Dredge Murk

Homebrew by Gjtaru

"Forget the screaming daemons of the Warp. Forget the bloodshed. Those are horrors the mind can process. This... this was something that biology rejects. It started with the barometer on my wrist comp; the glass cracked from the inside out. Then came the taste—copper and brine, thick enough to choke on. The silence wasn't quiet; it was heavy. It was the suppressed roar of ten thousand fathoms pressing against your skull, begging to crush it.

When they finally emerged from the gloom, they didn't march. They drifted. Their armor wasn't just ceramite; it was a pressurized coffin, the colour of a bruised ocean, weeping oily black water that sizzled where it touched the deck. They moved with a hideous, jarring slowness, anchored by a gravity that belonged to the bottom of a dead sea, not this world.

To stand near them was to violate the laws of nature. I saw men drown on dry land. I watched their eyes bulge and burst as the internal pressure fought the external void. I heard the wet, muffled snap of ribs collapsing inward, folded by the weight of an invisible ocean.

We told ourselves that the abyss had an end. It must have. We thought that even the nightmare had a floor. We were wrong."

— Inquisitor Varro, Ordo Malleus

100% positive
Composition

1 DREDGE MURK TRENCH ANCHORITE operative

1 DREDGE MURK CHAMPION operative

4 DREDGE MURK operatives selected from the following list:

  • MINE FLAIL
  • ICON BEARER
  • HEAVY GUNNER
  • GUNNER with one of the following options:
    • Auto bolt rifle; fists
    • Stalker bolt rifle; fists
  • WARRIOR

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

Common Abilities and Options

Abyssal Plating:
- Whenever an operative is shooting a friendly DREDGE MURK operative, if any attack dice would inflict damage on that friendly operative, roll one D6 at the end of the Resolve Attack Dice Step.

  • Whenever an operative is fighting a friendly DREDGE MURK operative, roll one D6 the first time an attack dice would inflict damage.

On a 5, ignore the damage inflicted by one normal success. On a 6, ignore the damage inflicted by one critical or normal success.

Astartes:
During each friendly DREDGE MURK operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol, boltgun or PSYCHIC weapon must be selected for at least one of them. You cannot select the same PSYCHIC ranged weapon more than once per activation.

Each friendly DREDGE MURK operative can counteract regardless of its order.

Pressure:
Whenever an enemy operative activates, ends a movement action or is set up within 2" of a friendly DREDGE MURK operative, inflict 1 damage on that operative.

Dredge Murk Trench Anchorite
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Abyssal rupture (PSYCHIC, Rng 8", Saturate, Severe, Balanced)
4
3+
3/7
Trench breath (PSYCHIC, Saturate, Rending, Torrent 1")
6
3+
3/3
Tide-reaper stave (PSYCHIC, Severe, Shock, Stun)
4
3+
3/4
Abilities
Abyssal PlatingAstartes1AP: Dry DrowningPressure1AP: Seal the Breach

Dry Drowning (1AP): PSYCHIC. Select one enemy operative visible to and within 8" of this operative, or one enemy operative that’s a valid target for this operative. Both players roll four D6 and sort their results from highest to lowest. Compare the results in pairs (highest vs highest, 2nd highest vs 2nd highest, etc). For each pair where your result is equal to or higher than the opponent's result, inflict 2 damage on that enemy operative.

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

Seal the Breach (1AP): PSYCHIC. Select one friendly operative visible to and within 3" of this operative, then roll 2D6: if the result is 8, the selected operative regains 8 lost wounds; otherwise, the selected operative regains lost wounds equal to the highest D6.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

DREDGE MURK, CHAOS, HERETIC ASTARTES, PSYKER, LEADER, TRENCH ANCHORITE
Dredge Murk Champion
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Riptide sword (standard range) (Rng 8", Piercing 1)
4
3+
3/5
Riptide sword (overcharged range) (Rng 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Riptide sword (melee) (Severe, *Surge)
5
3+
4/5
Abilities
*SurgeAbyssal PlatingAstartesBlessing of the VoidPressure

*Surge: Whenever this operative is using this weapon after a Charge action, add 1 to both Dmg stats of this weapon.

Blessing of the Void: Whenever an enemy operative loses any wound from the Pressure ability within 8" of this operative, this operative regains up to an equal number of lost wounds (to a maximum of 3 lost wounds per turning point, and only if this operative isn’t incapacitated).

DREDGE MURK, CHAOS, HERETIC ASTARTES, CHAMPION
Dredge Murk Mine Flail
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Mine flail (Brutal, Severe, Shock, *Chain detonation)
5
3+
4/5
Abilities
*Chain detonationAbyssal PlatingAstartes1AP: FlailPressure

*Chain detonation: Whenever you strike with a critical success, inflict 1 damage on any operative within control range of this operative.

Flail (1AP): Inflict D3+2 damage on each other operative that’s both visible to and within 2" of this operative, rolling separately for each.

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed more than one Fight action, and it cannot perform more than one Fight action during an activation in which it performs this action.

DREDGE MURK, CHAOS, HERETIC ASTARTES, MINE FLAIL
Dredge Murk Icon Bearer
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Trench knife (Severe)
5
3+
3/4
Abilities
Abyssal PlatingAstartesIcon BearerIcon of the VoidPressurePressure Spike

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Icon of the Void: Whenever this operative is within your opponent’s territory, the Oppression strategy ploy costs you 0CP.

Pressure Spike: The Pressure range of this operative is 3" (instead of the normal 2").

DREDGE MURK, CHAOS, HERETIC ASTARTES, ICON BEARER
Dredge Murk Heavy Gunner
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Trench spewer (Rng 8", Saturate, Severe, Torrent 2")
5
2+
3/3
Fists
4
3+
3/4
Abilities
Abyssal PlatingAstartesPressure
DREDGE MURK, CHAOS, HERETIC ASTARTES, HEAVY GUNNER
Dredge Murk Gunner
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Stalker bolt rifle
Heavy (Heavy (Dash only), Lethal 5+, Piercing Crits 1)
4
3+
3/5
Mobile
4
3+
3/4
Auto bolt rifle (Torrent 1")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Abyssal PlatingAstartesHadal AmbushPressure

Hadal Ambush: Whenever this operative is shooting to an enemy operative within Pressure range of a friendly DREDGE MURK operative, add 1 to both Dmg stats of its weapons.

DREDGE MURK, CHAOS, HERETIC ASTARTES, GUNNER
Dredge Murk Warrior
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt rifle (Piercing Crits 1)
4
3+
3/4
Trench knife (Severe)
4
3+
3/4
Abilities
Abyssal PlatingAstartesHadal FortitudePressure

Hadal Fortitude: Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

DREDGE MURK, CHAOS, HERETIC ASTARTES, WARRIOR
Equipment

Sea-sludge Camo:
Whenever an operative is shooting a friendly DREDGE MURK operative that has a Conceal order, you can re-roll one of your defence dice.


Dredge Ichor:
You can ignore any changes to the stats of friendly DREDGE MURK operatives from being injured (including their weapons’ stats).


Crushing Pressure:
Whenever an enemy operative activates within 2" of a friendly DREDGE MURK operative, inflict D3 damage on that operative (instead of the normal 1).


Depth Charge:
Once per battle, a friendly DREDGE MURK operative can use the following ranged weapon:

Depth Charge

NAMEATKHITDMGWR
Depth charge43+4/5Range 3", Blast 2", Heavy (Reposition only), Piercing 1, Saturate

Ploys

Firefight - Benthic Resonance:
Use this firefight ploy when an enemy operative activates within Pressure range of two or more friendly DREDGE MURK operatives. Inflict D3 damage on that operative (instead of the normal 1), or inflict D3+2 damage on that operative if you have selected the Crusing Pressure equipment.


Firefight - Beyond Pain:
Use this firefight ploy when an attack dice inflicts damage on a friendly DREDGE MURK operative. For that shooting or fighting sequence, do not roll the D6 for the Abyssal Plating ability. Instead, you can automatically retain the result as a 5 (allowing you to ignore the damage inflicted by one normal success).


Firefight - Hull Breach:
Use this firefight ploy when a friendly DREDGE MURK operative is incapacitated, before it’s removed from the killzone. Inflict 1 damage on each enemy operative visible to and within 3" of that operative; if an enemy operative is visibile to and within 2" of that friendly operative, inflict D3 damage instead.


Firefight - Weight of the Void:
Use this firefight ploy when a friendly DREDGE MURK operative is shooting against or fighting against an enemy operative within 6" of it, after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success and they cannot re-roll it.


Strategic - Oppression:
Subtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this isn’t cumulative with being injured) whenever any of the following are true:

  • it is within 3" of a friendly DREDGE MURK operatives.
  • it is within 4" of a friendly DREDGE MURK ICON BEARER operative.

Strategic - The Bends:
Select one enemy operative within your Pressure range. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.


Strategic - Lumbering Death:
Whenever a friendly DREDGE MURK operative is shooting or fighting during an activation in which it hasn’t moved more than 3", or whenever it’s retaliating, its weapons have the Ceaseless weapon rule.


Strategic - Blackwater Veil:
Whenever an operative is shooting a friendly DREDGE MURK operative that’s more than 6" from it, that friendly operative is obscured.


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.


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.