged attack on Horus is considered having seek light


Firefight - Duty in death:
Use this firefight ploy when a friendly BLACK SPITE operative retaliates and is incapacitaded by a normal success, it may resolve one attack before being removed from the killzone.


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly BLACK SPITE operatives from being injured (including their weapons’ stats).


Strategic - Sanguine rush:
one friendly BLACK SPITE operative immedietly performs a free Dash that must end closer to Horus.


Strategic - Feel no pain:
Whenever an operative is shooting a friendly BLACK SPITE operative that has an Engage order, you can re-roll one of your defence dice


Strategic - Red thirst:
If a friendly BLACK SPITE operative performs a charge its melee weapons has rending


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.


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.