Ballisticus Sect

Homebrew by Ninwa

Not all followers of Chaos lose themselves to the thrill of butchery and close combat. There are those who instead seek more destructive and deadly arms, cults dedicated to the sanctity of the rifle, the pistol, the flamer. These sects follow the greatest embodiments of this idea in the vessels of the obliterator virus, living in reverence to their great firearms and raining hellstorms of bolt, shell, and beam down on their enemies.

100% positive
Composition

A BALLISTICUS SECT Kill team is composed of:

  • 1 OBLITERATOR VESSEL
  • 1 AMMO FIEND
  • 9 operatives selected from the following list:
    • AURIST
    • BOMB BLAST
    • CORRUPTED OGRYN
    • GUNMAN
    • GUNNER with one of the following options:
      • Flamer; Gun butt
      • Meltagun; Gun butt
      • Plasma Gun; Gun butt
    • LIVEWIRE
    • PISTOLIER
    • PSYGUNNER
    • SNIPER
    • XENOPHILE with one of the following options:
      • Aeldari Blaster; Gun butt
      • Ion Rifle; Gun butt
      • Tesla Carbine; Gun butt

Other than GUNMAN and GUNNER operatives, your kill team can only include each operative on this list once. You can include up to two GUNNER operatives, but each operative must have a different weapon option.

Common Abilities and Options

Dark Pacts:
When a friendly operative is performing the Shoot action, for each target of the action before rolling Attack Dice you can choose to make a Pact. When doing so, you select a Pact from the following options, gaining the specified weapon modifier for the duration of the sequence. Each Pact has a cost associated with it, and if you are unable to complete the cost at the end of the sequence, inflict D3+1 damage on the shooting operative.

  • Breaching Darkness: The weapon profile gains Piercing 1.
    • Cost: You must retain a critical success during the shooting sequence.
  • Malevolent Precision: The weapon profile gains Relentless.
    • Cost: You cannot retain any fails during the shooting sequence.
  • Murder Make: Add 1 to the normal and critical damage stat of the weapon (to a maximum of 6)
    • Cost: The target of the shoot action must be incapacitated at the end of the shooting sequence.
Obliterator Vessel
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Fleshmetal Guns
Flamer (Rng 8”, Saturate, Torrent 2”)
4
2+
4/4
Missiles (Blast 1”)
4
3+
4/5
Shredder (Rending)
5
3+
3/4
Crushing Fists (Brutal)
4
3+
4/5
Abilities
Dark Pacts1AP: Living ArsenalTechno-Organic FleshWalking Artillery

Living Arsenal (1AP): This operative can perform a free Shoot action. When doing so, select one friendly operative visible to this operative and use a weapon profile from its datacard to perform the action.

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

Techno-Organic Flesh: STRATEGIC GAMBIT This operative can immediately apply one of the following effects:

  • Until the end of the turning point, improve this operative's Save stat by 1 and reduce its movement by 1”.
  • Until the end of the turning point, reduce the Piercing X weapon rule by 1 for weapons targeting this operative. Note that Piercing 1 would therefore be ignored.
  • Regain D3+2 wounds

Walking Artillery: During this operative’s activation, it can perform two Shoot actions. If you do, a Fleshmetal Guns profile must be selected for at least one of those actions.

BALLISTICUS SECT, CHAOS, LEADER, OBLITERATOR VESSEL, 40mm
Ammo Fiend
A 2
M 8"
S 3+
W 5
Weapons
ATK
HIT
DMG
Claws
3
4+
2/3
Abilities
ExpendableFiendFly2AP: RearmSubservient

Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

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

Whenever 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".

This operative cannot use any weapons that aren’t on its datacard, or perform unique actions other than Rearm.

Fly: Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Rearm (2AP): This operative can perform a free Reposition action. Every friendly operative whose control range this operative enters, leaves, or is within during that Reposition can re-roll one of their attack dice for each shooting attack they make until the start of the next turning point.

Subservient: Whenever a friendly operative within 3” is activated, you can activate this ready operative at the same time. Complete their activations action by action in any order.

BALLISTICUS SECT, CHAOS, AMMO FIEND, 25mm
Cultist Aurist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hellgun
4
4+
3/4
Seismo-Vox (Rng 4”, Saturate, Seek, Stun)
5
2+
2/2
Gun Butt
3
4+
2/3
Abilities
Dark Pacts1AP: Vox-Alert

Vox-Alert (1AP): SUPPORT Select one other friendly operative visible to and within 8" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

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

BALLISTICUS SECT, CHAOS, AURIST, 25mm
Cultist Bomb Blast
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Rotary Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Piercing 1)
4
4+
4/5
Melta (Rng 6”, Lim 1, Dev 4, Piercing 2)
4
4+
5/2
Gun Butt
3
4+
2/3
Abilities
Dark PactsDetonate Everything

Detonate Everything: If this operative is incapacitated, before it’s removed from the killzone, you can use this rule. If you do, roll two D6, or one D6 if this operative is within control range of an enemy operative. If any result is a 4+, inflict D3+2 damage on each operative visible to and within 2" of this operative (roll separately for each). If this operative hasn’t used its Melta profile during the battle, inflict D6+2 damage instead.

BALLISTICUS SECT, CHAOS, BOMBBLAST, 25mm
Cultist Corrupted Ogryn
A 2
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Chaos Ripper Gun (Rng 8", Punishing)
4
3+
4/5
Bloody Bayonet
4
3+
4/5
Abilities
Bloody ChargeBruteDark PactsSlow-Witted

Bloody Charge: Whenever this operative finishes moving during the Charge action, you can inflict D3+1 damage on one enemy operative within its control range.

Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

Slow-Witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).

BALLISTICUS SECT, CHAOS, CORRUPTED OGRYN, 40mm
Cultist Gunman
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hellgun
4
4+
3/4
Gun Butt
3
4+
2/3
Abilities
Chaos DevotionDark Pacts

Chaos Devotion: Whenever this operative makes a Pact, its ranged weapon gains the Lethal 5+ and Punishing weapon rules for the duration of the sequence.

BALLISTICUS SECT, CHAOS, GUNMAN, 25mm
Cultist Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Saturate, Torrent 2”)
4
2+
3/3
Meltagun (Rng 6”, Dev 4, Piercing 2)
4
4+
6/3
Plasma Gun
Standard (Piercing 1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Piercing 1)
4
4+
5/6
Gun Butt
3
4+
2/3
Abilities
Dark Pacts
BALLISTICUS SECT, CHAOS, GUNNER, 25mm
Cultist Livewire
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Arc Beamer (Rng 12”, Lethal 5+, Stun, *Arc)
4
4+
4/5
Gun Butt
3
4+
2/3
Abilities
*ArcDark PactsUngrounded

*Arc: After resolving the shooting sequence against the primary target with this weapon, you can shoot with this weapon against a single secondary target. A secondary target is an enemy operative that is a valid target to the primary target and within 3” of the primary operative. When you shoot against the secondary target, worsen the ATK stat by 1 for the rest of the Shoot action. After resolving this shooting sequence you can repeat this process from the secondary target onwards, until the ATK stat reaches 0 or there are no more valid targets. No operative can be the target of this weapon more than once per Shoot action.

Ungrounded: When other operatives enter this operative’s control range, those other operatives take 2 damage. This effect only triggers once per turning point for every operative.

BALLISTICUS SECT, CHAOS, LIVEWIRE, 25mm
Cultist Pistolier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Dualfang Pistols
Focused (Rng 8”, Ceaseless, Rending)
4
3+
3/4
Salvo (Rng 8”, *Salvo)
4
3+
3/4
Dualfang Blades (Ceaseless, Rending)
4
4+
3/4
Abilities
*SalvoDark Pacts1AP: Serpent's Strike

*Salvo: Select up to two different valid targets that aren’t within control range of friendly operatives. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

Serpent's Strike (1AP): This operative can perform a free Shoot action, followed by a free Charge action. This operative must select the Dualfang Pistols (Focused) weapon profile for the Shoot action, and must end the Charge within control range of the target. If the target is incapacitated after the Shoot action, this operative does not perform the Charge.

BALLISTICUS SECT, CHAOS, PISTOLIER, 25mm
Cultist Psygunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Psygun (PSYCHIC, 1" Dev 1, *Warped)
4
4+
3/4
Gun Butt
3
4+
2/3
Abilities
*WarpedChaos PoweredDark Pacts1AP: Rift BlastWarp Rift

*Warped: If you retain any Critical successes with this weapon, you can place a Warp Rift token within the target’s control range.

Chaos Powered: When this operative is performing the Shoot action, when you would select a Dark Pact, you can instead choose to roll a D3 to select the Pact while ignoring the cost. The results determining which Pact you take are:

  • 1: Breaching Darkness
  • 2: Malevolent Precision
  • 3: Murder Make

Rift Blast (1AP): PSYCHIC Remove one of your Warp Rift tokens from the killzone. Inflict D3 damage to every operative that was within 2” of that token, rolling separately for each.

Warp Rift: Enemy operatives within 3” of a Warp Rift token worsen the Hit stat of their weapon profiles by 1. This is not cumulative with being injured.

BALLISTICUS SECT, CHAOS, PSYGUNNER, 28mm
Cultist Sniper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Dirge Fusil
Mobile (Dev 2, Hvy(Dash))
4
3+
4/3
Stationary (Dev 3, Hvy, Saturate, Severe)
4
2+
4/3
Gun Butt
3
4+
2/3
Abilities
Dark Pacts1AP: Hunter's SightSleek Mantle

Hunter's Sight (1AP): Until the start of this operative’s next activation:

  • The Stationary weapon profile gains Lethal 5+.
  • Whenever it is shooting with its Dirge Fusil, enemy operatives cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

Sleek Mantle: Whenever an operative is shooting this operative, if you can retain any cover saves you can retain an additional cover save, or a critical save instead. If this operative is also benefiting from the URBAN LURKERS Strategy Ploy, you can choose both options.

BALLISTICUS SECT, CHAOS, SNIPER, 60x35mm
Cultist Xenophile
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Aeldari Blaster (Piercing 2)
4
4+
4/5
Ion Rifle
Standard (Piercing Crits 1)
5
4+
4/5
Overcharge (Hot, Lethal 5+, Piercing 1)
5
4+
4/5
Tesla Carbine (2" Dev1)
5
4+
3/3
Gun Butt
3
4+
2/3
Abilities
Alien FixationDark Pacts

Alien Fixation: When this operative is targeting an enemy operative with the Shoot action, if that operative does not have the IMPERIUM or CHAOS keywords, improve the Hit stat of this operative’s ranged weapons by 1.

BALLISTICUS SECT, CHAOS, XENOPHILE, 28mm
Equipment

Wounds of Devotion:
When a friendly operative performs the Shoot action or is a target of the Shoot action, at the end of the action that operative regains 1 wound.


Blood Unguents:
Friendly operatives can ignore any changes to the Hit stat for ranged weapon profiles on their datacards.


Twisted Bayonets:
Friendly Ballisticus Sect operatives (excluding the Ammo Fiend) have the following melee weapon:

NAMEATKHITDMG
Twisted Bayonet34+3/4

Charred Icon:
Before the battle, you can set up one of your Charred Icon markers wholly within your territory and more than 2" from other markers. Once per turning point, during a friendly operative's activation, if it controls this marker it can perform two Shoot actions during its activation. Friendly operatives can perform the Pick Up Marker action on that marker.


Ploys

Firefight - A Favor Owed:
When a friendly operative makes a Pact, at the end of the shooting sequence, ignore the damage from failing to meet the Pact’s cost.


Firefight - Heavy Trigger:
Use this firefight ploy when a friendly BALLISTICUS SECT operative is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of the ranged weapons on its datacard as a melee weapon (excluding a weapon that has the Blast X" weapon rule) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: *Arc, Devastating, Piercing, Torrent. If that friendly operative has an Engage order and has performed the Shoot action this turning point, you resolve the first attack dice (i.e. defender instead of attacker).


Firefight - Blessing Of Gunsmoke:
During a friendly operative's activation, when it performs the Shoot action and makes a Pact during that Shoot action, add 1 to its APL until the end of its activation.


Firefight - A Gunner's Retreat:
Use this firefight ploy during a friendly BALLISTICUS SECT operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.


Strategic - Shoot First...:
Whenever a friendly BALLISTICUS SECT operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead. Note that operative isn’t restricted from performing those actions after shooting.


Strategic - Depraved Ambush:
Place your Ambush marker wholly within your territory. Whenever an enemy operative ends its activation within 3” of your Ambush marker, before the next operative is activated you can select a friendly operative wholly within your territory to perform a free Shoot action against that enemy operative (you can change its order to Engage to do so). If that friendly operative is Ready, its weapon has Seek Light for the duration of the action. You cannot select each friendly operative for this ploy more than once per turning point. Remove the Ambush marker at the end of the turning point.


Strategic - In Our Sights:
Select one SIGHT RANGE from the options below. Whenever a friendly operative is x, improve the hit stat of its ranged weapons by 1 (to a minimum of 3+). If the Hit stat is already 3+ or better, the ranged weapon gains the Balanced weapon rule instead. X is the SIGHT RANGE you selected.

  • Long Range: Shooting an operative more than 8” from it.
  • Short Range: Shooting an operative within 8” of it.

Strategic - Urban Lurkers:
Whenever an operative is shooting a friendly BALLISTICUS SECT operative that is in cover:

  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save. If the operative is in cover behind Heavy terrain, you can choose to retain a critical save instead. This isn’t cumulative with improved cover saves from Vantage terrain.

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.