Angels Encarmine (V1 - Playtesting)

Homebrew by Yinikren

Clad in auric artificer plate and borne aloft on roaring jump packs, the Sanguinary Guard are the living embodiment of the Blood Angels’ martial perfection. Chosen from the most exemplary warriors of the Chapter, these angels of death fight not as a line infantry force, but as a descending spearhead — striking with speed, precision, and overwhelming violence before the enemy can react.

Led by a Praetor of the Host, the Sanguinary Guard fight as a coordinated shock force. At the Praetor’s command, warriors descend from on high, crash into the foe with unstoppable momentum, and withdraw just as swiftly — leaving only shattered bodies in their wake. When the Red Thirst takes hold, their assaults become truly apocalyptic, as each strike is delivered with the fury of Sanguinius himself.

100% positive
Composition

An ANGELS ENCARMINE KillTeam is composed of:

  • 1 SANGUINARY GUARD PRAETOR with one option from each of the following:

Angelus bolter, inferno pistol*, or plasma pistol*

Power fist*, encarmine axe, or encarmine blade

  • 1 SANGUINARY GUARD BANNERWARDEN with the following:

Angelus bolter, Blood angels standard

Power fist*, encarmine axe or encarmine blade

  • 3 SANGUINARY GUARD WARRIOR operatives with one option from each of the following:

Angelus bolter, inferno pistol*, or plasma pistol*

Power fist*, encarmine axe or encarmine blade

*You can take a maximum of one power fist, one inferno pistol and one plasma pistol on your team.

Common Abilities and Options

Hammer of Wrath:
Whenever a friendly ANGELS ENCARMINE operative performs a Charge action and chooses to FLY, if it moved more than 4" horizontally while doing so, or if that operative charged from Vantage terrain and ended that Charge within Engagement Range of an enemy operative that was at a lower elevation, you can inflict D3+1 damage on that enemy operative before fighting.

If an enemy operative is incapacitated by this rule, the friendly operative may immediately Reposition up to 2", and can do so into Engagement Range of another enemy operative. This does not count as performing a Charge action.

Jump Pack Assault:
Whenever a friendly ANGELS ENCARMINE operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat, minus 2" (or within 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that friendly operatives can always choose to move without flying, in which case they do not suffer any movement penalty.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance 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).

Point Blank Fusillade:
Ranged weapons with this rule are wrist-mounted and may be fired at enemy operatives within Engagement Range, but only if no other friendly operatives are within the target's Engagement Range. If you do so, worsen the hit stat of the weapon by 1.

Sanguine Astartes:
During each friendly ANGELS ENCARMINE operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an inferno pistol or plasma pistol is selected for both, 1 additional AP must be spent for the second action.

Each friendly ANGELS ENCARMINE operative can counteract regardless of its order, and may move up to 3" before or after doing so.

The Red Thirst:
The first time during each Turning Point a friendly ANGELS ENCARMINE operative fights in melee after charging, you may retain one successful hit as a critical hit.

SANGUINARY GUARD PRAETOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Angelus Bolter (Rng 12", Point Blank Fusillade*)
4
3+
3/4
Angelus Plasma Pistol
Standard (Rng 8", Prc1, Point Blank Fusillade*)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1, Point Blank Fusillade*)
4
3+
4/5
Inferno Pistol (Rng 3", Dev3, Prc2, Point Blank Fusillade*)
4
3+
5/3
Power Fist (Brutal, Shock)
4
3+
5/7
Encarmine Sword (Balanced)
5
3+
4/5
Encarmine Axe (Punishing)
4
3+
5/6
Abilities
Hammer of WrathJump Pack AssaultPoint Blank FusilladePraetor's GuidanceSanguine AstartesThe Red Thirst

Praetor's Guidance: Once each turning point, whenever this operative incapacitates an enemy operative, you gain 1CP.

ASTARTES, BLOOD ANGELS, JUMP PACK, FLY, IMPERIUM, LEADER
SANGUINARY GUARD BANNERWARDEN
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Angelus Bolter (Rng 12", Point Blank Fusillade*)
4
3+
3/4
Angelus Plasma Pistol
Standard (Rng 8", Prc1, Point Blank Fusillade*)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1, Point Blank Fusillade*)
4
3+
4/5
Inferno Pistol (Rng 3", Dev3, Prc2, Point Blank Fusillade*)
4
3+
5/3
Power Fist (Brutal, Shock)
4
3+
5/7
Encarmine Sword (Balanced)
5
3+
4/5
Encarmine Axe (Punishing)
4
3+
5/6
Abilities
1AP: FOR SANGUINIUS!Hammer of WrathJump Pack AssaultPoint Blank FusilladeSanguine AstartesThe Red Thirst

FOR SANGUINIUS! (1AP): Place a Blood Angels Banner token within 3" of this friendly operative. Whenever a friendly ANGELS ENCARMINE operative is fighting while the Blood Angels Banner is visible to and within 6" of it, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

If that operative is retaliating while the Blood Angels Banner token is visible to and within 6" of it, In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).

ASTARTES, BLOOD ANGELS, JUMP PACK, FLY, IMPERIUM
SANGUINARY GUARD WARRIOR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Angelus Bolter (Rng 12", Point Blank Fusillade*)
4
3+
3/4
Angelus Plasma Pistol
Standard (Rng 8", Prc1, Point Blank Fusillade*)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1, Point Blank Fusillade*)
4
3+
4/5
Inferno Pistol (Rng 3", Dev3, Prc2, Point Blank Fusillade*)
4
3+
5/3
Power Fist (Brutal, Shock)
4
3+
5/7
Encarmine Sword (Balanced)
5
3+
4/5
Encarmine Axe (Punishing)
4
3+
5/6
Abilities
Hammer of WrathJump Pack AssaultPoint Blank FusilladeSanguine AstartesThe Red Thirst
ASTARTES, BLOOD ANGELS, JUMP PACK, FLY, IMPERIUM
Equipment

Inferno Calibrator:
Once per turning point, whenever a friendly ANGELS ENCARMINE operative performs the Shoot action and you select an inferno pistol, you can use this rule. If you do, until the end of that activation (or counteraction), that weapon adds 3" to its range (to a maximum of 6").


Heirloom of the Ninth:
Once per turning point, whenever a friendly ANGELS ENCARMINE operative incapacitates an enemy operative in melee, it regains 1+D3 lost wounds.


Encarmine Halo:
Up to twice per turning point, you can reduce the normal damage a friendly ANGELS ENCARMINE operative would take from any source by 1.


Angelus Targeters:
Once per activation, whenever a friendly ANGELS ENCARMINE operative is shooting with an Angelus Bolter, you may re-roll one attack die.


Ploys

Firefight - RED THIRST UNBOUND:
Use this firefight ploy when a friendly ANGELS ENCARMINE operative fights in melee after performing the Charge action. For the rest of that fight action, normal and critical hits inflict 1 additional damage (to a maximum of 7).


Firefight - WRATH OF BAAL:
Use this firefight ploy when a friendly ANGELS ENCARMINE operative performs the fight action, after rolling attack dice but before any rerolls. Until the end of that action, enemy operatives cannot re-roll attack dice. This effect does not stack with the effects of the UNYIELDING AURACITE firefight ploy.


Firefight - DESCENT OF ANGELS:
STRATEGIC GAMBIT: Use this firefight ploy during the Strategy Phase on turning points 2, 3, or 4+. Once per battle, you may remove up to two ANGELS ENCARMINE operatives that are not within Engagement Range of an enemy operative from the battlefield and set them up wholly within 12" horizontally of their original positions, but not under vantage terrain. Wall terrain must be measured around using the shortest path through open doors and breach points.

When these operatives activate, they may perform a 1AP action before their activation ends.


Firefight - UNYIELDING AURACITE:
Use this firefight ploy when an enemy operative shoots, fights, or retaliates against a friendly ANGELS ENCARMINE operative and resolves two or more critical successes. That enemy operative must perform one of the actions below:

  • Reroll any (or all) critical successes. Dice that are rerolled into misses are instead retained as normal successes.
  • Discard one critical success in order to retain another.

The enemy operative can select both options to satisfy the conditions of resolving three or more critical successes (i.e., they can discard one to retain another, then reroll their third, etc).


Strategic - RED THIRST UNBOUND:
Until the end of the turning point, the first time a friendly ANGELS ENCARMINE operative fights in melee after performing the Charge action, critical hits inflict 1 additional damage (to a maximum of 7).


Strategic - GOLDEN HOST MOMENTUM:
Until the end of the turning point, friendly ANGELS ENCARMINE operatives that FLY reduce their movement stat penalty by 1".


Strategic - TARGETS OF OPPORTUNITY:
Until the end of the turning point, friendly ANGELS ENCARMINE operatives that have dropped from Vantage terrain to a lower elevation or to the KillZone floor may claim the shooting benefits of being on the vantage point from which they began their activation.


Strategic - GILDED SENTINELS:
Until the end of the turning point, friendly ANGELS ENCARMINE operatives cannot be stunned and can ignore any changes to stats from being injured (including their weapons’ stats). This ploy cannot be used to remove existing stun effects.


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.