Crimson Omen

Homebrew by SonsOfRuss

The Blood Ravens do not commit their warriors blindly. Every engagement is preceded by careful observation, the gathering of intelligence, and the identification of those targets whose destruction will most decisively unravel the enemy's plans. Once such a target has been marked, the Blood Ravens prosecute its elimination with ruthless precision.

For the warriors of Kill Team: Crimson Omen, battle is a calculated hunt. Enemy commanders, elite warriors and critical assets are singled out and systematically destroyed. Judiciar Xacharus advances upon the foe like an executioner passing sentence, while his battle-brothers isolate priority threats and deny them any avenue of escape. Bolter fire drives the quarry from cover, melta blasts tear apart hardened positions, and relic blades finish what remains.

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Composition

KILL TEAM: CRIMSON OMEN

OPERATIVE SELECTION

A CRIMSON OMEN kill team consists of 6 BLOOD RAVENS operatives selected from the following list:

LEADER

Select 1 of the following:

JUDICIAR XACHARUS CHAPLAIN KASTIEL

You cannot select both of these operatives for the same battle.

BLADEGUARD

Select up to 3 of the following:

BROTHER BARACHIUS — Bladeguard Ancient BROTHER MENADIEL — Bladeguard Veteran BROTHER UTHAREL — Bladeguard Veteran BROTHER ZAEPHUS — Bladeguard Veteran

ERADICATORS

Select up to 3 of the following:

BROTHER ARKOS — Eradicator BROTHER RATHION — Eradicator BROTHER APHRAEL — Eradicator


MUSTER CRIMSON OMEN

When selecting your kill team, you must select exactly 6 operatives.

Your kill team must include:

1 Leader At least 2 Bladeguard operatives At least 1 Eradicator operative

Other than your Leader, each operative can only be selected once.

This means every member of Crimson Omen is a named individual. There are no generic warriors within the kill team.


COMMAND OF THE OMEN

The Leader you select determines how your Crimson Omen kill team approaches the battle.

JUDICIAR XACHARUS

If JUDICIAR XACHARUSbis your Leader, your kill team gains the Execution Protocol command doctrine.

Xacharus leads Crimson Omen as a hunter-killer force, identifying priority targets and relentlessly pursuing their destruction.

His force favors aggressive play, melee combat and the Seek and Destroy archetype.

CHAPLAIN KASTIEL

If CHAPLAIN KASTIEL is your Leader, your kill team gains the Litany Protocol command doctrine.

Kastiel inspires his battle-brothers through uncompromising faith, directing the warriors of Crimson Omen to seize vital ground and endure against overwhelming opposition.

His force favors coordinated actions, battlefield control and the Security archetype.


ARCHETYPES

Seek and Destroy Security


CRIMSON OMEN

Crimson Omen is not a conventional squad. Its warriors are veterans, executioners and specialists drawn together when the Blood Ravens require overwhelming force to be applied with absolute precision.

Before each operation, the commander selects those battle-brothers best suited to the mission. Bladeguard Veterans form an unyielding spearhead, Eradicators annihilate hardened targets with concentrated melta fire, while the chosen commander directs the strike according to the needs of the mission.

Whether advancing beneath the silent judgement of Xacharus or inspired by the fiery Litanies of Kastiel, the warriors of Crimson Omen have a single purpose:

Identify the enemy's greatest strength. Isolate it. Destroy it.

Common Abilities and Options

STORM SHIELD:
Menadiel bears a Storm Shield into battle, its powerful energy field capable of turning aside attacks that would tear through even power armour.

Whenever Menadiel is the target of an attack:

You can retain one normal successful defence as a critical success. Whenever Menadiel is fighting, once during that sequence you can use one of your successful attack dice to block a critical success without needing to discard an additional success.

JUDICIAR XACHARUS
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Absolvor Bolt Pistol (Piercing 1)
4
3+
4/5
Executioner Relic Blade (Lethal 5+, Brutal)
5
2+
5/7
Abilities
EXECUTIONERINDOMITABLE ASSAULT1AP: SENTENCE OF THE JUDICIARTEMPORMORTIS

EXECUTIONER: Whenever Xacharus fights an enemy operative that has 7 or fewer wounds remaining, his Executioner Relic Blade gains:

Severe

Additionally, whenever Xacharus retains two or more critical successes during that combat, the first critical strike he resolves inflicts +1 damage.

So a wounded enemy suddenly has a serious problem when Xacharus reaches them.

INDOMITABLE ASSAULT: Whenever Xacharus incapacitates an enemy operative in combat, after that action he can immediately perform a free Dash action.

That Dash must end closer to another enemy operative or an objective marker.

He cannot perform this action if he is within control range of another enemy operative.

This is adapted from the aggressive movement represented by Xacharus' Indomitable Assault ability in his 40K rules.

SENTENCE OF THE JUDICIAR (1AP): Select one visible enemy operative within 6".

Until the end of the Turning Point, that operative is Condemned.

Whenever Xacharus fights a Condemned operative:

You can retain one normal success as a critical success. The enemy cannot re-roll attack dice. Xacharus' Executioner Relic Blade gains Ceaseless.

Xacharus can only condemn one enemy at a time.

TEMPORMORTIS: Once per Turning Point, when an enemy operative within 3" of Xacharus is activated, you can use this ability.

Until the end of that activation:

Subtract 1 from that operative's APL for determining how many action points it can use. It cannot perform the Dash action. If it fights Xacharus, Xacharus is treated as the attacker when determining who resolves the first attack die.

This represents Xacharus manipulating the Tempormortis to distort his opponent's perception of time.

It also gives him a very distinctive battlefield function: he hunts down dangerous enemy specialists and makes them substantially less effective.

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, JUDICIAR, XACHARUS, LEADER
CHAPLAIN KASTIEL
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Absolvor Bolt Pistol (Piercing 1)
4
3+
4/5
Crozius Arcanum (Lethal 5+, Shock)
5
2+
5/6
Abilities
LITANIES OF BATTLE1AP: RECITE THE LITANYRIGHTEOUS FURYSPIRITUAL LEADER

LITANIES OF BATTLE: At the beginning of each Turning Point, select one Litany of Battle for Kastiel to invoke.

LITANY OF HATE

The fury of the Blood Ravens is focused upon those who would stand against them.

Whenever a friendly CRIMSON OMEN operative within 6" fights, it can re-roll one attack die.

If that operative is fighting an enemy within control range of Kastiel, it can instead re-roll up to two attack dice.

CATECHISM OF FIRE

Kastiel directs his battle-brothers' fire against the enemy's most vital targets.

Whenever a friendly CRIMSON OMEN operative within 6" shoots, if the target is within 6" of that operative, you can re-roll one attack die.

If the target is also within control range of an objective marker, the friendly operative's ranged weapon gains Severe for that attack.

LITANY OF FAITH

Kastiel's words steel his battle-brothers against pain, fear and death.

Whenever a friendly CRIMSON OMEN operative within 6" would lose a wound as a result of an enemy attack, roll one D6:

5+: That wound is not lost.

You cannot use this rule to prevent mortal wounds.

That Litany remains active until the end of the Turning Point.

Unless otherwise specified, friendly CRIMSON OMEN operatives within 6" of Kastiel benefit from the selected Litany.

Kastiel always benefits from his own Litany

RECITE THE LITANY (1AP): Kastiel can perform this action once per Turning Point.

Select a Litany of Battle other than the Litany currently active.

Until the end of Kastiel's activation, friendly CRIMSON OMEN operatives within 3" of him also benefit from that Litany.

This means Kastiel can briefly have two Litanies active simultaneously, but the second Litany has a much smaller area of effect.

RIGHTEOUS FURY: Whenever Kastiel incapacitates an enemy operative during a Fight action, select one friendly CRIMSON OMEN operative visible to Kastiel and within 6" of him.

Until the end of the Turning Point, that operative gains:

Righteous Fury: Whenever this operative fights or shoots, it can re-roll one result of 1.

An operative can only be affected by Righteous Fury once per Turning Point.

SPIRITUAL LEADER: Whenever a friendly CRIMSON OMEN operative within 6" of Kastiel is activated, you can use this ability.

Until the end of that activation, that operative can ignore one modifier to its APL or Movement characteristic.

Each friendly operative can benefit from Spiritual Leader once per Turning Point.

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, CHAPLAIN, KASTIEL, LEADER
BROTHER BARACHIUS
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol
4
3+
4/5
Power Sword (Lethal 5+)
5
3+
5/6
Abilities
ASTARTES BANNERBENEATH THE BANNERLAST STAND OF THE ANCIENT1AP: RAISE THE STANDARDUNWAVERING STANDARD

ASTARTES BANNER: The ancient standard carried by Barachius is a symbol of the Blood Ravens' honour and an unmistakable rallying point amid the chaos of battle.

While a friendly CRIMSON OMEN operative is within 3" of Barachius:

That operative's APL cannot be negatively modified. Whenever determining control of an objective marker, add 1 to that operative's APL for that purpose only.

Barachius also benefits from this ability.

BENEATH THE BANNER: Whenever another friendly CRIMSON OMEN operative within 3" of Barachius is the target of a shooting attack, after rolling defence dice you can use this ability.

That operative can re-roll one defence die.

Each friendly operative can benefit from Beneath the Banner once per Turning Point

LAST STAND OF THE ANCIENT: Once per battle, when Barachius would be incapacitated, you can use this ability.

Do not remove him from the killzone immediately.

Before Barachius is removed, he can perform one of the following free actions:

Fight Shoot Raise the Standard

If he performs Raise the Standard, its effects remain active until the end of the Turning Point, even though Barachius is subsequently removed from the killzone.

After resolving the selected action, Barachius is incapacitated as normal.

RAISE THE STANDARD (1AP): Barachius can perform this action once per Turning Point.

Until the beginning of his next activation, the range of his Astartes Banner and Beneath the Banner abilities is increased from 3" to 6".

In addition, while Raise the Standard is active, friendly CRIMSON OMEN operatives within 6" of Barachius can ignore any changes to their APL characteristic.

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

UNWAVERING STANDARD: While Barachius is within control range of an objective marker, he counts his APL as 1 higher when determining control of that objective marker.

In addition, whenever an enemy operative would cause Barachius to move from his current position, you can ignore that movement.

The enemy may break the battle line, but moving the bearer of the Blood Ravens' standard is another matter entirely.

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, BLADEGUARD, ANCIENT, BARACHIUS
BROTHER MENADIEL
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol
4
3+
4/5
Master-crafted Power Sword (Lethal 5+, Balanced)
5
2+
4/6
Abilities
1AP: GUARDIAN STANCEHOLD THE LINEINTERCESSIONSHIELD OF THE OMENSTORM SHIELD

GUARDIAN STANCE (1AP): Menadiel can perform this action once per Turning Point.

Until the beginning of his next activation:

Menadiel cannot perform the Dash action. His Storm Shield allows him to re-roll one defence die whenever he is the target of a shooting attack. His Master-crafted Power Sword gains Defensive. Friendly CRIMSON OMEN operatives within 2" of Menadiel can re-roll one defence die when targeted by a shooting attack.

Guardian Stance immediately ends if Menadiel performs a Charge action.

HOLD THE LINE: While Menadiel is within control range of an objective marker or within 2" of another friendly CRIMSON OMEN operative:

Enemy operatives cannot move through Menadiel's control range. Menadiel cannot be moved by enemy abilities. Whenever Menadiel fights as a result of an enemy operative performing the Fight action, his Master-crafted Power Sword gains Defensive.

Defensive: You can resolve one successful attack die as a block before the attacker resolves their first attack die.

INTERCESSION: Once per Turning Point, when an enemy operative ends a Charge action within control range of another friendly CRIMSON OMEN operative that is within 3" of Menadiel, you can use this ability.

Menadiel can immediately perform a free Dash action.

He must finish that move within control range of the charging enemy operative.

If he does, that enemy operative must select Menadiel as the target of its next Fight action during that activation, if possible.

SHIELD OF THE OMEN: Menadiel instinctively places himself between his battle-brothers and incoming danger.

Once per Turning Point, when another friendly CRIMSON OMEN operative within 2" of Menadiel is selected as the target of a shooting attack, Menadiel can use this ability.

If Menadiel is a valid target for that attack, you can select Menadiel as the target instead.

Resolve the attack against Menadiel normally.

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

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, BLADEGUARD, VETERAN, MENADIEL
BROTHER UTHAREL
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol
4
3+
4/5
Master-crafted Power Sword (Lethal 5+, Balanced)
5
2+
4/6
Abilities
BREAK THEIR LINEMOMENTUM OF THE ASSAULT1AP: SHIELD BASHSTORM SHIELDUNSTOPPABLE CHARGE

BREAK THEIR LINE: Whenever Utharel incapacitates an enemy operative during a Fight action, after completing that action he can immediately perform a free Dash action.

That Dash must end:

Closer to another enemy operative, or Within control range of an objective marker.

Utharel cannot use this ability while within control range of another enemy operative

MOMENTUM OF THE ASSAULT: Once per Turning Point, after Utharel incapacitates an enemy operative, he can gain 1 additional action point.

This action point must immediately be spent on one of the following actions:

Dash Fight Pick Up Marker A mission action

This cannot increase Utharel's APL characteristic and any unused action point is lost at the end of his activation.

SHIELD BASH (1AP): Select one enemy operative within Utharel's control range and roll one D6.

Add 1 to the result if Utharel performed a Charge action during this activation.

On a 3+:

Inflict 2 mortal wounds on that enemy operative. Until the end of Utharel's activation, that enemy operative cannot provide combat support. Utharel's Master-crafted Power Sword gains Ceaseless against that operative.

On a 5+, that enemy operative also suffers Staggered until the end of its next activation.

Staggered: Subtract 1" from the operative's Movement characteristic and it cannot perform the Dash action.

Utharel cannot perform Shield Bash more than once per activation.

UNSTOPPABLE CHARGE: Whenever Utharel performs the Charge action, he can move an additional 1".

If he ends that Charge within control range of an enemy operative, his Master-crafted Power Sword gains Shock for the first Fight action he performs during that activation.

If Utharel moved at least 5" during that Charge, it also gains Brutal for that Fight action.

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, BLADEGUARD, VETERAN, UTHAREL
BROTHER ZAEPHUS
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol
4
3+
4/5
Master-crafted Power Sword (Lethal 5+, Balanced)
5
2+
4/6
Abilities
1AP: CHALLENGEMASTER DUELLISTPERFECT RIPOSTESTORM SHIELDSTUDIED OPPONENT

CHALLENGE (1AP): Select one visible enemy operative within 6" of Zaephus.

Until the end of the Turning Point, that enemy operative is Challenged.

While that enemy operative is within 6" of Zaephus:

It cannot provide Combat Support against another CRIMSON OMEN operative. If it performs a Charge action and can end that action within control range of Zaephus, it must do so. Zaephus' Master-crafted Power Sword gains Brutal when fighting that operative.

Zaephus can only have one enemy operative Challenged at a time.

He cannot perform this action while another enemy operative is already Challenged.

MASTER DUELLIST: Whenever Zaephus fights an enemy operative and no other friendly or enemy operatives are within control range of either combatant, Zaephus gains the following benefits:

His Master-crafted Power Sword gains Ceaseless. The enemy operative cannot receive Combat Support. Once during that combat, after your opponent resolves an attack die, you can immediately resolve one of your successful attack dice.

Zaephus therefore becomes considerably more dangerous when he can isolate his opponent.

PERFECT RIPOSTE: Once per Turning Point, when Zaephus blocks an enemy attack die during a Fight action, you can declare a Perfect Riposte.

After resolving that block, inflict 2 mortal wounds on the enemy operative.

If the attack die Zaephus blocked was a critical success, inflict 3 mortal wounds instead.

STUDIED OPPONENT: At the beginning of each Turning Point, select one visible enemy operative within 9" of Zaephus.

That operative becomes Zaephus' Studied Opponent until the end of the Turning Point.

Whenever Zaephus fights his Studied Opponent:

His Master-crafted Power Sword gains Severe. You can re-roll one attack die. The first time the enemy resolves a critical strike against Zaephus during that combat, reduce the damage inflicted by 2.

Only one enemy operative can be Zaephus' Studied Opponent at a time.

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, BLADEGUARD, VETERAN, ZAEPHUS
BROTHER ARKOS
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Melta Rifle (Range 6", Devastating 4, Piercing 2)
4
3+
3/6
Bolt Pistol (Range 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
ARMOURED HUNTERMELTA RANGE1AP: PRIORITY TARGETTHERMAL BREACHTOTAL OBLITERATION

ARMOURED HUNTER: Whenever Arkos shoots an enemy operative with a Save characteristic of 3+ or better, his Melta Rifle gains Severe.

If that enemy operative has 15 or more starting wounds, Arkos can also re-roll one attack die.

Arkos is designed to hunt the enemy's toughest operatives rather than waste his melta fire against expendable troops.

MELTA RANGE: The closer Arkos gets to his quarry, the more devastating his weapon becomes.

Whenever Arkos shoots his Melta Rifle at an enemy operative within 3", the weapon gains:

Devastating 5

In addition, the target cannot improve its Save characteristic as a result of cover or another ability.

Arkos therefore becomes exceptionally dangerous when he is willing to advance into point-blank range.

PRIORITY TARGET (1AP): Select one visible enemy operative within 9" of Arkos.

That operative becomes Arkos's Priority Target until the beginning of Arkos's next activation.

Whenever Arkos shoots his Priority Target with his Melta Rifle:

Ignore any changes to Arkos's Ballistic Skill. Ignore any changes to the target's Save characteristic. Arkos can re-roll one attack die. The target cannot use abilities that allow it to re-roll defence dice.

Arkos can only have one Priority Target at a time.

THERMAL BREACH: Once per Turning Point, when Arkos performs a Shoot action with his Melta Rifle against an enemy operative receiving the benefits of cover, you can use Thermal Breach.

For that attack:

The enemy operative cannot retain a defence die automatically as a result of cover. Arkos' Melta Rifle gains Saturate. If at least one critical success is retained, the target suffers 1 additional mortal wound after the attack is resolved.

TOTAL OBLITERATION: Arkos does not spread his fire across multiple targets. Once he has selected his quarry, every shot is directed toward its complete destruction.

Once per Turning Point, after Arkos performs a Shoot action with his Melta Rifle, if the target was not incapacitated, you can place an Obliteration marker next to that enemy operative.

The next time Arkos shoots that operative during the battle:

His Melta Rifle gains Ceaseless. You can retain one normal success as a critical success. Remove the Obliteration marker after resolving the attack.

Only one enemy operative can have Arkos' Obliteration marker at a time.

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, ERADICATOR, ARKOS
BROTHER RATHION
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Melta Rifle (Range 6", Devastating 4, Piercing 2)
4
3+
3/6
Bolt Pistol (Range 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
1AP: AGGRESSIVE ADVANCEBURN THROUGHCLOSE-RANGE ANNIHILATIONFIRE ON THE MOVERELENTLESS ADVANCE

AGGRESSIVE ADVANCE (1AP): Rathion can perform this action once per Turning Point.

Rathion performs a free Normal Move action.

During this move:

He must finish closer to the nearest visible enemy operative. He can ignore the first 2" of additional movement required for traversing or climbing terrain. Enemy operatives cannot interrupt this movement with abilities that would normally prevent or reduce a Normal Move.

After completing this movement, Rathion gains an Aggression token.

The next time Rathion shoots his Melta Rifle during this activation, remove that token and the weapon gains Ceaseless for that attack.

BURN THROUGH: Once per Turning Point, when Rathion shoots his Melta Rifle at an enemy operative receiving the benefits of cover, he can use this ability.

For that attack:

The target cannot automatically retain a defence die as a result of cover. The Melta Rifle gains Saturate.

If the target is within 3", you can also retain one normal success as a critical success.

CLOSE-RANGE ANNIHILATION: Rathion's preferred engagement distance is measured in heartbeats rather than metres.

Whenever Rathion shoots his Melta Rifle at an enemy operative within 3":

The Melta Rifle gains Severe. You can re-roll one attack die. The target cannot re-roll defence dice.

If the target is within 2", the Melta Rifle also gains:

Devastating 5

FIRE ON THE MOVE: Rathion has mastered the difficult art of bringing his heavy melta weapon to bear while advancing at full pace.

Once per Turning Point, Rathion can perform a Shoot action with his Melta Rifle during an activation in which he has already performed both a Normal Move and Dash action.

When he does so, worsen the Hit characteristic of his Melta Rifle by 1 for that attack.

If the target is within 3", do not worsen the Hit characteristic.

RELENTLESS ADVANCE: Rathion maintains a steady advance regardless of the weight of fire directed against him.

Whenever Rathion performs a Normal Move action, he can immediately perform a free Dash action.

If he does so, that Dash cannot end within control range of an enemy operative.

Rathion cannot use Relentless Advance during an activation in which he performs a Charge action.

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, ERADICATOR, RATHION
BROTHER APHRAEL
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Melta Rifle (Range 6", Devastating 4, Piercing 2)
4
3+
3/6
Bolt Pistol (Range 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
1AP: ESTABLISH KILL ZONEFIRE DISCIPLINEOVERWATCH PROTOCOLSENTINEL OF THE OMENWATCHED GROUND

ESTABLISH KILL ZONE (1AP): Aphrael can perform this action once per Turning Point.

Place a Kill Zone marker at a point on the killzone within 6" and visible to Aphrael.

Until the beginning of Aphrael's next activation, whenever Aphrael shoots an enemy operative within 2" of that marker with his Melta Rifle:

The weapon gains Ceaseless. The weapon gains Saturate. The enemy operative cannot automatically retain a defence die as a result of cover.

Aphrael can only have one Kill Zone marker in the killzone at a time.

If he performs Establish Kill Zone again, remove the previous marker.

FIRE DISCIPLINE: Aphrael does not waste melta charges on uncertain shots.

Whenever Aphrael shoots an enemy operative that is within control range of an objective marker or within 2" of his Watch marker:

Ignore one negative modifier to his Hit characteristic. The target cannot re-roll more than one defence die. If Aphrael retains at least one critical success, the target gains a Suppression marker.

An operative with a Suppression marker subtracts 1" from its Movement characteristic until the end of its next activation.

An operative can only have one Suppression marker at a time.

OVERWATCH PROTOCOL: Once per Turning Point, after an enemy operative completes an action within 6" of Aphrael and is visible to him, you can place an Overwatch token on that enemy operative.

The next time Aphrael performs a Shoot action against that operative during the Turning Point:

Remove the Overwatch token. Aphrael can re-roll one attack die. If that enemy operative performed a Normal Move, Dash or Charge action immediately before receiving the token, Aphrael's Melta Rifle also gains Severe.

Only one enemy operative can have Aphrael's Overwatch token at a time.

SENTINEL OF THE OMEN: Aphrael is at his most dangerous when he has time to establish a firing position and wait for the enemy to expose itself.

If Aphrael has not performed a Normal Move, Charge or Fall Back action during his current activation, his Melta Rifle gains:

Balanced

If Aphrael also remained stationary during his previous activation, his Melta Rifle gains:

Severe

These benefits are lost immediately after Aphrael performs a Normal Move, Charge or Fall Back action.

WATCHED GROUND: At the end of Aphrael's activation, if he is not within control range of an enemy operative, you can place one Watch marker within 6" of him and visible to him.

The Watch marker remains until:

Aphrael's next activation begins. Aphrael is incapacitated. Aphrael performs a Charge or Fall Back action. You place another Watch marker.

Whenever an enemy operative ends a Normal Move, Dash or Charge action within 2" of the Watch marker and is a valid target for Aphrael, that operative becomes Exposed until the end of its activation.

When Aphrael next shoots an Exposed operative with his Melta Rifle, he can re-roll one attack die.

40IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS, CRIMSON OMEN, ERADICATOR, APHRAEL
Equipment

RELIQUARY OF THE OMEN:
A fragment of an ancient Blood Ravens relic, carried into battle as a symbol of the Chapter's mysterious legacy.

Once per Turning Point, when a friendly CRIMSON OMEN operative within 3" of the bearer rolls an attack or defence die, you can allow that operative to re-roll one die.

Each operative can benefit from the Reliquary once per Turning Point.


MASTER-CRAFTED POWER FIELD:
Ancient technologies incorporated into the warrior's wargear reinforce his defences at the moment of greatest danger.

BLADEGUARD operatives only.

Once per Turning Point, when this operative is the target of a shooting attack, after rolling defence dice you can change one failed defence die into a normal success.


THERMAL TARGETING ARRAY:


SPECIAL-ISSUE BOLT ROUNDS:
Carefully selected ammunition allows the Blood Ravens to eliminate targets that ordinary bolt rounds might fail to overcome.

Select one Heavy Bolt Pistol, Bolt Pistol or Absolvor Bolt Pistol carried by the bearer.

That weapon gains Severe.

If the target has an Insight, Foreseen or Vengeance token, that weapon also gains Balanced.


Ploys

Firefight - FOREWARNED:
The Blood Ravens have already seen the strike coming.

Use this ploy when a friendly CRIMSON OMEN operative is selected as the target of a shooting attack.

After rolling your defence dice, you can:

Re-roll one defence die.

If the attacking enemy operative has an Insight token, you can instead re-roll up to two defence dice.


Firefight - NONE SHALL STAND ALONE:
Every warrior of Crimson Omen fights knowing that his battle-brothers stand ready to answer his call.

Use this ploy when a friendly CRIMSON OMEN operative is selected to fight.

If another friendly CRIMSON OMEN operative is within 3" of that operative:

The fighting operative can re-roll one attack die. It cannot have its Weapon Skill worsened. Enemy operatives cannot prevent it from receiving Combat Support.

If the supporting friendly operative has the BLADEGUARD keyword, the fighting operative can also resolve one normal success as a block before resolving its first strike.


Firefight - WRATH OF THE BLOOD RAVENS:
The death of a battle-brother is not cause for despair. It is a debt to be repaid in blood.

Use this ploy immediately after a friendly CRIMSON OMEN operative is incapacitated by an enemy operative.

Place a Vengeance token on the enemy operative responsible.

Until the end of the Turning Point, whenever another friendly CRIMSON OMEN operative attacks that enemy:

It can re-roll one attack die. Its weapon gains Severe.

When that enemy operative is incapacitated, remove the Vengeance token.


Firefight - TACTICAL REPOSITION:
The enemy believes it has found an opening. The Blood Ravens merely allow it to see what they wish it to see.

Use this ploy after an enemy operative ends a Normal Move, Dash or Fall Back action.

Select one friendly CRIMSON OMEN operative that is more than 2" from all enemy operatives.

That friendly operative can immediately perform a free Dash action.

It cannot end this movement within control range of an enemy operative.

If that movement ends within control range of an objective marker, the operative can immediately perform a free Pick Up Marker action if eligible.


Strategic - OMENS OF WAR:
The Blood Ravens possess an uncanny ability to anticipate the course of battle, reacting to threats before the enemy realizes their importance.

Select one enemy operative visible to a friendly CRIMSON OMEN operative.

Until the end of the Turning Point, that enemy operative is Foreseen.

Whenever a friendly CRIMSON OMEN operative shoots or fights the Foreseen operative, you can re-roll one attack die.

If the Foreseen operative is incapacitated, select another enemy operative visible to a friendly CRIMSON OMEN operative. That operative becomes Foreseen for the remainder of the Turning Point.


Strategic - KNOWLEDGE IS POWER:
Every exchange reveals something of the enemy. Every shot, every strike and every desperate defence becomes another piece of knowledge the Blood Ravens can exploit.

Until the end of the Turning Point, the first time each friendly CRIMSON OMEN operative attacks an enemy operative, place an Insight token on that enemy after resolving the attack.

Whenever a friendly CRIMSON OMEN operative subsequently attacks an enemy operative with an Insight token, it can re-roll one result of 1.

Remove all Insight tokens at the end of the Turning Point.


Strategic - FURY OF THE OMEN:
Once the enemy's weakness has been identified, Crimson Omen attacks with relentless and coordinated violence.

Until the end of the Turning Point, whenever a friendly CRIMSON OMEN operative attacks an enemy operative that has fewer than its starting number of wounds:

Its weapon gains Severe.

If the enemy operative has half or fewer of its starting wounds remaining, you can also re-roll one attack die.

Crimson Omen is therefore particularly effective at finishing targets that have already been weakened.


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.