Blood Ravens Veterans

Homebrew by LongWarVet
100% positive
Composition
Common Abilities and Options

Astartes:
During each friendly ANGEL OF DEATH operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ANGEL OF DEATH operative can counteract regardless of its order.

Chapter Veteran:
At the end of the Select Operatives step, if this operative is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don't have to select the same one for each battle in a campaign or tournament.

Doctrine Warfare:
You can do each of the following once per battle:

Whenever you would use the Combat Doctrine strategy ploy and then select Assault, if this operative is in the killzone, it costs you 0CP. Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.

For the Emperor!:
For the purposes of determining charge range, treat this operative as having a movement stat of 6"

Shield Charge (2AP):
This Operative may perform the charge action for 0 AP, then inflict D3+1 DMG to each enemy operative within control range of this operative. (This operative may not perform this action while within control range of an enemy operative)

Shield:*
Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Storm Shield:
Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Captain Avikilus
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Default (Piercing 1)
4
3+
3/5
Supercharged (Piercing 1, Lethal 5+, Hot)
4
3+
4/5
Power Fist (Brutal)
5
3+
5/7
Abilities
AstartesHeroic LeaderIron Halo

Heroic Leader: Once per turning point, you can do one of the following:

Use a firefight ploy for 0CP if this is the specified ANGEL OF DEATH operative (excluding Command Re-roll). Use the Combat Doctrine strategy ploy when you activate a friendly ANGEL OF DEATH operative if this operative is in the killzone and isn’t within control range of enemy operatives (pay its CP cost as normal). Note that you cannot do so if you’ve already used that ploy during this turning point. Use the Adjust Doctrine firefight ploy for 0CP if this operative is in the killzone and isn’t within control range of enemy operatives.

Iron Halo: Once per battle, when an attack die inflicts Normal damage on this operative, you can ignore that inflicted damage

ASTARTES, CHAPTER TACTICS, IMPERIUM, LEADER
Company Champion Adriel
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing 1)
4
3+
3/4
Plasma Pistol (Rng 8", Piercing 1)
4
3+
3/4
Relic Power Weapon
Duel (Lethal 5+, Brutal)
5
3+
4/6
Sweep (Lethal 5+, Brutal, Sweep*)
4
3+
4/6
Abilities
AstartesChapter VeteranVeteran BlademasterWill of a Champion

Veteran Blademaster: Whenever this operative is fighting or retailiating this operative may resolve one dice before the normal sequence, If it does it must be used to block.

Will of a Champion: -Normal and Critical Dmg of 3 or more inflicts 1 less damage on this operative.

-This operatives ranged weapons, melee weapons, Movement stat, and APL Cannot be affected by enemy operative's abilities, equipment, ploys, or by being injured.

VETERAN ASTARTES, CHAPTER TACTICS
Chaplain Icatus
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Piercing Crits 1)
4
3+
4/5
Crozius Arcanum (Brutal, Shock)
5
3+
5/5
Abilities
1AP: Litany of Duty1AP: Litany of Fortitude1AP: Litany of Hate2AP: Litany of PurgationRelic Rosarius2AP: Zealous Denunciation

Litany of Duty (1AP): Until the end of the turning point friendly operatives that start or end their activation within 3" of this operative may perform a Charge action in an activation in which it Dashed. If performed, friendly operatives cannot elect to fight twice (i.e. Astartes)

Litany of Fortitude (1AP): Until the end of the turning point friendly operatives that start or end their activation within 6" of this friendly operative may reroll a defence die.

Litany of Hate (1AP): Until the end of the turning point friendly operatives that start or end their activation within 6" of this friendly operative gain [Punishing] rule on equipped ranged and melee weapons.

Litany of Purgation (2AP): Select a point in the killzone visible to this operative to gain a PURGATION marker. Until the end of the turning point enemy operatives within 2" of that PURGATION marker cannot use light terrain for cover. (While this may allow enemy operatives to be targeted it does not remove their cover save, if any) At the end of the turning point remove the marker from the killzone.

Relic Rosarius: Once per turning point, reduce the Piercing of incoming ranged attacks by 1. (Note therefore Piercing 1 would be ignored)

Zealous Denunciation (2AP): Select one enemy operative visible and within 8" of this operative to gain a DENOUNCED marker. Until the end of the turning point, Subtract 1 from the ATK stat of enemy operatives within control range of that marker. Enemy operatives cannot enter control range of the marker without becoming DENOUNCED

ASTARTES, CHAPTER TACTICS, IMPERIUM, CHAPLAIN, LEADER
Bladeguard Veteran Sergeant Retalus
A 3
M 5"
S 2+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Default (Piercing 1)
4
3+
3/5
Supercharged (Piercing 1, Lethal 5+, Hot)
4
3+
4/5
Volkite Pistol (Rng 8", Devastating 4)
4
3+
3/0
Master Crafted Power Weapon & Storm Shield
Defensive (Lethal 5+ Shield*)
5
3+
4/6
Offensive (Lethal 5+, Brutal)
5
3+
4/6
Abilities
AstartesChapter VeteranDoctrine WarfareFor the Emperor!2AP: Shield ChargeShield*Storm Shield
ASTARTES, CHAPTER TACTICS, IMPERIUM, BLADEGUARD, SERGEANT, VETERAN, LEADER
Brother Sergeant Bhar'rath
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesChapter VeteranDoctrine Warfare
ASTARTES, CHAPTER TACTICS, IMPERIUM, INTERCESSOR SERGEANT, LEADER
Bladeguard Veteran Vaymuz
A 3
M 5"
S 2+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Piercing Crits 1)
4
3+
3/4
Master Crafted Power Weapon & Storm Shield
Defensive (Lethal 5+, Shield*)
5
3+
4/6
Offensive (Lethal 5+, Brutal)
5
3+
4/6
Abilities
AstartesFor the Emperor!2AP: Shield ChargeShield*Storm Shield
STARTES, CHAPTER TACTICS, IMPERIUM, BLADEGUARD, VETERAN
Brother Maxirrox
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Sniper Rifle
Executioner (Heavy(Dash), Saturate, Seek Light, Silent)
4
2+
3/4
HyperFrag (Heavy(Dash), Blast 1", Silent)
4
2+
2/4
Profile (Heavy(Dash), Piercing 1, Devastating 3, Silent)
4
3+
3/3
Fists
4
3+
3/4
Abilities
AstartesCamo Cloak1AP: OpticsStealthy

Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy CHAPTER TACTIC. If you selected that CHAPTER TACTIC, you can do both of its options (i.e. retain two cover saves – one normal and one critical success).

Optics (1AP): Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

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

Stealthy: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

ASTARTES, CHAPTER TACTICS, IMPERIUM
Brother Morael
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (Piercing Crits 1)
5
3+
4/5
Profile (Piercing Crits 1, Torrent 1")
4
3+
4/5
Fists
4
3+
3/4
Abilities
Astartes
ASTARTES, CHAPTER TACTICS, IMPERIUM
Brother Abar
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Piercing Crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Astartes
ASTARTES, IMPERIUM, ASSAULT INTERCESSOR WARRIOR, CHAPTER TACTICS
Brother Alrarr
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Stalker Bolt Rifle
Heavy (Heavy(Dash), Lethal 5+, Piercing Crits 1)
4
3+
3/5
Mobile
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
ASTARTES, CHAPTER TACTICS, IMPERIUM, INTERCESSOR GUNNER
Brother Trimeon
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Torrent 1")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
ASTARTES, CHAPTER TACTICS, IMPERIUM, INTERCESSOR GUNNER
Brother Teravon
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Piercing Crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesBoost ActionsCrashing DescentJump Pack1AP: Passing Strike

Boost Actions: Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly MURDERWING operative’s BOOST ZONE. This is the horizontal area between a friendly JUMP PACK INTERCESSOR operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly JUMP PACK INTERCESSOR operatives’ BOOST ZONEs.

Crashing Descent: Whenever this operative performs the charge action, inflict D3+1 DMG on each enemy operative within this operatives control range.

Jump Pack: Whenever a friendly JUMP PACK INTERCESSOR operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance). If it would BOOST during the Charge action, don’t add the additional 2" to its move allowance.

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.

In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" 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 BOOST through an open hatchway.

Passing Strike (1AP): BOOST action. Inflict D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

An operative cannot perform this action normally. Instead it performs this action during the Fall Back or Reposition action after setting up from a BOOST.

ASTARTES, CHAPTER TACTICS, IMPERIUM, JUMP PACK INTERCESSOR WARRIOR
Equipment

CHAPTER RELIQUARIES:
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.


PURITY SEALS:
Once per turning point, when a friendly ANGEL OF DEATH operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Combat blades:
Combat Blades Friendly BLOOD RAVEN operatives have the following melee weapon:

Name ATK HIT DMG

Combat Blade 5 3+ 3/4


Tilting Shields:
Once per turning point, when a friendly ANGEL OF DEATH operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Auspex Scan:
Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


Ploys

Firefight - ADJUST DOCTRINE:
Use this firefight ploy during a friendly ANGEL OF DEATH operative's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.


Firefight - SHOCK ASSAULT:
Use this firefight ploy when a friendly ANGEL OF DEATH operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7). Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).


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


Firefight - WRATH OF VENGANCE:
Use this firefight ploy when a friendly ANGEL OF DEATH operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Firefight - Stealth Assault (PHOBOS OPERATIVES ONLY (Excluding SNIPER):

Use this firefight ploy when a friendly PHOBOS STRIKE TEAM operative that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action, and you’re resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The operative cannot have performed any other actions during this activation (but can do so after resolving this ploy).


Firefight - Wings of Fire (JUMP PACK OPERATIVES ONLY):
Use this firefight ploy when a friendly JUMP PACK INTERCESSOR operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but it cannot perform the Shoot, Fight action until the next turning point.

You cannot use this ploy during the first turning point.


Strategic - ADAPTIVE TACTICS:
Change your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the turning point, at which point your original secondary CHAPTER TACTIC returns.


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured.


Strategic - COMBAT DOCTRINE:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.

Devastator Doctrine: Shooting an operative more than 6" from it. Tactical Doctrine: Shooting an operative within 6" of it. Assault Doctrine: Fighting or retaliating. Balanced: Can re-roll one Attack die.


Strategic - INDOMITUS:
Whenever an operative is shooting a friendly ANGEL OF DEATH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - GUERRILLA WARFARE (PHOBOS OPERATIVES ONLY (Excluding SNIPER):
Strategy: Guerrila Warfare Friendly PHOBOS STRIKE TEAM operatives can perform the following unique action:

Guerrila Warfare (1 AP): Change this operative’s order.

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


TacOps